GoZ Zbrush Morph Question
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Have used DAZ with Zbrush (GoZ) for years, fantastic.
Small problem has arisen.
I can create morphs in Zbrush for DAZ figures pretty easily using Goz
I create the character, Zero pose, export. When exporting I usually have to lower the resolution of
the figure to base and the level to 0. If I don't do this the figure is sent to Zbrush as High resolution but returns
as lowered so DAZ doesn not consider it a morph but a new object.
So I export from Daz as base resolution, create morph in zbrush, export to DAZ, apply and then redo the resolution to High.
Question simply put, is there any way to sent the figure with created (high resolution) to Zbrush, create morph and send back.
A problem has arisen that requires the high resolution mode to be the one I work on.
Sorry if confusing.
Thank you
Comments
Not using morphs. You can load the higher frequence detail as displacement (or normal) map but not as real geometry.
Thought as much, back to the drawing board.
Thank you
Have you considered geograft? It might not work in every situation, but will let you get high detail back from zbrush as a morph. I took V7 into zbrush, masked out an area to work with plus some surrounding faces of the mesh, hid everything else and then delete hidden geometry. Then with another mask I divide the exact part I need high detail in and divide that--while not touching the outer ring of mesh faces. Export from zbrush and import into Daz. Geograft onto V7 base mesh and now I have V7 with a patch of HD mesh. I can now goZ and sculpt in detail and goZ back to daz as a morph and retain the HD.
Great!!!
One small question, what the hell is geograft?
Thank you
Hiro Protagonist made a short but concise tutorial here: http://www.daz3d.com/forums/discussion/24555/tutorial-starting-out-with-geo-grafting-repost/p1 In the tutorial he creates a "socket" or belly button type thing. A geograft basically is a section of the daz figure replaced with a duplicate but altered section. The duplicate section can be altered everywhere except on the boundary edges. It is the only way I have found to get extreme HD detail back from zbrush as a morph.