DAZ and ZBrush

124

Comments

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    WOW! RAMMY! THAT'S WHAT I"M TALKIN' 'BOUT!

    This is going to be SO helpful for me considering I am slo used to using the mouse wheel to scale ANYway.

    Thanks again, Rich. You are a sweetheart!

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    Your welcome sir. Check out my other post just above it. Might be useful. Figured out how to make a single sided Helix to make curly hair with.

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    Zev0 said:
    This vid explains the entire process http://www.youtube.com/watch?v=BI-a9XiXBNM To ERC freeze, it is now located under property hierarchy.

    It would be great, that the video would also show the 20" missing minutes included.
    and explain what would happen or what brush is used.

    More and more people requesting these answers, and they keep un answered.

    even no paid video available in the shop here to help the mysteries about these subjects solved.

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

    fixme12 said:
    It would be great, that the video would also show the 20" missing minutes included.
    and explain what would happen or what brush is used.

    More and more people requesting these answers, and they keep un answered.

    even no paid video available in the shop here to help the mysteries about these subjects solved.

    The internet abounds with tutorials on shaping with ZBrush, the video was answering a specific question.

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    fixme12 said:
    It would be great, that the video would also show the 20" missing minutes included.
    and explain what would happen or what brush is used.

    More and more people requesting these answers, and they keep un answered.

    even no paid video available in the shop here to help the mysteries about these subjects solved.

    The internet abounds with tutorials on shaping with ZBrush, the video was answering a specific question.

    I know, but it's no help for people that are new into this.
    there are requests about showing the full proces, included the missing minutes.

  • RKane_1RKane_1 Posts: 3,037
    edited February 2014

    I did find out how to customize your ZBrush 3D Brush palette. I had to eliminate all the brushes that might add vertices to my models.

    In Windows, go to c://Program Files (x86)/Pixologic/ZBrush 4R6/ZData/BrushPresets

    These are all the Brushes in your normal flyout menu when you click on "B" in the main windows or when you click on the Brush Palette Icon

    **DO NOT DELETE ANYTHING!**

    If you delete anything, you will have to resintall later to get it back.

    Instead, move them to a folder under c://Program Files (x86)/Pixologic/ZBrush 4R6/ZBrushes

    Then the Brushes will still be available in your lightbox under the Brushes tab whenever you need them. :)

    Before you do this, you may want to make a copy of your BrushPresets file so that you can quickly restore it if you want to.

    Hope this helps. :)

    Post edited by RKane_1 on
  • nobody1954nobody1954 Posts: 933
    edited December 1969

    I want to thank everyone for their input. I'm learning 3D modeling, largely to equip the non-V4 Poser characters. But since I've been using Daz, Genesis items are also on the list. If my efforts in modeling are successful, I plan on saving up for Zbrush. A hundred or so a month, and I have my Christmas present. If things don't work out, more money for the (semi-)retirement fund. This thread has been immensely helpful.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    since I use wacom pen , I prefer to
    Alt+click then release Alt ... moving up down for zoom in and out, very smooth

    I tried the plugin before with my pen since I have scroll option button but did not worked that smooth for me
    so maybe good for mouse users

    RAMWolff said:
    PS. If your used to using your Middle button for scrolling and other operations you can get this script here:

    http://www.zbrushcentral.com/showthread.php?183019-quot-Middle-Button-quot-Plug-in-for-ZBrush-4R6&p=1070287#post1070287

    It works very well. I chose the Blender preset which gives me a zoom ratio of 1 incremental zoom at a time rather than the 3D Max preset which is 3 incremental zooms at a time.

    Here is my screen grab of the options once installed:

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    I did not know that, Mec4D. See? That is another neat little trick I know now.

    Thanks!

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    Mec4D said:

    since I use wacom pen , I prefer to
    Alt+click then release Alt ... moving up down for zoom in and out, very smooth

    I tried the plugin before with my pen since I have scroll option button but did not worked that smooth for me
    so maybe good for mouse users

    RAMWolff said:
    PS. If your used to using your Middle button for scrolling and other operations you can get this script here:

    http://www.zbrushcentral.com/showthread.php?183019-quot-Middle-Button-quot-Plug-in-for-ZBrush-4R6&p=1070287#post1070287

    It works very well. I chose the Blender preset which gives me a zoom ratio of 1 incremental zoom at a time rather than the 3D Max preset which is 3 incremental zooms at a time.

    Here is my screen grab of the options once installed:


    Thanks hon. I'm so lazy about reaching for the Wacom tablet. Most of the time I just use the mouse.

    I did attempt to make an Insert Brush for hair pieces but they don't weld properly. Doesn't matter how careful I am at making sure the 3 pieces are identical where they are to meet up when you draw out the brush length ..... just doesn't work for this. I've been at this for hours with 4 different attempts but same issue. I remesh it hoping that the different lengths that I created would just meld nicely but nope, no such luck.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    Thanks, Rammy!

