DAZ, ZBrush, GoZ. Zbrush Noob with questions

So, I just spent hours sculpting a character morph from the Genesis 8.1 Male in ZBrush.  Just trying to learn all of the tools and stuff.  However, when I went to GoZ to put it back in DAZ, it said that the topology had changed.

Steps I took:

Load Genesis 8.1 DEV Load character
Change Resolution to Base
Set Subdivision to 0
File>Send to ZBrush

In ZBrush I loaded the character from the tool
Went into Edit Mode

I proceeded to sculpt using the "Move Topological" and "Clay" brushes mostly.  I think I may have accidentally used the Z Modeler brush as well (This is what I am thinking affected the topology?)

So, to all of you creating custom morphs, are there brushes I should stay away from?  Am I wrong in which brush it was that messed things up?  Was it the clay brush? Or the Move Topological?

Any nuggets of information you'd be willing to share I'd be willing to listen as well...  I've used Blender and stuff for modelling before, but never quite got the hang of sculpting, and now I want to learn that.  I've watched a few tutorials, but there aren't many in-depth ones for DAZ Characters specifically that I could find.

Comments

  • JasonWNalleyJasonWNalley Posts: 122

    Oh, I forgot to add, I also used the "Jaw Open" slider in DAZ before exporting because I wanted the mouth slightly open so I could work easier on the lips... If that's what caused it, how does one typically get around such issues?

  • ForceXForceX Posts: 52
    edited July 2022

    Make sure you are only sending Zbrush the base model. You cannot send a model with subdivisions from daz to Zbrush as when you send the model back to Daz it is going to apply the morph to the base "unsubdivided" model. You can send a model with as many morphs, poses, deformations it does not matter. The only thing that matters is the base model vertex count/order.

     

    to do this the only thing you need to do is make sure when you send a model to Zbrush the dialogue box has an option to "send current resolution" make sure this is not checked. You can however check the export current morphs. In Zbrush don't use any retopology brushes or brushes that change the vertex count. The move and clay buildup brush are fine they don't change the vertex order/count.

    Do not use the ZModeler as this is going to change the vertex count & order. You can only move vertexs you cannot add or remove vertexes. You cannot change the flow of the topology. Even if the vertex count is the same adjusting the topology flow will screwup the vertex array assignments and you will end up with a highly distorted & mangled model.

    Post edited by ForceX on
  • JasonWNalleyJasonWNalley Posts: 122

    ForceX said:

    Make sure you are only sending Zbrush the base model. You cannot send a model with subdivisions from daz to Zbrush as when you send the model back to Daz it is going to apply the morph to the base "unsubdivided" model. You can send a model with as many morphs, poses, deformations it does not matter. The only thing that matters is the base model vertex count/order.

     

    to do this the only thing you need to do is make sure when you send a model to Zbrush the dialogue box has an option to "send current resolution" make sure this is not checked. You can however check the export current morphs. In Zbrush don't use any retopology brushes or brushes that change the vertex count. The move and clay buildup brush are fine they don't change the vertex order/count.

    Do not use the ZModeler as this is going to change the vertex count & order. You can only move vertexs you cannot add or remove vertexes. You cannot change the flow of the topology. Even if the vertex count is the same adjusting the topology flow will screwup the vertex array assignments and you will end up with a highly distorted & mangled model.

    Thanks, so it was the ZModeler brush.  Is there a way to organize brushes into groups "Changes Topology" and "Doesn't Change Toplogy"?  That seems like it would be handy to do.

  • JasonWNalleyJasonWNalley Posts: 122
    edited July 2022

    Actually, I think something isn't right.  I send to ZBrush from DAZ using GoZ.  Draw the character out onto the canvas.  Go into edit mode.  Make a single stroke with the Move Brush.  Hit the GoZ button in Zbrush,  and it still tells me the topology has changed.  Even if I don't make the stroke it says it has changed.  I must be missing something...

    Genesis 8.1 DEV Loaded
    Resolution Set to Base
    Subdivision set to 0 (for both areas)
    File>Send to>Zbrush
    Unchecked both boxes.  

    In Zbrush
    Draw out the character from the tool,  hit T, Hit F to fill the canvas.  Hit GoZ and it tells me the topology has changed, even though I have done nothing... Anyone have any ideas?

    Post edited by JasonWNalley on
  • JasonWNalleyJasonWNalley Posts: 122
    edited July 2022

    One thing I forgot to mention was that when I load any 8.1 character, I get a "Duplicate Formulas" error... Not sure this has anything to do with it, but I figured I'd mention it... 

    Post edited by Richard Haseltine on
  • felisfelis Posts: 4,314

    I don't have Zbrush, but to blender it is important, that there is no extra geometry than the base character. Maybe GoZ is more tolerant.

    I could suggest you try on a (primitive) cube to see if that works.

  • Richard HaseltineRichard Haseltine Posts: 100,804

    JasonWNalley said:

    One thing I forgot to mention was that when I load any 8.1 character, I get a "Duplicate Formulas" error... Not sure this has anything to do with it, but I figured I'd mention it... 

    No, it doesn't - that means either that two characters or morph sets you have use the same names and so two ERC links may end up being between Foo and Bar (e.g. Name linked to NameBody, or name linked various joint centres to adjust the rigging). It is possible for a single property to hae the issue, e.g. by doing ERC Freeze twice in succession rather than baking back to properties between, but that is rare). Checking the log file (Help>Troubleshooting>Vi ew Log File) and searching for "Duplicate" should find the more detailed report, assuming ti is a cofnlcit then you will have to figure out which other product is using the same name and uninstall or edit one of them pending a fix, for which you should report the issue to the artists or - for products from Daz - support.

  • MasterstrokeMasterstroke Posts: 1,983

    My only hope is, that future GoZ version will not break compability with pre-Maxon versions of ZBrush.

  • marblemarble Posts: 7,500

    I just remembered that I had that geometry mismatch with Blender and it turned out to be the case that the clothing item I was trying to morph came with a Geo-shell. If the shell gets exported along with the base figure it generates that error.

  • Thanks guys, it miraculously fixed itself...  I changed nothing, spent 3 days trying to troubleshoot it, there were no geoshells, both DAZ and ZBrush had been restarted multiple times, but all of a sudden, yesterday afternoon it worked, lol...  Now time to make some custom characters :-D

Sign In or Register to comment.