Genesis textures for mesh

I am sorry for the newbie question but I've just recently started to use Daz. I know that when you import a model in Zbrush and change the topology you can't reimport it in Daz without creating a new model. Is there a way to use (and adjust manually to the new mesh) Daz model textures for the new model? Thank you and Merry Xmas!

Comments

  • For ypur own use (you can't share the modified model with others, unless it is an add-on that requires ownership of thje original figure).

    Sending the geometry to Zbrush preserves the UVs, which specify how an image should be wrapped around the model,but it doesn't preserve any of the grouping, which in this case matters because it is the different surface groups which are used to tell DS which map should be wrapped around a particular area. If, rather than using GoZ, you export an OBJ from DS (I would say use the modo preset) and then import the model into ZBrush using the materials as groups option then you will preserve the ssurface groups. Do whatever you want to do to that in Zbrush, then import back into DS (again, using the modo preset) and you should be able to apply standard maps.

  • crosswindcrosswind Posts: 6,915

    If you remesh Genesis figure in ZBrush, you'll break the UV layout as the topo changed. You need to project the original UV to the new mesh with UV master but it may not bring you the expected result depending on the topo of new mesh...

    Not sure of what you want but I see no necessity to retopo a Genesis figure unless you're gonna use them in other applications rather than bringing them back to DS...

  • For ypur own use (you can't share the modified model with others, unless it is an add-on that requires ownership of thje original figure).

    Sending the geometry to Zbrush preserves the UVs, which specify how an image should be wrapped around the model,but it doesn't preserve any of the grouping, which in this case matters because it is the different surface groups which are used to tell DS which map should be wrapped around a particular area. If, rather than using GoZ, you export an OBJ from DS (I would say use the modo preset) and then import the model into ZBrush using the materials as groups option then you will preserve the ssurface groups. Do whatever you want to do to that in Zbrush, then import back into DS (again, using the modo preset) and you should be able to apply standard maps.

    Okay, think I got everything. Thx for the reply!
  • crosswind said:

    If you remesh Genesis figure in ZBrush, you'll break the UV layout as the topo changed. You need to project the original UV to the new mesh with UV master but it may not bring you the expected result depending on the topo of new mesh...

    Not sure of what you want but I see no necessity to retopo a Genesis figure unless you're gonna use them in other applications rather than bringing them back to DS...

    I don't need to make huge changes to the model, just get into fine a atomical details that I can't realize without changing topo. I know there are add ons to do that but they are not so well made in my opinion (at least the ones I saw). Do you think I can do what I want to do with UV master?
  • crosswindcrosswind Posts: 6,915

    ema.artworks said:

    crosswind said:

    If you remesh Genesis figure in ZBrush, you'll break the UV layout as the topo changed. You need to project the original UV to the new mesh with UV master but it may not bring you the expected result depending on the topo of new mesh...

    Not sure of what you want but I see no necessity to retopo a Genesis figure unless you're gonna use them in other applications rather than bringing them back to DS...

    I don't need to make huge changes to the model, just get into fine a atomical details that I can't realize without changing topo. I know there are add ons to do that but they are not so well made in my opinion (at least the ones I saw). Do you think I can do what I want to do with UV master?

    If so, you certainly may try to do it with UV master, there're quite a lot of tutorials on yoututbe.

    Well, as an alternative, you may also sculpt details or micro details on the mesh, than bake to detail Normal Map and/or Displacement Map. It might be an easier and better way I suppose...

  • crosswind said:

    ema.artworks said:

    crosswind said:

    If you remesh Genesis figure in ZBrush, you'll break the UV layout as the topo changed. You need to project the original UV to the new mesh with UV master but it may not bring you the expected result depending on the topo of new mesh...

    Not sure of what you want but I see no necessity to retopo a Genesis figure unless you're gonna use them in other applications rather than bringing them back to DS...

    I don't need to make huge changes to the model, just get into fine a atomical details that I can't realize without changing topo. I know there are add ons to do that but they are not so well made in my opinion (at least the ones I saw). Do you think I can do what I want to do with UV master?

    If so, you certainly may try to do it with UV master, there're quite a lot of tutorials on yoututbe.

    Well, as an alternative, you may also sculpt details or micro details on the mesh, than bake to detail Normal Map and/or Displacement Map. It might be an easier and better way I suppose...

    Yes, baking into Normal and displacement maps would be easier for sure. I'm going to search some tutorials how to do that and how to import and place them on the model. Thank you!
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