DAZ Studio Textures with GoZ to ZBrush

wurstpellewurstpelle Posts: 0
edited December 1969 in Daz Studio Discussion

Hello,

I now known quite a few days DAZ Studio and am really excited.

Now I wanted to really get started and have a huge problem:
how do I get the textures and materials of DAZ Studio to ZBrusch?

With GoZ only the objects are transferred, without textures.
How does this work?

Regards, Stephan

Comments

  • linvanchenelinvanchene Posts: 1,382
    edited July 2014

    edited and removed by user

    Post edited by linvanchene on
  • wurstpellewurstpelle Posts: 0
    edited December 1969

    Ok, this is confusing. because the description says:

    DAZ Studio GoZ Description:
    Transfer models and textures seamlessly between ZBrushTM and DAZ Studio with the GoZ for DAZ Studio plugin.

    With obj I have already tried. It is very tedious and time consuming.

    Regards, Stephan

  • linvanchenelinvanchene Posts: 1,382
    edited July 2014

    edited and removed by user

    Post edited by linvanchene on
  • SloshSlosh Posts: 2,391
    edited December 1969

    Hmmm, Pixologic is saying the same thing. Interesting. http://pixologic.com/zbrush/features/GoZBrush/

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I import my textures and displacement into DS using GoZ as well what is totally true ..however there is info with small letters .. Daz Studio models have overlapped UV's and for that reason you can't import textures from Zbrush using GoZ at last not all of them..
    Zbrush have only 1 texture channel so all objects that has one not overlapped UV's can be imported together with textures back to DS .

    for DS models it is simple

    Export your model with the right UV's to Zbrush
    then under Polygroups, create new polygroups by UVs and then click merge similar .. after you need to subdivide the model 5 times ..paint your textures , and after you finish extract each texture from each polygroup like face, limbs torso etc..( when extracting textures from polypaint make sure other polygroups are hidden ) I have one video on my youtube channel showing it .. youtube.com/mec4d

  • wurstpellewurstpelle Posts: 0
    edited July 2014

    @ Mec4D
    OK, this has helped me a little. But that is much more complex and in the video you can see very little.
    But now it works perfectly with textures from DAZ Studio to ZBrush.

    Very short off:
    How in your video of DAZ Studio by ZBrush with GoZ ....
    Assign Each Polygroups the originals DS texture with "PolyPaint by Texture".
    Then do as in your video a new UV.
    New UV texture with UV Layout Export to DS.
    Customize and save figure with new UV texture and UV layout.

    Now I can always export from DS by GoZ to ZBrush with the new figure, with all the textures.

    Thanks for the help

    Regards, Stephan

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

    All you need to do create Atlas UV's and textures in DS with your favorite texture
    and then you can easy work with that back and forward in Zbrush .
    Polypaint in Zbrush don't need UV's , the UV's can be created even after polypaint
    here is video by my friend Dylan , how to apply textures to each polygroups to start the process..the same process for daz models
    If you create Atlas UV's just one texture map the process will be much easy

    https://www.youtube.com/watch?v=k8UkDuPElyc


    And here my manual process of importing and exporting textures with Genesis multiple UV's layers
    1.
    Load your model to Zbrush as you usual do , manually OBJ or via GoZ with the desired UVs
    2.
    Under POLYGROUPS tab
    click AUTO GROUPS WITH UV'S and after that MERGE SIMILAR GROUPS
    this way all your polygroups will reflect the texture templates of Genesis or any other model
    3.
    Next step it to subdividie the model as much you can, I use 5 sub-d but if your machine is slower you need to adjust the level to make work comfortable
    Zbrush use just 4GB of RAM so you can't get crazy with that, 4 is OK also
    but to learn the process don;t do that after you learned how to apply the textures you can working on subdivided model what will give you better texture quality
    since how higher the model subdivision how higher the texture quality .
    4.
    next step it to select the polygroups individually , select shift+ctrl and click on the first poly group in this case the face the rest of the polygroups will hide
    load your textures of the face , I use GOZ from DS so the textures will be not upside down , in case you load the model obj manually you will have to switch the position of the textures vertically under TEXTURES in the menu bar but I am assuming you know how to do that already ..
    going back to our steps , after you load your face texture maps go to the POLYPAINT tab
    5.
    Under POLYPAINT tab click the button POLYPAINT FROM TEXTURES
    the textures will be converted into seamless polypaint
    now follow the same steps with all the polygroups on your model, the arms, the head-torso-, nails
    until you have all the textures loaded and converted to polypaint
    6.
    now when the textures are loaded on the model, you can paint seamless on them without worry
    but for painting on the model the Zadd need to be unchecked under the brushes setting above the view port , use it checked in if you like to paint with color and bumps maps
    also make sure the RGB is on and not the MRGB other way you paint with the materials color and displacement .. so just the RGB and unchecked Zadd .

    Now you ready for edit or paint
    7.
    now after finishing your texture creation
    you can export the textures back into own templates
    to do that select the polygroup face and with schift+ctrl hide the rest then go under Textures tab and click the button Create new textures from Polypaint
    it will generate new textures that you can export , after that click the Clone texture and it will be cloned to the other side of your viewport where you can export it as JPG

    NOTE: also to set the right resolution of the texture you can change it under UV's tab , set it to the size you like, usually I do 4096 then after that create new textures from polypaint under Texture/Create


    8.
    the process of extracting Displacement maps and normal maps is the same as the textures , each polygroup need to be selected separate
    so when you export your color map go after that to Displacement map and generate the displacement maps m clone it and export , do the same with normal maps , do the same process to each polygroups
    so can also use the multimaps exporter plugin to do that at once for each polygroup but I prefer doing it manually as you need to do that by each polygroup separate and can't export the full maps from the total mesh at once .

