GOZ to zbrush, smooth the model, then lose all the rigging & i
lihui987654
Posts: 0
I am New to Daz, so probably some stupid question:
Question 1:
Export V4 to Zbrush using GOZ, and then modify V4 morph and smoothing, when using GOZ to send the model back, I found I lose all the rigging, I wonder whether there is a way to solve it?
Question 2:
Export V4 to Zbrush using GoZ, and there is no materials and texture information, is there a way to export V4 to Zbrush with the texture information?
Thanks indeed for your help.
Comments
I can think of a couple of reasons for that, but most likely is that the rigging doesn't transfer to Zbrush, just the geometry. So, without using MorphLoader (part of the included content creation tools, in DS) what you have is just static geometry when you send it back.
What you have to do is save that out as an OBJ file (using the DS preset in the exporter) then using Morph Loader, load that on to an unmorphed V4.
GoZ works for morph creation - did you do anything to change the polygon count (insert brushes, for example)? Was the mesh in it's base resolution in ZB when you returned it to DS?
Hi Richard, I incresed the resolution in ZB, is this the reason?
Thanks
Probably it is because I incresed the resolution in ZB and the rigging will not works any more.
Also wonder whether the materials and texture can transfer to the ZB.
When I use the GOZ, I can not find any V4 material and texture.
Hi Richard, I incresed the resolution in ZB, is this the reason?
Thanks
Quite likely - try sliding the divisions slider all the way back to 0 before sending the shape back to DS (and note that if you used smoothing, SMTH, in ZBrush the teeth will have been rounded out even if you didn't touch them yourself, which may well be a problem. If you are making morphs it's a good idea not to divide the mesh, since the extra detail won't go back to DS unless you export it as displacement and manually apply that to the model in DS).
I don't think there is a way to get GoZ from DS to transfer the material zones, and certainly not the maps - you'd probably want to do some consolidation of map zones, if nothing else, on the base OBJ before trying to work with maps in ZBrush anyway.
>>>>I don't think there is a way to get GoZ from DS to transfer the material zones, and certainly not the maps - you'd probably want to do some consolidation of map zones, if nothing else, on the base OBJ before trying to work with maps in ZBrush anyway.<<<<</p>
This is not exactly how things are going :).
In fact you can use GoZ, and with a few simple steps you will have your model fully textured in ZBrush.
Interested?
OK, sit back :) :
From the point where the model is in ZBrush:
- draw it up
- go into edit mode (T)
- go to polygroups - autogroups with UV
- check if polygroups are there
- go to subtools
- groups split
- import your textures
- activate MRGB
- select each subtool with the right texture map
- polypaint from texture
- go to subtools
- activate UV/weld
- merge visible
- load up the new tool (merged)
- go to geometry
- subdivide to 1 or 2 millions
- try to break the seams (you will fail :) ).
That's it.
Obviously you will have to stop after "merge visible/load up the new tool", because everything from this point on only will prevent you from using GoZ back to D|S.
Merging/welding the now textured model had only been done to demonstrate, that there is a way how you can successfully subdivide the model with smooth on - without having the seams breaking and the model exploding.
After these steps you can use the whole arsenal of ZBrush to misuse :) the model in any way you want (remove the head, put on one of your own creation, add clothes andwhatnot).
The key to applying the default textures from DAZ is "autogroups with UV", because this step will slice up the model (comes in after GoZ as one mesh, without polygroups) into polygroups that resemble the maps from DAZ. And: these polygroups are made into subtools (step 6), and these again can be textured by the way explained above.
True, you'll have to select each subtool (85 for Genesis2) and apply the right texture to it, but the whole process takes about five minutes.
Hope this helps ...
(this method is fool proof - I did it, several times :) )
Edited because of the habit of forgetting the best points, sorry.
Something to add:
There might be the question why anybody would want to texture a DAZzie in ZBrush.
Well, some folks might want to use parts or whole models to further work on in ZBrush.
In this case it had been for two reasons:
- it seemed to be impossible to texture a model from DAZ in ZBrush and likely it seemed to be impossible to not break the model by subdividing it after texturing
- a friend of mine wanted to do morphs on a textured model instead of using the clay material (or any other mat from ZBrush).
That's all the reasons for me trying to get this done.
Maybe it is of use for other folks, too.
Thank you so very much, very helpful and.....
It works!!!!
Would debate "about five minutes" however
Thank you!
Change "debate" to "bet" - I'll take any!!
polygroups - autogroups with UV makes too many groups -one for each tooth, for example - but it is useful for the broad skin groups.
True enough, but the main question had been if - and how - it might be able to texture a DAZzie in ZBrush.
About the amount of SubTools - always wanted to know who is responsable for this.
I mean: the PolyGroups are resembling the default UVmaps that had been brought in by using GoZ (compliments to the one who coded this!!).
If it were not for the ZBrush functionality in "polypaint from texture" this all would not be possible.
Splitting up the UVmap into that many parts, well - using the list all option and the arrow keys on the keyboard both make nails and teeth no problem.
Most of all, there is no other choice, and the method itself is rock solid.
I wanted to add something. You don't need to split the mesh to apply textures, at least with V4. Just hiding the mesh you don't need works as well. For example, to apply the limb texture map. Hide everything but the limbs, bring in the limb texture map, flip v, then texture to polypaint.
Like the space shuttle launch to get a texture into zbrush, but I'd just as soon paint it by hand than do all that. But good on you guys for figuring it out. Now if someone would write a zbrush that will automate the process, I'd be a happy camper.