DAZ and ZBrush

245

Comments

  • EleleElele Posts: 1,097
    edited December 1969

    Kyoto Kid said:
    ...what gets me is Daz (which is basically a purveyor of hobbyist 3D software) only links up with expensive pro grade applications instead of ones most of us can afford. I find this disappointing.

    My two Zlotys.

    They don't really link up anything special, everything is just as easy with morphloader and objs (and so any software that supports obj). There is also the hexagon bridge. Hexagon is still free I think (too lazy to check :D)

  • kyoto kidkyoto kid Posts: 41,245
    edited December 1969

    ...they don't link with PSP, Gimp, or Silo (which is far more stable than Hexagon),

    700$ to 1,000$ programmes are not in the "hobbyist" budget.

  • EleleElele Posts: 1,097
    edited December 1969

    Kyoto Kid said:
    ...they don't link with PSP, Gimp, or Silo (which is far more stable than Hexagon),

    700$ to 1,000$ programmes are not in the "hobbyist" budget.

    What do you mean with "link"? The bridges to don't do anything special as far as I know. (except maybe the photoshop bridge, where textures get updated in "realtime", though I'm not sure how usefull that is)

  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited January 2014

    Bridges are possible only if the application at the other end supports plugins and has an appropriate architecture. Pixologic and Photoshop do, and their developers provide a lot of support. However this is a thread asking how to use the existing tools, and shouldn't be hijacked to discuss unrelated issues.

    Post edited by Richard Haseltine on
  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    Elele said:
    Fragg1960 said:
    Let DS create the new object, select it, and go to Window>Panes(Tabs)>Scene Info - how many vertices does the new item have? Genesis is 19,296 (you want the number after the stroke, if there are two - the first is the figure for the SubD mesh).

    I would have to say that looking at the numbers--ZBrush is definitely adding vertices (see screenshot). I'm trying to figure out how to check the resolution of the mesh in ZBrush and set it back to the base resolution (19,296) before sending the mesh back to DS. I'm new to ZBrush and I have to say that it is one of the most counter-intuitive interfaces on the planet (I think they question foreign spies by making them model in ZBrush until they break down).

    Normally it should be under the geometry tab where you subdivided it. There is a little slider that appears when you subdiveded it, so you can easely switch between mesh resolutions.

    Thanks Elele. I'm reading everything on ZBrush I can get my hands on (and watching and reading as many tutorials as I can), but not having formal 3D modeling training and trying to teach yourself as you go is challenging. I always wanted to sculpt when I was younger and now that I'm older I figured what the Hell. The link to what you can do with ZBrush and Studio is a nice bonus that I'm trying to explore at the same time.

  • EleleElele Posts: 1,097
    edited December 1969

    Fragg1960 said:
    Elele said:
    Fragg1960 said:
    Let DS create the new object, select it, and go to Window>Panes(Tabs)>Scene Info - how many vertices does the new item have? Genesis is 19,296 (you want the number after the stroke, if there are two - the first is the figure for the SubD mesh).

    I would have to say that looking at the numbers--ZBrush is definitely adding vertices (see screenshot). I'm trying to figure out how to check the resolution of the mesh in ZBrush and set it back to the base resolution (19,296) before sending the mesh back to DS. I'm new to ZBrush and I have to say that it is one of the most counter-intuitive interfaces on the planet (I think they question foreign spies by making them model in ZBrush until they break down).

    Normally it should be under the geometry tab where you subdivided it. There is a little slider that appears when you subdiveded it, so you can easely switch between mesh resolutions.

    Thanks Elele. I'm reading everything on ZBrush I can get my hands on (and watching and reading as many tutorials as I can), but not having formal 3D modeling training and trying to teach yourself as you go is challenging. I always wanted to sculpt when I was younger and now that I'm older I figured what the Hell. The link to what you can do with ZBrush and Studio is a nice bonus that I'm trying to explore at the same time.

    I was there not so long ago :D
    I found this tutorial series very handy when i got started:
    http://www.youtube.com/watch?v=Ie4Od4eoh-U

  • Fragg1960Fragg1960 Posts: 356
    edited January 2014

    Elele, thanks for the tutorials link. I think those are what I need.

