Custom Morph tips using zbrush
![lcahpowell](https://secure.gravatar.com/avatar/dee29e5bb013a6ae79e8cd48889dd623?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Fdee29e5bb013a6ae79e8cd48889dd623_100.png)
I am currently working on a face morph for a gen 3 character. The issue I have is that when I take the morph up to 100% the geometry for the pupil expands and i get a black ring around the irises. Any help in correcting this would be appreciated.
My process:
Load g3 female
Parameters/General/Mesh Resolution/base and 0 subD level
Shaping/currently used/ Mouth realism and navel set to 0%
Export as obj, convert from daz to daz
Import obj into zbrush from tool palette
Draw tool on screen
Click edit
Turn smooth off in geometry panel
Mask eyes, teeth, eyelashes and body
Sculpt form in lowest subD level
Sculpt details in 2x higher subD level
When finished sculpting drop to lowest subD level
Un-mask mesh
Export as obj
In Daz load Gen 3 female
Open Morph loader pro
Convert Daz to Daz
Import morph obj
Rename and choose group
Click accept
Morph creates succesfully.
Turn Morph slider to 100
If I am missing something or if anyone has run across this please let me know. Thanks for your help.
Sincerely,
-Daniel
Comments
So I found a work around kinda. I found a morph slider that corrects(expands/shrinks) the pupil geometry. I think it is from the gen 3 female head morph set but I'm not sure. So that is good. However I'm not sure what I did to cause the large pupil incident to begin with. With that being said, I would still appreciate any help to avoid causing this in the future when I'm creating morphs. Thanks again.
-Sincerely,
-Daniel
It sounds like you've got the right steps. Do, however, remember to zero out the mouth realism HD and navel morphs. If you select the root and look at currently used morphs in parameters, you will see them listed. And when you return the morph, you should be loading that morph onto a G3 with the same base res and morphs zeroed out as you exported.
One way to make certain that you really and truly haven't affected the eyes or inner mouth is to create a morph target before you begin to sculpt. After you have completed the morph, you can hide, by way of polygroups, the face, lips and lashes and use the morph brush to go over the inner parts of the head to make sure nothing has been inadvertently sculpted.
You don't need to subdivide to see your details better, btw. Just turn on Dynamic Subdivision which is in the Geometry subpalette. This does not actually subdivide the mesh and so when you turn it off, you'll see your base back to normal.