    Say, Curve adds vertex to a model, right?

    Does Clip Brush change the vertex count?

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    Curve? Which brush... let me look Clip Curve will def change the vertex order as well as any of the Clip brushes. You can't remove any of the geometry or your screwed.

    Below is a screen grab of the brushes I use the most and that will not affect the mesh's vertex order ....

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  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    Topology brush won't?

    That looks a lot like my standard setup though I will admit I LOVE me some Dam_Standard brush to boot.:)

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    I use the Topology brush on mesh to guide it, when I'm building my own stuff. I haven't done a Genesis morph in 6 months or more. I worked on Dawn for a while but that whole venture looks kinda dead for allot of folks so I stopped and shelved all of that. Right now I'm working on my Pan figure that I built from scratch and in order to get really nice mesh you need to guide it a bit here and there. The Topology brush, esp when you set your brush size down to like 5 or thereabouts, allows you to draw a circular spiral out from the nipple region to the outer pecs so when you ZRemesh the whole thing you end up with a concentric circle that allows for better pec and breast morphs.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    I think I am going to get a list together and post it here. Yes... a resource for others.... :)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Mostly Only insert brushes change the poly count as the brushes include additional geometries when used and it is nothing that can hide your eyes after usage .
    You can add curve to any brush you like as that is a stroke type and not change the poly count in any way
    Doing list would take forever as there are out 1000 of brushes for Zbrush and more .. as long you stay away from insert brushes while doing morphing everything would be fine :)

  • SoulUnitSoulUnit Posts: 112
    edited March 2014

    Hi there, I've been enjoying this thread and tried a morph myself but I seem to be missing a couple options that are stopping me from saving as a morph. which I am wondering after trying to follow this video http://www.youtube.com/watch?v=BI-a9XiXBNM

    1. I dont seem to have a "Property Editor" Pane

    2. I dont have an option for choosing the "Actor"

    I see the video is for DAZ 4.0 is there a difference in 4.6?

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    Post edited by SoulUnit on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    The tutorial was for Genesis not Michael 4
    for that reason you don't have ACTOR
    Also the Property editor is now Property Hierarchy

  • SoulUnitSoulUnit Posts: 112
    edited March 2014

    Mec4D said:
    The tutorial was for Genesis not Michael 4
    for that reason you don't have ACTOR
    Also the Property editor is now Property Hierarchy

    Right thanks, probably should use this instead for just saving a morph http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/saving_morphs/start

    however in following these instructions in order I am running into the first error. Then trying to save as called out leads to this error.

    The introductions dont mention that you would need to do either in order to create a simple morph

    Any help would be appreciated..

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    Post edited by SoulUnit on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Generation 4 use Injections , so this is not the way to do things
    Michael4 is not a part of genesis technology so for that reason you can't save the morphs this way
    it is not gen4 figure compatible

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

    You can use the ExP exporter for the fourth generation figures.

  • SoulUnitSoulUnit Posts: 112
    edited March 2014

    Mec4D said:
    The tutorial was for Genesis not Michael 4
    for that reason you don't have ACTOR
    Also the Property editor is now Property Hierarchy

    You can use the ExP exporter for the fourth generation figures.

    Coming back to this, I found I can GOZ M4 in Daz and out of Zbrush just fine and create a morph no problem I just cant save it as a morph asset.

    But following your suggestion to use a Genesis model I cannot Goz back into Daz from Zbrush without an error...

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    Post edited by SoulUnit on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Because you changed the topology of Genesis , if the poly count doesn't match you will get error as you did
    sometimes it can be hidden parts, like eyelashes or teeth .. you need to be careful what you doing in Zbrush so you don't alter the poly count , also when you export Genesis , make sure you don't select the high resolution and export only with deformation , it is the little window option that open when you hit the Go to Z

  • SoulUnitSoulUnit Posts: 112
    edited March 2014

    Mec4D said:
    Because you changed the topology of Genesis , if the poly count doesn't match you will get error as you did
    sometimes it can be hidden parts, like eyelashes or teeth .. you need to be careful what you doing in Zbrush so you don't alter the poly count , also when you export Genesis , make sure you don't select the high resolution and export only with deformation , it is the little window option that open when you hit the Go to Z

    Thanks again, for staying with me on this. Well...I am perplexed this all works great on M4 which it is not supposed to but for the genesis model which is used in the tut it does not. I am following this tut to the T http://www.youtube.com/watch?v=mFRUVZHW_hw
    Being conservative I just made the smallest bump on the forehead, nothing like the extensive topology overhaul in the video but mine will not allow even this small change. Not being a wise guy but isnt creating a morph about changing the topology ?

    One other thing I noticed is I have no dialog box pop up when I hit goz in Zbrush.

