Genesis 2 Male help

Phantom StudiosPhantom Studios Posts: 203
edited December 1969 in The Commons

Hello,

I am at wits end trying to get this to work. I am trying to export G2 Male to ZBrush so I can remove the figures nose. I know how to export and import back and forth. However when I try to import back to DAZ i do not get the dialog that asks to create a morph. I tried manually to bring it in as an obj but it gives me a message saying the geometry does not match.

I also know how to prep my figure with the autogroup uv in ZBrush. I am decent at ZBrush. None of the DAZ products ( morphs ) are really not working to my needs.

I even tried to make sure my sub level was set low before exporting back to DAZ.

Any suggestions would be really helpful! Thank you

Comments

  • fixmypcmikefixmypcmike Posts: 19,613
    edited December 1969

    Did you send to ZBrush at base resolution?

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    I believe I did, I will try again to make sure. Thanks for the fast response.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    If you're importing it as an OBJ it needs to be imported from the File menu, and not as a morph. One crucial thing to note is that the OBJ will be a static object without rigging or weight maps so it won't function as a normal Genesis figure, meaning you cannot autofit clothing to it either.

    If you load it as a morph the geometry cannot be edited beyond moving the existing points. If you delete vertices or polygons (eg, the nose) and try to import it as a morph target, it will fail because the vertex order and polygon count are now totally different.

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    I set my figure resolution to base and sub level 0. I used the GoZ to send to ZBrush.

    I exported to ZBrush, set up the figure. I removed the nose. I am at sub level 1 in ZBrush.
    I am ready to send back to DAZ with GoZ and I get the same dialog the obj cannot be updated because it changed. Asks me what action I want.

    I had this working once before, but cannot remember for the life of me what I did "right" lol...
    It showed up as a morph in DAZ after I selected in the proper dialog create morph. I am trying to get the same dialog again. If I can figure it out than I know what to do lol...

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    Someone help! :(

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    Finally figured out what I was doing wrong! I was changing the resolution to a higher sub level in ZBrush. You have to leave the sub division level alone in ZBrush.

    However I have a newer problem. In the preview window of DAZ when I add a skin to my figure a dark spot shows up where I removed the nose. Is there is a way to fix this?

    Thanks

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  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    It looks as if there may be some shading on the base map, so even with the geometry flattened you still see a ghost nose.

    If you do divide your mesh in ZBrush, then put it back to base resolution for export, make sure you have the SMT button off - otherwise you will get smoothing even on the base resolution figure, which will thin the fingers and mess up the teeth among other unwelcome effects.

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    I turned the SMT button off and still get the ghost nose! I did not divide the mesh and left it at zero base. If I divide it will not let me create the morph when I export it back to DAZ. Any other ideas how I can get rid of the ghost nose? I appreciate the help.

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    Please post a close up of the nose and lip area in hidden wire view mode - I suspect that part of the issue is some oddly shaped polygons which DS doesn't know what to do with (though, as I said, there does also seem to be some shading on the map - I'm not sure how far up you've removed the nose)

  • jestmartjestmart Posts: 4,449
    edited December 1969

    That look like you are using an anthropomorphic animal texture that probably does have a dark leathery nose painted on.

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    Ah, at a glance I thought it was a human skin which was why I went back on saying it might be painted on the maps.

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    Sorry for long reply back, had family over for New Year's dinner! Thank you for reaching out and helping. Here is the requested close up of my figure before I apply any kind of skin to him. This is a close up with the nose removed.

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  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    Do you get the same result with all skins?

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    I haven't tried with different skins, but the goal was to use that grey skin. I thought of another method. I tried deleting the polygons to the nose in DAZ then exported the figure to ZBrush and just closed the holes instead of flattening the nose with the flat brush. It appeared to look better but then DAZ would not accept it as a morph. Back to square one!

    Is there a way to close the holes in DAZ after deleting polygons? That would fit my needs without having to go to ZBrush.

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    How does the figure look with the texture applied, before creating the morph in ZBrush?

    You can't close up the hole in DS, except perhaps by a lot of fiddling with DForms, and the texture will be horribly stretched if you do. A morph can't use a different mesh from the base figure either, so if you delete the nose polygons you will need to make a new, modified version of the figure which won't then be able to take new morphs for the base figure.

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    Actually, when I add the Anubis texture to G2 Male figure in DAZ without any changes the dark shadow on the nose is still there? Pic below... kind of odd? The texture to the base mesh in ZBrush looks fine.

    Perhaps its just this skin that is applied and not so much when I remove the nose? Hmmmmm? lol

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  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    I was aiming for a gray alien skin texture to apply to G2 Male. Haven't found any that works so far!

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    That is on the texture, the only way to get rid of it would be to paint it out on a copy of the map or to use a different texture.

  • Phantom StudiosPhantom Studios Posts: 203
    edited December 1969

    I believe I figured out a way to get rid of the dark shadow! I found where the texture map was located and opened it in Photoshop. I replaced the diffuse color map with my edited version and it appears to have worked!

    Below, no more dark shadow around the nose and lip area! Yay!!! Thanks for your help guys!

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