Character facial features are different with FBX import
gm.rogier.the
Posts: 0
Hi guys,
I made a character in DAZ 3D and I have exported it to a FBX, however when I import it in Cinema 4D, the facial features and morphs are not there anymore, it looks almost like a plain face.
Pease see the screenshot attached, I madea samurai type of character in DAZ 3D and when imported in Cinema 4D it almost looks like a regular genesis character, all the asian face features have dissapeared
I am doing something wrong during exporting? I also attached my export settings
I would appreciate any help, thanks!
settings.png
694 x 772 - 409K
daz3d.png
1128 x 923 - 933K
rendered.png
1398 x 789 - 1M
Comments
FBX exports at base resolution, so it's possible that the character you're exporting relies heavily on subD to look the way it does. Set the character to base resolution in DS and see how similar it looks to your imported character in C4D.
Here, I did it for you:
As you can see, it loses a lot of detail. Maybe you could export Daiji at full resolution as an OBJ and drop an LOD modifier on the FBX you imported?
Hi @gordig, thanks so much for your help and apolagies on my late reply. Could you please explain me how to set character to base resolution in DS? what do you exactly mean with DS, quite new to this all!
Also with LOD modifier do you mean LOD object in Cinema 4D?
Thanks again!
DS is Daz Studio, in case that was unclear. To change mesh resolution, you would go into the parameters pane, under General -> Mesh Resolution. There, you can toggle between base and high resolution in the drop-down menu, and change the viewport and render subD. FBX exports at base resolution, and I'm not sure if there's any way around that. If you've already animated in DS and just want to export to C4D for rendering, you could try exporting as Alembic, particularly using the free Sagan exporter by @themysteryisthepoint
Yes, that's what I meant. I've only dabbled with that, and after further consideration, I don't think just dropping a higher-resolution OBJ in the LOD object would actually work because you'd have to transfer all the weights over to it, but I'd be happy to be wrong about that.
@gordig
Changing it to base via parameter tab worked perfect, thank you very much!