Any way to bake Base Resolution Mesh using 1st or 2nd level of detail from the High Resolution Mesh?

stepharamburustepharamburu Posts: 33
edited September 2022 in Daz Studio Discussion

Hi ! Is there any way to bake the base resolution mesh using any level of detail from the high resolution mesh from the same chatacter ?

Post edited by stepharamburu on

Comments

  • Within Studio? Not that I know of. It's not really made for that kind of thing.

    Using outside software, it can be done. You just need to pick a program and see how it's done in that program. In this case you would be saving the info to a bump, normal, or parallax map, most likely. A displacement wouldn't make much sense.

    Keep in mind, this won't work on HD "morphs." That is, if the HD makes a character, it will be fine. If the HD makes a dynamic shape, like a dimple, or laugh lines, the whole concept gets really complicated really fast and the possible solutions may not work in Studio.

    I can't tell you exactly how. It depends on the modeling software. But there are tutorials all over the web for all kinds of software. Keywords: texture baking, high poly to low poly. 

  • Singular Blues said:

    Within Studio? Not that I know of. It's not really made for that kind of thing.

    Using outside software, it can be done. You just need to pick a program and see how it's done in that program. In this case you would be saving the info to a bump, normal, or parallax map, most likely. A displacement wouldn't make much sense.

    Keep in mind, this won't work on HD "morphs." That is, if the HD makes a character, it will be fine. If the HD makes a dynamic shape, like a dimple, or laugh lines, the whole concept gets really complicated really fast and the possible solutions may not work in Studio.

    I can't tell you exactly how. It depends on the modeling software. But there are tutorials all over the web for all kinds of software. Keywords: texture baking, high poly to low poly. 

    Hi there! Yeah, certainly I use to make my work a bunch of different software. In order to get photorealistic details I export the genesis 8 mesh to Zbrush to work with. Displacement, normal and cavity maps helps me a lot to get the look what I looking for. But, when I don't need too much details, I find very useful the base HD detail from any genesis 8 character (in order to save time). Daz to Maya bridge for example, has the posibility to bake the morphs details on the ending file, witch is awesome but, the in the other hand that bridge is unable to handle the JCMs morphs automatically on Maya. As technical support mentioned to me a few days ago, probably this option will be fixed  on next year. But meanwhile I'm trying to get a solution. Steph

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