How to import a High SubDivision DAZ model back to Daz as a morph???
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I can export (SubDivision Level 1)DAZ model to Zbrush,but when i export the model back to DAZ,the model cannot be updated.that's meaning it is not a morpha anymore.
I want to export higher subdivision model to zbrush, that's because I think the higher sbudivision can record more Details when i work in zbrush.
So my Question is:How to import a High SubDivision DAZ model back to Daz as a morph???
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1.png
748 x 401 - 47K
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265 x 149 - 7K
Post edited by 545418482_64230d3984 on
Comments
Become a PA...
That's part of the process of creating an HD morph, and that is only availabe to PAs at this (and probably indefinitely) point.
Become a PA???? What's that?
Published Artist (the vendors in the Daz store that aren't Daz itself).
Orz................
You can import the model back into Daz Studio with highter polygon count however once you do that you break the model. The UV gets broken and the rigging gets broken.
If you are going to make changes to a model in zBrush and bring the model back into daz studio you cannot alter the original polygon count of the model. However that does not mean you cannot sub divide while in zBrush. Once you are finished with your modifications you must ramp your sub dividsions back down to the orignal poly count before bringng the model back into Daz Studio else you break the model. When you break the model Daz Studio sees a new model not the model it exported into zBrush.
By using GoZ on a selected subtool with your changes with the same polygon count you are giving daz studio your morph changes and it creates a new dial representing that morph.
On the other hand new models of geometery require rigging if the model is required to have moveable limbs for posing while being used in the Daz Studio scene view port.
If you are looking for detail what you really want to do is create new texture maps. You import the genesis, 2, or 3 model into zBrush and clone it into a new subtool. At this point you have two of them. Apply textures over the imported subtool, not your clone, with no subdivision. Next select your clone and ramp up its subdivision. Now go back to the imported subtool and copy all the textures and paste it over the sub divided clone. Make changes to the polypaint/texture on the clone if required. Copy the changes from clone and paste it back to the original subtool or figure. Save the new texture maps on the non subdivided tool. It should be compatible with the UV because you didnt break the model.
I think you will only see a benefit, if you are able to surpass the subdivision which a daz studio 3d artist used. For example, if the Daz 3d artist while creating the model polypainted the model at 1 million polygons using spotlight then you will need to surpass 1 million polygons when subdividing your version of it.
Hope this gives you some insight and food for thought.
I am sure if Richard gets a glimpse of what I written here he will give you greater clarifications and direction.
It's very helpfull,thank you very much.but I don't understand the diffecrence between "ramp up sub divide" and "ramp up polygon count",you meaning they come to the same thing?
I aplogize for the word play. It does mean the same thing. If you sub divide then you increase your polygon count... It "ramps up" ...
You must use the base resolution of the model for morphs whether you use obj export or GoZ.
You can use higher subd on the model to create details to capture with normals or displacement, but that high res model is only used within something like ZBrush to create what will be used to generate the detail maps, and not as something which will return to DS in its higher subd state.
if you Pose/render/animate in other software than DAZ studio it is doable
you need to export a subdiv exported mesh from that software be it iClone 3Dxchange pipeline, Carrara FBX import not duf or I believe possibly Poser or the big guys C4D,Max, Maya etc and load the sculpt as a morph target, the mesh has to be in the subdivided state already in your program of choice so the vertex order matches.
That's perhaps getting a bit arcane - essentially in DS you stick to the base resolution for making moprhs, high detail needs baking to nomal or displacement maps or creating a new figure with the higher resolution base mesh and using that in place of the original (but with considerably increased resource usage, and as Jaxprog notes breaking compatibility with other content).
4 months later, is there still no workaround for a regular user? I just started learning zbrush for the sole reason of making higher quality morphs for my Daz figures. The base mesh limititation is absurd, considering we have high-res meshes and a Go-Z button. I would gladly pay for this functionality, even though it's already available but hoarded. Wow.