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    Post edited by SoulUnit on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    No you change the vertex location when creating morphs and not topology
    you should have dialog up when you export genesis to Zbrush , if you select the high density by export it will not import back anymore as morph so make sure you not check it by export , changing the subdivision in Zbrush usual no matter as GoZ will change it back to low when exporting back to DS , so I guess you exported the double geometry .. for that reason you can't import it back
    I did this milion times before so that is only one reason in this case . Looking at your shot genesis is subdivided .. and not base

    There is not dialog box pop up in Zbrush when exporting back to Daz Studio

  • SoulUnitSoulUnit Posts: 112
    edited March 2014

    Mec4D said:
    No you change the vertex location when creating morphs and not topology
    you should have dialog up when you export genesis to Zbrush , if you select the high density by export it will not import back anymore as morph so make sure you not check it by export , changing the subdivision in Zbrush usual no matter as GoZ will change it back to low when exporting back to DS , so I guess you exported the double geometry .. for that reason you can't import it back
    I did this milion times before so that is only one reason in this case . Looking at your shot genesis is subdivided .. and not base

    There is not dialog box pop up in Zbrush when exporting back to Daz Studio

    Ah it was so simple, I thought the mesh looked more dense than the M4 I was having success with. So just unchecking the "Export at current resolution" was the key. A little cryptic if you are not familiar with the idea that this really means you want to export the base object.

    In any event all is good now and I can move on.

    Thanks, also stopped by your site, looks great, looking forward to more of your work

    Post edited by SoulUnit on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks, glad it worked for you :)

  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    SoulUnit said:

    Ah it was so simple, I thought the mesh looked more dense than the M4 I was having success with. So just unchecking the "Export at current resolution" was the key. A little cryptic if you are not familiar with the idea that this really means you want to export the base object.
    k

    Yes, I was having the same issue (http://www.daz3d.com/forums/viewreply/532571/) a while back until I unchecked that stupid little box.

    Since then I've been doing a lot of GoZ back and forth between Studio and ZBrush using not only Genesis 2 HD, but also clothing--and it's been great. I love working with both programs to make custom characters (I've cut down my dependence on the Studio sliders as I find it easier and more intuitive to just sculpt my facial morphs in ZBrush). You have to use a bit or restraint not to break anything, but so far it's been working well.

    I've been getting more and more into ZBrush detailing of faces, trying to get a lot of the nuances that I see in many Zbrush sculpts that make faces look unique, but this kind of surface texturing really requires a higher mesh level subdivision to sculpt (which then pretty much disappear when you dumb-down the mesh to the Studio resolution if you want send it back over as a morph).

    I am aware that if I subdivide the mesh in ZBrush to get more detail, and export to Studio at a higher mesh resolution it will be as an obj and will not give me the option of making a morph slider. I know this is probably a very basic question, but if I chose to do that (bring a higher subdivision version into Studio as an obj), will (a) Studio be able to display the higher res model properly and (b) will I have to reapply the textures to the figure.obj (will they even work or will I have to export them from ZBrush with the obj as well or re-texture in Zbrush)?

    I'm on a learning curve in ZBrush and I'm just trying to figure out what I don't know that I need to know (I know that sounds a bit silly) and although I've been looking at a lot of tutorials, a straight answer seems to put me on the right track faster.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    No you can't do that , you need to export and import the OBJ with the same poly count , the option for higher resolution is only for those that use HD plugin , but it is not a public plugin , however I would never sculpt the base morph on higher resolution , you need to go with the topology flow when creating morphs so it works correctly , that why topology is made so it works better with animations and morph, just creating stuff on higher resolution is just half job done, first you create the base morph, and then the details that can be exported as displacement or normal maps , and you will not lose one thing doing it , there is many ways of texturing in Zbrush but all of them request the model to be at last 5 times and after that the maps need to be extracted one by one and that is long process , I am working on a project right now doing it and it take a lot of time and I am very fast using Zbrush .. still
    I will recommend you focus on one subject and learn it first until you go to next , other way you get to much info from the tutorials and you will lose it , artificial intelligence is not what you need to use this program but a lot of patience and practice , after a decade I still learn new stuff on daily basic

  • Fragg1960Fragg1960 Posts: 356
    edited December 1969

    So if I understand you correctly, we can't import any hi-res meshes in Studio without an HD plug-in that's not available to the public? So if I sculpt a plain box in Zbrush at a very high subdivision level and save it as an obj file, then I open Studio and import the obj, Studio won't be able to display it properly without the plug-in?

    I was aware that when importing back into Studio (after working on a Studio figure in ZBrush) that the poly-count had to be the same in order to generate a morph in Studio, but I was not aware that there was a limitation on the mesh resolution of any obj being imported--even one that did not originate in Studio.

    I mean, I could always just export Genesis into ZBrush, sculpt it at a high res and render directly from ZBrush and skip Studio all together for the render part since it sounds like its limited without the plug-in for some reason.

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