Zbrush higher res object.

bicc39bicc39 Posts: 589
edited December 1969 in Daz Studio Discussion

Sorry to be wordy.
As do probably some of you I have older models from Daz ,David 3 for one.
I also have Zbrush and its latest feature KeyShot.bridge.
The older models when they are imported in KeyShot look pretty good when rendered.
Here is what I would like to do.
I want to take a model, David 3 open it in Daz, apply maps, export it to Zbrush by way of GOZ.
There, I apply in polygroups (autouv with group).
Now all the maps from DAZ will fit the model if imported.,

Here is the tricky part, I want to take the head, subdivide it and sent it back to DAZ as a higher
resolution with the ability to retain the original map

Can this be done?
Make it easier, can I create a higher resolution head in zbrush and send it back to daz with the same uvs

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,322
    edited February 2015

    Yes and no - you can't send a higher resolution back to update the base figure, but you could take the base mesh into ZBrush, via Import rather than GoZ as you need to preserve all grouping, divide it, and export it then make a copy of the CR2 and edit the two lines pointing to the OBJ to point to the higher-res OBJ. However, this will break all morphs. Why no apply SubD (in DS or ZBrush) to the base mesh, so that you don't change the underlying geometry?

    Post edited by Richard Haseltine on
  • bicc39bicc39 Posts: 589
    edited December 1969

    Why not apply SubD (in DS or ZBrush) to the base mesh, so that you don’t change the underlying geometry?

    Is there a tutorial on how to do this?

    Many thanks, not the first time you have helped me

  • Richard HaseltineRichard Haseltine Posts: 102,322
    edited December 1969

    In ZBrush just divide the mesh (D key or Geometry panel). Note that if you are making a morph for use in DS you should first turn SMT off, otherwise the teeth and fingers will go wonky when you dial back t the base resolution, but if you are simply preparing to render the divided mesh you can leave SMT on.

  • bicc39bicc39 Posts: 589
    edited December 1969

    Problem, I insert figure into scene, use goz to send figure to zbrush.
    Subdivide (smooth off) export as obj.
    Back in DaZ I go to figure>I add level of detail import obj as "daz scale" name it.
    In parameters I select the figure to mesh resolution my obj is there.
    I check it and ........the figure totally disappears.
    Isn't anything about this stuff easy?

  • Richard HaseltineRichard Haseltine Posts: 102,322
    edited December 1969

    LoD is generally used to reduce resolution. Also, applied to a Poser figure the OBJ would have to be at Poser scale since there's no where to set it otherwise - are you sure your vanished figure isn't simply scaled out of sight?

  • bicc39bicc39 Posts: 589
    edited December 1969

    Figure is gone.
    Steps involved.
    1.Figure is inserted into scene, in this case David 3. Pose is defaut. Maps applied.
    2.Figure is selected and goz button pressed.Figure comes into zbrush at 74510 .
    With no other adjustment, figure is subdivided (smt off) Figure now is 292464.
    Figure is exported as obj file
    4 Back in DAZ original figure is selected. Menu>edit>figure>geometry>add level of detail is selected.
    5.import geometry window opens. Zbrush obj is selected/
    6.Under obj import options convert to dAZ studio has Poser (iunit+8ft) is selected
    7.All boxes at botton of screen are selected. scale reads 24384%. Accept is checked.
    Box to name mesh level is filled in.
    8. Import takes a few seconds.
    9. Figure is selected, at this point visible (I added a shirt at this point, as a tracker).
    10. Inside the Resolution level box my obj is visble. I check the box, figure disappears, shirt remains.
    Figure is nowhere inside windon. I check base, figure is back.

    Guessing that the importing box is off.
    Did it again changed import box to 100% Figure still disappeared
    Do not think is was scaled out of sight, bounding box still appears, move to floor was used, scale was tried.
    I even looked in other rooms on my house.

  • Richard HaseltineRichard Haseltine Posts: 102,322
    edited December 1969

    LoD is, as I said, rally for going down in resolution. I suspect what you want would be possible only by replacing the base OBJ with the ZBrush OBJ. Also, as I noted above, if you want to preserve grouping you must export as OBJ not use GoZ.

  • bicc39bicc39 Posts: 589
    edited December 1969

    Using obj export made figure disappear faster.
    Sometimes you can't see the forest because the trees are in the way.
    A question to clarify.
    I wish to take the head of a model, let us use david 3 for example.
    I wish to increase the resolution so that the preexisting maps will have greater resolution.
    The result will be used in Key Shot.
    Poor example attached

    tux.77_.jpg
    455 x 605 - 99K
  • Richard HaseltineRichard Haseltine Posts: 102,322
    edited December 1969

    Ah, you mean using polypaint. Well, in that case I see no benefit in dividing in DS - you are just increasing the amount of data you need to move around. I'd also advise using OBJ export and then in ZBrush Preferences>Import Export>Import turn off the import of Polygroups and turn on Import Map as groups - that will reduce the number of parts when applying textures. It may be worth while, in DS, using the Geometry Edit tool to consolidate the surfaces that use the same maps. I haven't bought the Keyshot bridge or renderer so I can't give you advice on that, though I do wonder if you can't apply the textures as normal images to surfaces in that rather than having to go through polypaint.

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