ZBrush morph Qs: amount of geometry; saving morphs; single vs multiple morphs?
I followed WP Guru's tutorial (and other tutorials) on using GoZ to export the G8 figure to ZBrush to make morphs, then re-export them back to Daz. I had no trouble exporting, sculpting, and returning the model to Daz. In fact, it was delightfully easy! But I had some follow-up questions that searches haven't answered.
1. First, I want to make sure I'm using all the geometry I can. In ZBrush, after importing the Genesis 8 Female model, I see 17,020 points, including the eyelash subtool, which I didn't touch. Does that sound right? Not that much geometry, but I expected that. I assume that's as much geometry as I'm allowed to work with? (I didn't try retopologizing or anything like that, but I assume that will work, so long as the number of vertices doesn't change and they remain indexed to the original Daz vertices.)
2. Second, how do I save my morph as a standalone product, without anyone else's morphs, if someone else's morphs are installed? I suppose I just manually/temporarily remove the other person's morphs while I create the properties for my morph? (I had no trouble making a standalone character preset, and I think I correctly made a morph asset too.) I'm not planning to sell anything any time soon, but I'd like to understand how to do it properly and legally.
3. Finally, if I want to make characters for my own use only, is it better practice to morph the character all at once in ZBrush, from head to toe? Or is it better to make lots of separate morphs for each body part, allowing me to create multiple characters in Daz?
Many thanks!
Comments
1. That is the base resolution, yes, and morphs work on the base resolution. If you want more detail you can do it, but you need to go back to base (and check the teeth are OK) before sending the morph back to DS and export the hgher resolution details as displacement or normal maps.
2. Make sure you use Reverse Deformations on bringing the morph back in to give a clean, all-your-own-work morph, then save as a morph asset (File>Save As>Support Assets>Morph Asset, the names in the option dialogue determne the folder names used in /data/daz 3d/genesis 8/[sex]/morphs in the content directory set at the top of the dialogue - I suggest using a clean, new directory so that it holds only your own files as that makes packaging easier).
3. that is a matter of taste and workflow.
Many thanks for your reply, Richard. Very helpful. I'm starting to get the hang of things. :)