  • wurstpellewurstpelle Posts: 0
    edited December 1969

    Yes, just as I'm doing it too. Only item 7 I leave, since I only need DS to ZBrush, I do not need ZBrush to DS.

    But good to know.


    Regards, Stephan

  • denavindenavin Posts: 30
    edited December 1969

    I'd like to take this opportunity to say how remarkable people like MEC4D are. The information and assistance they afford others lends true character to their worth. Thanks MEC4D in this instance, for the helpful run down of your work flow with regards to textures in zbrush. It's been a great help. You are tops.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    All pleasure on my side! :)

    denavin said:
    I'd like to take this opportunity to say how remarkable people like MEC4D are. The information and assistance they afford others lends true character to their worth. Thanks MEC4D in this instance, for the helpful run down of your work flow with regards to textures in zbrush. It's been a great help. You are tops.
  • EveniosEvenios Posts: 119

    figures. why doesnt daz make their content so its easier to export into other things like engines and such? oh well. honestly tried zbrush dont really like the whole interface while its supposed to be a 3d brush tool it basicaly makes the model onto a 2d plane which is really stupid in my opinion.  oh well........

  • TheKDTheKD Posts: 2,696
    Evenios said:

    honestly tried zbrush dont really like the whole interface while its supposed to be a 3d brush tool it basicaly makes the model onto a 2d plane which is really stupid in my opinion.  oh well........

    Only until you put it into edit mode lol. You should head to pixologic and watch their intro videos.

  • Cris PalominoCris Palomino Posts: 11,611
    edited August 2015
    Evenios said:

    figures. why doesnt daz make their content so its easier to export into other things like engines and such? oh well. honestly tried zbrush dont really like the whole interface while its supposed to be a 3d brush tool it basicaly makes the model onto a 2d plane which is really stupid in my opinion.  oh well........

    The models are quite usable in various products depending on what you need to do with them.  Many of us PAs have been using them in ZBrush, Mudbox, Silo, Modo, Hexagon, 3DSMax, Maya and many others for many years.  

    I'm not quite sure what you mean about ZBrush making the model onto a 2D plane.  Could you explain what you mean a bit more as it doesn't sound as if you're working with the model properly based on your wording?  Without knowing more (and pics would help), it would be difficult to give you a solution or suggestion.  As TheKD suggests, the first two steps, after importing the obj, is to draw out the model into the document window and then press the letter "T" or the edit button to begin working with it.

    Post edited by Cris Palomino on
  • MEC4D said:

    All you need to do create Atlas UV's and textures in DS with your favorite texture
    and then you can easy work with that back and forward in Zbrush .
    Polypaint in Zbrush don't need UV's , the UV's can be created even after polypaint
    here is video by my friend Dylan , how to apply textures to each polygroups to start the process..the same process for daz models
    If you create Atlas UV's just one texture map the process will be much easy

    https://www.youtube.com/watch?v=k8UkDuPElyc


    And here my manual process of importing and exporting textures with Genesis multiple UV's layers
    1.
    Load your model to Zbrush as you usual do , manually OBJ or via GoZ with the desired UVs
    2.
    Under POLYGROUPS tab
    click AUTO GROUPS WITH UV'S and after that MERGE SIMILAR GROUPS
    this way all your polygroups will reflect the texture templates of Genesis or any other model
    3.
    Next step it to subdividie the model as much you can, I use 5 sub-d but if your machine is slower you need to adjust the level to make work comfortable
    Zbrush use just 4GB of RAM so you can't get crazy with that, 4 is OK also
    but to learn the process don;t do that after you learned how to apply the textures you can working on subdivided model what will give you better texture quality
    since how higher the model subdivision how higher the texture quality .
    4.
    next step it to select the polygroups individually , select shift+ctrl and click on the first poly group in this case the face the rest of the polygroups will hide
    load your textures of the face , I use GOZ from DS so the textures will be not upside down , in case you load the model obj manually you will have to switch the position of the textures vertically under TEXTURES in the menu bar but I am assuming you know how to do that already ..
    going back to our steps , after you load your face texture maps go to the POLYPAINT tab
    5.
    Under POLYPAINT tab click the button POLYPAINT FROM TEXTURES
    the textures will be converted into seamless polypaint
    now follow the same steps with all the polygroups on your model, the arms, the head-torso-, nails
    until you have all the textures loaded and converted to polypaint
    6.
    now when the textures are loaded on the model, you can paint seamless on them without worry
    but for painting on the model the Zadd need to be unchecked under the brushes setting above the view port , use it checked in if you like to paint with color and bumps maps
    also make sure the RGB is on and not the MRGB other way you paint with the materials color and displacement .. so just the RGB and unchecked Zadd .

    Now you ready for edit or paint
    7.
    now after finishing your texture creation
    you can export the textures back into own templates
    to do that select the polygroup face and with schift+ctrl hide the rest then go under Textures tab and click the button Create new textures from Polypaint
    it will generate new textures that you can export , after that click the Clone texture and it will be cloned to the other side of your viewport where you can export it as JPG

    NOTE: also to set the right resolution of the texture you can change it under UV's tab , set it to the size you like, usually I do 4096 then after that create new textures from polypaint under Texture/Create


    8.
    the process of extracting Displacement maps and normal maps is the same as the textures , each polygroup need to be selected separate
    so when you export your color map go after that to Displacement map and generate the displacement maps m clone it and export , do the same with normal maps , do the same process to each polygroups
    so can also use the multimaps exporter plugin to do that at once for each polygroup but I prefer doing it manually as you need to do that by each polygroup separate and can't export the full maps from the total mesh at once .

     

     

     

    you are a damn hero. thx alot

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