    You mentioned my subdividing the mesh. I was not subdividing it--I wasn't doing anything other than importing the figure into ZBrush via GoZ and making a slight adjustment (which is apparently for some reason, changing my mesh automatically). I found the slider you are referring to (I think), but the mesh size never returns to the default mesh of the Genesis figure (there are only two options on the slider and neither one gives me the right number (at DAZ won't accept either setting).

    Now I'm really confused because if you watch the videos that R_Kane showed me--none of that stuff is ever done to the exported figure and it comes back into Studio just fine. For God's sake in one of the videos the guy makes a freaking mermaid and it still imports into Studio without issues (and I don't see anywhere in that video where there is any subdivision or resizing of the mesh at all before sending it back to Studio). I can't even put a simple lump on the head of Genesis and have it come back to Studio as a morph.

    Post edited by Fragg1960 on
  • RKane_1RKane_1 Posts: 3,037
    edited January 2014

    Out of curiosity, under your Geometry menu, is Dynamesh turned on or off?

    Dynamesh is a feature which adds topology to a model as you sculpt which is great for most modellers but a no-no when you are sculpting things for DAZ studio morphs as the number of vertices has to be preserved.

    Post edited by RKane_1 on
  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    RKane_1 said:
    Out of curiosity, under your Geometry menu, is Dynamesh turned on or off?

    Dynamesh is a feature which adds topology to a model as you sculpt which is great for most modellers but a no-no when you are sculpting things for DAZ studio morphs as the number of vertices has to be preserved.

    I'll have to check on that later tonight. Since I have not touched that setting, it is probably whatever is the default setting for ZBrush. I could see why that would be a problem if it was turned on.

    Just for kicks I downloaded Sculptris (free program and really intuitive and easy to use--hard to believe the same company as ZBrush put it out), and imported a Genesis figure OBJ into it, did some minor sculpting, exported and then used morph loader to bring the morph into Studio and that worked okay.

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    Any chance to have some more official tutorials about these subjects on the daz site here?
    tutorials about the big PA 's around here use in creating stuff...

    isn't it time to discuss more the real active 3d programs people use today? over the ones that where used may be in the past...

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    Kyoto Kid said:
    ...they don't link with PSP, Gimp, or Silo (which is far more stable than Hexagon),

    700$ to 1,000$ programmes are not in the "hobbyist" budget.


    that's lot 's of $, but if you want go more serious in 3d, that 's the only pad to move on...
    zbrush, modo, c4d, 3dcoat,
    alternative is start learning Blender.

  • Fragg1960Fragg1960 Posts: 356
    edited January 2014

    RKane_1 said:
    Out of curiosity, under your Geometry menu, is Dynamesh turned on or off?

    Dynamesh is a feature which adds topology to a model as you sculpt which is great for most modellers but a no-no when you are sculpting things for DAZ studio morphs as the number of vertices has to be preserved.

    Dynamesh is off--but I think I figured out the issue.

    I've noticed in the dozens of tutorial videos I've watched that on GoZ import of a DAZ Genesis figure (without having done any sculpting), the Active Points and Total Points on the figure in ZBrush are 19,296 (which is what we want to maintain in order to be able to send the morphs back to Studio).

    I noticed that when I export from Studio via GoZ, my imported model Active Points and Total Points in ZBrush are 76,283. I went back and sent another figure over the bridge and this time unchecked "Export at Current Resolution" on the DAZ side of the GoZ bridge and my model came into ZBrush at the right size (19,296). I thought in Studio that the current resolution of a vanilla Genesis figure was the base resolution--guess not.

    Now I feel stupid. My mistake was happening on the DAZ side of the bridge and I assumed it was on the ZBrush side due to my learning curve. Thanks for all your help everyone--I've learned a whole lot about ZBrush and modeling through this discussion and all the tutorials provided. The community here is the best!

    Resolution.png
    220 x 141 - 16K
    Post edited by Fragg1960 on
  • XenaXena Posts: 650
    edited December 1969

    Are you making sure that you are setting Genesis to base resolution BEFORE GoZ'ing to ZBrush?

  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    Xena said:
    Are you making sure that you are setting Genesis to base resolution BEFORE GoZ'ing to ZBrush?

    I am now. I thought it came into the scene in Studio at base resolution. Either way, lowering the res to base and then hitting the GoZ button, or hitting the GoZ button and un-checking the "Export at Current Resolution" in the pop up box both send it over at the right resolution to ZBrush. It's all working fine now.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    Glad we could help though it was your diligent experimentation that ultimately lead to the answer for yourself.

