How do I make custom morphs for higher sub division levels?

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.

  • Richard Haseltine said:

    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  It's a very common thing now in modern 3D programs, so it makes DAZ Studio feel outdated.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).

  • lilweeplilweep Posts: 2,487

    unless youre a PA you have to bake the high res detail into a displacement map

  • GordigGordig Posts: 10,051

    lilweep said:

    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.

  • felisfelis Posts: 4,311

    Try if this clarifies it 

     

  • lilweeplilweep Posts: 2,487
    edited January 2023

    Gordig said:

    lilweep said:

    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.

    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:

    1. Import your high res sculpt obj (as High Definition Mesh)
    2. Import your genesis figure obj (as Low Definition Mesh).  Note: you might have to use a high SubD genesis when baking displacement, unless you can figure out how to smooth a low subd base mesh in xnormal, which i was never able to figure out how to do.
    3. run the ray distance calculation which will cast rays to see what min and max distances are between the high res sculpt and the genesis base
    4. copy those distances and then add some extra wiggle room on top of them
    5. Bake out a height map (I usually use the Raw FP values, and use 32 bit EXR). Afterwards, i would add a 50% gray on top to get a mid-gray level displacement map to use in Daz Studio.

    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.

    Post edited by lilweep on
  • 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.

  • lipluck81 said:

    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.

     

    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. 

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