Custom Morph tips using zbrush

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

  • Cris PalominoCris Palomino Posts: 11,624

    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.

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