How to swap genesis 8 base mesh for higher subD resolution mesh?
mostlyhuman
Posts: 93
Is there a somewhat easy way I can create a copy of the genesis 8 figure that uses the subdivision level 2 as the new base mesh? I realize this would break the ability to load subD0 morphs but that is okay for my purposes. Thank you for any help!
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I have sort of done this using an autofitted skin suit.
DAZ will weld the mouth shut using the transfer utilty so you need to export just the skins minus lips, mouth and eye bits as obj then use them for morph targets to each other.
Then hide all the skin on the figure you load it on with the Geometry editor.
I mostly have done this for creatures I FBX exported to iClone.
Thank you, Wendy. Does doing it that way change the vertex order? It sounds like it might in which case this workflow probably wont work for me. Do you know if there is a way to import a subD2 mesh then have Daz Studio revert it back down to SubD0? Or another solution, is there a way to force a SubD2 morph to load on a SubD0 character?
Have to be a PA with a special plug-in to load HD morphs to the Genesis clans. And said morphs could only be used by the PA for themselves or to sell only at the Daz3D store, last I read.
yes but you treat it as clothes and after creating the base subdivided skinsuit just dial the HD morphs in on the base figure it's fitted to and it will autofollow like clothing does.
I did some research and evidently Blender has a mesh decimator that has an "Unsubdivide" function and it uses the same subdivision algorithm as Daz Studio so that ended up working out for me. I'm really just needing Daz Studio to generate the custom dsf files for my morphs that I can transfer into Maya so this works because I can use whatever resolution mesh I want in Maya and will then use the dsf file for the joint movement instructions. Thank you for the help and ideas, it sent me down the right path to figure something out!
Changing the mesh would break all morphs since they depend on vertex count and order. It would also not pose as well, since the divisions would apply to the base shape and the extra mesh would be likely to scrunch when posed (especially in the inner angles of bends).