Need Help with a Simple (I think) Morph

Hey Guys,

Sorry if I'm in the wrong place. If this should go in a different category, please let me know.

Basically, I'm trying to create a pretty simple (in my mind) morph to turn a G8F feet into stiletto heels. I brought the base model into blender and easily got the shape I was looking for. Then I brought it into Daz wth the morph loader, which took way more time than creating the shape itself, but that's a "me" problem, and I figured out the solution on my own. Now the problem I'm having is that, when I turn the G8F character back up to high resolution, the heel I've created goes from squared at the end to more of a bullet shape. I assume this is due to some sort of mesh smoothing at high resolution, but is it possible to fix this morph so it's more square at high resolution?

Thanks in advance!

Stiletto Feet (Base Resolution).png
1000 x 1000 - 912K
Stiletto Feet (High Resolution).png
1000 x 1000 - 902K

Comments

  • Matt_CastleMatt_Castle Posts: 2,571
    Try sculpting it with a Subdivision modifier active in Blender. This will approximate how the DS Subdivision will smooth it out, and allow you to compensate.
  • barbultbarbult Posts: 24,244

    But don't apply that Blender subdivision modifier before export. To create a morph, you must not modify vertex count or vertex order.

  • Thank you! I'll give that a shot.

  • Matt_CastleMatt_Castle Posts: 2,571
    Yes, I should add that aside from not applying it, you need to disable the modifier for the export.
  • marblemarble Posts: 7,500

    All this time I have been using Blender to make morphs and I assumed that I needed to steer clear of any subdivision. So now I gather that I can use it to make my morphs and disable it before export - please explain how so I don't have to spend another hour searching YouTube for a tutorial? I guess the point would be to set the subdivision level to the same as the high resolution setting in DAZ Studio, right? Again, not sure what that setting in Blender might be though.

  • Matt_CastleMatt_Castle Posts: 2,571

    A subdivision modifier in Blender is fine, as long as it's turned off before OBJ export (or the Export is told to ignore modifiers), as it doesn't make any permanent alteration to the mesh. And, indeed, this is often useful for seeing how DS's SubD will mess with the shape, as Blender's Catmull-Clark SubD is pretty close to DS's Catmark SubD. Don't touch the Subdivide option within the Edit Mode toolbox though, that *will* mess up the vertex order, as it's making permanent changes to the mesh.

    Go to the modifiers pane for the object in question and add a Subdivision Surface modifier from the menu. For the purpose of having it show in realtime in the viewport, it's the "View" SubD value that matters.

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