How do I make custom morphs for higher sub division levels?
lipluck81
Posts: 30
I can export a model from DAZ to Zbrush using GOZ, but only at the lowest sub division level.
I have Genesis 8 Female wearing a shirt that's too low poly, so I need to subdivide it, then GOZ it to Zbrush at the higher sub division level to fix a problem with the nipple area.
Comments
Unfortuantely we don't have access to the tools for handling HD morphs. You could divide in ZBrush, make the sculpt, go back to 0 divisions, and bake to a displacement map which you could then apply through the Surfaces pane in Daz Studio.
Is there anyway to convince them to let us make HD morphs? Can we pay for it?
You wouldn't happen to know why they don't let us make HD morphs? It's a very common thing now in modern 3D programs, so it makes DAZ Studio feel outdated.
The only way is to become a Daz Pa and use it to make content for sale through the Daz Store, HD morphs are a Daz Exclusive (like dForce strand hair).
unless youre a PA you have to bake the high res detail into a displacement map
How does one do that? I'm utterly failing at Google right now, and all the results I'm finding are how to do the reverse.
Try if this clarifies it
Im no expert but i guess just do these two things:
1. sculpt whatever detail you want at high res (there is no limit here so can go high as you want) in sculpting software like Blender etc
2. Use xnormal (it is easier to use and faster than blender tbh) to bake these high res details into a map to use in Daz:
I kind of skipped a step between 1 and 2 as it is usually best to make a 'combined UV' for texture baking (i.e., where you cram all the relevant genesis UDIMs onto a single UV). This 'combined UV' will allow you to do one bake for the whole figure and i guess it might help with artefacts at the UDIM seams. Afterwards, e.g., in Photoshop, you can split out the combined UV into separate UDIMs. Of course, becuase you will be splitting the combined UV into individual UDIM tiles, you would need to arrange the 'combined UV' such that it would allow you to easily split it up afterwards, so in other words stacking each UDIM one after each other etc.
By the way, this process described is for baking high-res detail. For any macro details, that should really be done by morph loader pro.
If I am not mistaken, displacement map won't help with their low-poly geometry problem at all.
It is just a visual trick, not a fix for bad topology.
If this is about giving the shirt more mesh, it doesn't need a morph, it needs to be remade. So remodel the shirt as you please, then bring back into D/S the new .obj for the shirt and run the transfer utility. If you like it, save it.