Sub-D Back & Forth: DAZ & ZBrush

I know that I have to export a model at Base Resolution to work on it in ZBrush, with the intent to bring it back to DAZ as a Morph Target. Once in ZBrush, however, can I subdivide the model to add detail, then go back to Base Res and return it to DAZ with the goal of picking up that added detail when the model is returned to full DAZ-native resolution?

Thanks!

Comments

  • crosswindcrosswind Posts: 6,926

    Technically you certainly can do that and bring back the morph target back to the figure...but you'll lose the sculpted details at the same time...

  • DartanbeckDartanbeck Posts: 21,551

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

  • crosswindcrosswind Posts: 6,926

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    Yep ~~ the only way that can create "genuine HD morphs"... BTW, Published Artists.. laugh

  • lilweeplilweep Posts: 2,487

    kevphil said:

    I know that I have to export a model at Base Resolution to work on it in ZBrush, with the intent to bring it back to DAZ as a Morph Target. Once in ZBrush, however, can I subdivide the model to add detail, then go back to Base Res and return it to DAZ with the goal of picking up that added detail when the model is returned to full DAZ-native resolution?

    Thanks!

    Not sure what you are asking, but as long as its base res you can send it back and forth to Daz. 

    If you have high res version in Zbrush, you can bake that to displacement map to use on your figure in Daz (subdivided in Daz) to get the high res details.

  • Ililweep said:

    kevphil said:

    I know that I have to export a model at Base Resolution to work on it in ZBrush, with the intent to bring it back to DAZ as a Morph Target. Once in ZBrush, however, can I subdivide the model to add detail, then go back to Base Res and return it to DAZ with the goal of picking up that added detail when the model is returned to full DAZ-native resolution?

    Thanks!

    Not sure what you are asking, but as long as its base res you can send it back and forth to Daz. 

    If you have high res version in Zbrush, you can bake that to displacement map to use on your figure in Daz (subdivided in Daz) to get the high res details.

    Sorry, I did my best to be as clear as possible!  lol

    Is there a tut (in ENGLISH), video or text, that would show me how to apply such a map to a figure model inside DAZ? Can I even export such a map from ZBrushCORE? Or maybe Blender?

    Thanks!
     

  • DartanbeckDartanbeck Posts: 21,551

    crosswind said:

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    Yep ~~ the only way that can create "genuine HD morphs"... BTW, Published Artists.. laugh

    They changed it back again?

    I was a Published Artist, then they changed it to Premiere Artist....

  • crosswindcrosswind Posts: 6,926

    Dartanbeck said:

    crosswind said:

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    Yep ~~ the only way that can create "genuine HD morphs"... BTW, Published Artists.. laugh

    They changed it back again?

    I was a Published Artist, then they changed it to Premiere Artist....

    I've seen no change there: - https://www.daz3d.com/vendor

    Ahh, got it ~ Starting from the 1st tuotrial product, that's the Premiere, then Published...then...

  • GordigGordig Posts: 10,049

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    As far as I'm aware, it's not a plug-in per se: their version of Morph Loader Pro just lets them import subdivided meshes, while ours doesn't. 

  • crosswindcrosswind Posts: 6,926

    Gordig said:

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    As far as I'm aware, it's not a plug-in per se: their version of Morph Loader Pro just lets them import subdivided meshes, while ours doesn't. 

     I've seen PAs' workflow. That IS a multi-resolution plug-in which can be loaded in Morph Loader Pro of the same version as ours...

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