    This is why I love this place. So many people willing to help when help is needed. :)

  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    Hate to necro this thread, but I've been watching loads of ZBrush tutorials and can't find the one that showed me how to do this again.

    I got the whole Zbrush GoZ export import and save morph in Studio process down. Having fun making my own morphs.

    I saw a tutorial at one point where someone exported a Genesis figure using GoZ to ZBrush, did some face sculpting and then exported just the head morph back to Studio (ignoring the body). In fact they did something in ZBrush where they did some grouping and then hid everything but the face. The reason I'm interested is that I did a sculpt I really like in ZBrush and sent it back to Studio only to find that I had accidentally messed up the hands in ZBrush.

    I would like to salvage it by exporting just the face morph from ZBrush and ignoring the rest of the body.

  • RKane_1RKane_1 Posts: 3,037
    edited February 2014

    Well, you would still need to bring the whole body back for a Genesis morph to work properly BUT there is a way to isolate the area you want to work on using Polygroups in the menu on the right. Make your morph then get the entire figure back.

    There is also a way to revert the area you need to go back to the way it was BEFORE you morphed it using Morph brush.

    Look in the second post of my first tutorial in my signature.

    Post edited by RKane_1 on
  • Faeryl WomynFaeryl Womyn Posts: 3,663
    edited December 1969

    I only glanced over the posts here, but what I didn't find is if the Goz works with Sculptris? as it does for ZBrush and Photoshop. I know I can export and import with the programs, but in this case Goz might speed things up.

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    The bridge works just fine in the current build and ZBrush.

    1) Load your figure, make sure it's set to BASE before clicking the GoZ bridge link
    2) Once inside ZBrush draw your figure, click the Edit button (upper left of the UI)
    3) Under the Tools... > Geometry untick the Smt button.
    4) Do your thing but be careful not to use brushes that will ADD geometry to your mesh
    NOTE: IF you divide your mesh to put in details that will be remembered when auto divided in DS MAKE SURE you put it back to the base and MAKE SURE you click the "Del Higher" button or that will give you your messages to create a new mesh once back in DS.
    5) Click the GoZ button and get back to DS, you should be fine to create your morph target.

    I do it all the time. It's just remembering all those niggley little steps that used to annoy me but it's what it is.

  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    RKane_1 said:
    Well, you would still need to bring the whole body back for a Genesis morph to work properly BUT there is a way to isolate the area you want to work on using Polygroups in the menu on the right. Make your morph then get the entire figure back.

    There is also a way to revert the area you need to go back to the way it was BEFORE you morphed it using Morph brush.

    Look in the second post of my first tutorial in my signature.

    GoZ doesn't send any grouping to ZBrush, just the UVs and the mesh. You can use the UV islands to mask - Tool>Polygroups>Uv Groups - though that will over do the splitting (each tooth and nail, for example, will be a group on its own. Then you can turn on auto-masking - Brush>Auto Masking>Mask By Polygroups set to 100 - and hold down ctrl to quickly select a group or groups by painting, then use Tool>Visibility>Hide Pt to hide the unmasked areas.

  • SloshSlosh Posts: 2,391
    edited December 1969

    RKane_1 said:
    Well, you would still need to bring the whole body back for a Genesis morph to work properly BUT there is a way to isolate the area you want to work on using Polygroups in the menu on the right. Make your morph then get the entire figure back.

    There is also a way to revert the area you need to go back to the way it was BEFORE you morphed it using Morph brush.

    Look in the second post of my first tutorial in my signature.

    GoZ doesn't send any grouping to ZBrush, just the UVs and the mesh. You can use the UV islands to mask - Tool>Polygroups>Uv Groups - though that will over do the splitting (each tooth and nail, for example, will be a group on its own. Then you can turn on auto-masking - Brush>Auto Masking>Mask By Polygroups set to 100 - and hold down ctrl to quickly select a group or groups by painting, then use Tool>Visibility>Hide Pt to hide the unmasked areas.

    What I usually do is export a copy of my mesh at Modo scale, with Use Materials selected in the grouping section. Then, in ZBrush, I can import the saved mesh and the groups are there for me.

  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    Yes, that is better if the material groups are needed - but the question was about using GoZ, which is annoyingly limited in that respect.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    Not quite sure what this accomplishes. Please forgive me. I seek to understand better.

