Daz Gen8 to Substance Painter - Anyone able to help? (SOLVED)

kevinmaistroskevinmaistros Posts: 10

I'm hitting brick walls left and right here. I need to export G8 figures from Daz to be re-textured (The character's skin, not props or clothing) in Substance Painter and then brought back in to DS to be posed. Can't seem to figure out how to get the figures out of DS to correctly set up the figure in SP. Do I need an intermediate like Maya, zBrush, or C4D? I'm trying to do this in a way that allows me to simply change out the textures of the character, and not modify any topology or UVs, since I have no experience rigging custom characters in DS and am trying to take advantage of the pre-rigged nature of DS G8 figures.

Anyone willing to share workflow tips or point me in the right direction? I have had no luck searching an abundance of forums for current information.

 

EDIT: Thanks to SickleYield giving me a few little facts about the previous pit-falls of working with DS figures in SP, I was able to find a way to successfully bring in a human character figure from DS into SP and was just able to successfully bake out all the additional maps (Except ID) in SP with material zones that are layed out per UDIM, without needing an intermediate in the middle. WOO!

If anyone is interested... 

(Unless this was already a known thing and I'm just showing off my noobiness... in which case I'll just take a bow -- let me know if I should post the how-to?)

 

SPdsG8M.jpg
1920 x 1080 - 868K
Post edited by kevinmaistros on

Comments

  • InkuboInkubo Posts: 745

    I'm definitely interested. Is this information found in one of SY's videos?

  • kevinmaistroskevinmaistros Posts: 10
    edited December 2017
    Inkubo said:

    I'm definitely interested. Is this information found in one of SY's videos?

    No I had messaged SY directly on DeviantART.

    So far I have only tested this on Genesis 8 Base Male, but I'm about to test on the Dylan figure...

    The workaround came from SP's ability to bake additional maps based on existing normal maps. - Since DS characters all (or mostly?) use the same UV layout I was able to export as OBJ from DS and import as-is into SP along with pre-existing normal maps from Michael8 for the arms, legs, face, and torso (Base Male didn't have normals that I could find) when creating the new project-file. Usually, you would project a highpoly mesh onto a lowpoly mesh to bake all the required additional maps, but when you've already manually loaded normal maps into the respective texture-set settings, the baker will automatically recognize that the normal map exists in the texture-set if you uncheck normals in the baker, and then bake the additional maps based on the pre-existing normals you brought in, instead of needing to project. Don't specify a high-res mesh, and don't check "use low poly as high res" (or whatever that option is) - Just bake it! (I did one texture-set at a time to be safe)

    I had learned this from Wes at Allegorithmic in a part of a tutorial where he described the process of re-baking normals to update proceduarl effects that were based off the original baked-additional maps, rather than included additions to the normal channel from the layer stack... and thought it might work to solve this.

     

    Hacky, but successful.

    Post edited by kevinmaistros on
  • ...and here's a test render, successfully round-tripped back into DS using Dylan's figure with a super simple setup from Substance Painter:

     

    SPtestRender.jpg
    1920 x 1920 - 3M
  • InkuboInkubo Posts: 745
    edited December 2017

    That looks really wild!

    Have you tried with characters that have geografts, like the Lekkulions, Minotaur 6, or other creatures? I was told SP couldn't handle grafts.

    Post edited by Inkubo on
  • Inkubo said:

    That looks really wild!

    Have you tried with characters that have geografts, like the Lekkulions, Minotaur 6, or other creatures? I was told SP couldn't handle grafts.

    I don't own any characters with geografts :(

  • jestmartjestmart Posts: 4,449

    Genesis 8s' eyelashes are geografts.

  • Oh, well in that case everything works fine. They come in solid, but you just have to set the opacity map.

  • Inkubo said:

    That looks really wild!

    Have you tried with characters that have geografts, like the Lekkulions, Minotaur 6, or other creatures? I was told SP couldn't handle grafts.

    I know it's an old thread but I want to add that SP can handle grafts. You need to prepare the model but it is possible. 

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