Is there a tutorial on changing the face by sculpting?
James
Posts: 1,037
I want to create a face based on my preference.
eventhough daz has morph for face, but often time, it has limitations. It's difficult to get the face I want.
So... is there a tutorial on changing the face by sculpting?
What are the steps from daz to blender or maya maybe and back.
Comments
Select just the base figure (you don't want any additional geometry) and in the parameters pane set the Mesh Resolution to Base. File>Export, seelct OBJ as the format and enter the name. In the options dialogue pick a preset that suits your destination application, or just use the Daz Studio preset, and make sure the option to export selected only is checked.
Import the OBJ into your modeller, making sure you keep the vertex order unchanged if that is an option and not scaling or transforming 9this is where picking a suitable export preset helps). Adjust the shape of the face without adding or removing any geometry. Export as OBJ, giving it the name you want for your morph, and again no transforms and preserving vertex order.
In Daz Studio seelct the base figure again, Edit>Figure>Morph Loader Pro. Select the same preset as you used for exporting the OBJ, so DS can reverse any changes, then use the button to select the OBJ. For a simple morph you shouldn't need to change options, as long as the mesh was in its base state (if you had morphs alreadya pplied then you want to enable Reverse deformations, and you want the same morph applied to the figure). You may well also want to change the path, which controls where the morph appears in the parameters pane..
That should be it.
Ok. Thank you.
I'm able to follow the steps.
but what does "keep the vertex order" mean?
what is vertex order?
Blender, at least, has an option for that in its settings - and it needs to be on. When you load the morph daz Studio takes the position of the first vertex in the OBJ as the morphed position of the first vertex in the model, the postion of the second vertex in the OBJ as the morphed position of the second vertex in the mdoel, and so on - anything that changes the order will produce a weirdly distorted skin, usually likened to a "transporter accident".
And remember to "Keep vertex order" on both import and also export. The option is in slightly different places for import/export.
Mmm... Morphed character has two layers of vertices? Base and Morphed Geometry?
A character has a base mesh.
That can be "morphed" which means that some or all verteces are being moved to a new position. The morph is describing which verteces are moved to where.
So one base character can have multiple morphs.
All the genesis characters are base characters, and most other characters (there are some that is stand-alone) are morphs of these base characters.
you migh ask aobb in this thread what, if any, tutorials and tools she has used:
AOBB's head morph Violet for G8.1F based on Elizabeth Taylor. No materials nor textures. - Daz 3D Forums
@Richard Haseltine
https://prnt.sc/z833X_L7FSG5
Is this "Transporter accident"?
how to fix this?
I thought I have follow the steps. Don't know where went wrong.
That's teleportation defect, it happens when you travel through time too many times, like making copies of copies of copies... The copy degrades each time.
Ps. That's a vertex order problem.
Question:
It seems after importing to blender,
If I seperated the eyeballs in order to sculpt the face and then rejoin the eyeballs, it makes this kind of problem to the morph.
Is this correct, no geometry is allowed to be separated and rejoined?
Correct, as that will change vertex order.
I will suggest to hide the items, you don't want to change.