    I use GoZ and then use the Polygroups to Polygroup by UV with no issue.

    Does this work better for some reason than the method I am using and of so, how and why?

  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    The only issue with polygroup by UVs is that you get too many groups - as I said, each nail and each tooth is its own group. That may not be convenient, depending on what you are doing.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I think the problem with GOZ here is that the scene was saved before and DS created temporary object that why it don't want to import back as morph from Zbrush , there maybe also a great idea to clean the cache in Zbrush before starting again .

    The best way is to load a new scene and the Genesis (character) that need to be edit in Zbrush and not loading from saved previously scenes . As I see here no other explanation of what was going on .

    Also when working on characters that include morph from dialups , it is important to not close DS until you are finished with the work as it will interrupt the import

    if you have to close DS for any reason , it would be requested to open DS again, load your character, sent it to Zbrush and in Zbrush replace the mesh with the mesh you are working on before to keep the bridge communication intact , it is a trick but it working just fine

    make sure you unhide all mesh polygroups before import

    regarding changing the subdivision in DS or Zbrush : YOU DON'T HAVE TO DO THAT
    GoZ in Zbrush will set your model back to the lower subdivision automatic , send even color textures and displacement maps with the correct values and parameters back to DS so not just the mesh .
    that are just basic but if you skip one thing it may not work

    the other stuff you may do is export the OBJ from Zbrush and import as morph manually to DS
    it will working too , that is how I do ALWAYS , using GoZ only for testing my morphs between or clothing
    but after the work is done I like to have my actual copies of morphs just in case
    using only GoZ the mesh lose to much information especially when you design clothing , for morphs it really no matter
    but for other stuff and props it matter as well
    one of them is that GoZ do not import any groups back into DS
    and for that reason very much limited

    also when you import morphs for Genesis that have dialed up morphs it will import just the differences where your morphs will be just an extraction ( morphs of a morph )

    for learning the basic with GoZ, it is good to start with the new DS scene and fresh Basic Genesis figure ( or Gen2)
    and follow the simple steps ..

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    That is not possible with Genesis and DS and GoZ
    it could be done for the generation4 figures like V4 or M4 but not with DS Genesis and GoZ

    there is as well other solution to do that when you working using layers in Zbrush
    you create layers for each body parts you morphs , and then import only the parts you like back to DS .
    It is like in Photoshop .. you can create individual morphs for as much layers as you like

    by hiding partial genesis groups you can export the textures since Genesis have overlapped UV's
    there is a lot of great stuff but you need to focus on the basic first and learn the rest when you progress

    Fragg1960 said:

    I saw a tutorial at one point where someone exported a Genesis figure using GoZ to ZBrush, did some face sculpting and then exported just the head morph back to Studio (ignoring the body).

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    After using Polygroups by UV's you hit the merge similar utton and the groups will merge in the same way as the UV's templates so one group for finger nails , one group for limbs etc.. you need merge them to avoid the multiple polygroups
    you need to do that other way it will be not easy to work on morphs anyway as you need to mask for example the inner mouth eyes or eyelashes to prevent unnecessary deformation

    The only issue with polygroup by UVs is that you get too many groups - as I said, each nail and each tooth is its own group. That may not be convenient, depending on what you are doing.
  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    Thanks, that's useful to know.

  • RKane_1RKane_1 Posts: 3,037
    edited February 2014

    I have yet to master much in ZBrush as I have not had a lot of time with it.

    Is there a way to import Genesis, up the levels of subdivision, make intricate changes, then lower subdivision and re-import back into DAZ as a combination morph and Displacement map?

    Is there a good tutorial on this somewhere if it is possible?

    Post edited by RKane_1 on
  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    Mec4D said:
    After using Polygroups by UV's you hit the merge similar utton and the groups will merge in the same way as the UV's templates so one group for finger nails , one group for limbs etc.. you need merge them to avoid the multiple polygroups
    you need to do that other way it will be not easy to work on morphs anyway as you need to mask for example the inner mouth eyes or eyelashes to prevent unnecessary deformation

    The only issue with polygroup by UVs is that you get too many groups - as I said, each nail and each tooth is its own group. That may not be convenient, depending on what you are doing.

    Super helpful, Mec3D! Thanks for sharing this! :)

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