back from zbrush as one mesh

AndroolAndrool Posts: 85

I got my g2f in zbrush, then used GoZ to get her back into daz but it's only one mesh.

I used both option of creat a new object ( I dont dare try the replace g2f one) and the result was the same. I want to mak a new character and I doubt it work with only one mesh right?

 

I couldnt find any video tutorial with the curent verssion of daz and zbrush so I m a bit lost.

Edit:

Any clue how I could have make it only one mesh? I m brand new to zbrush.

Edit:

Aparently both option with deformation and without export as a single mesh without the subdivision So I m clueless aret the polygroup needed anymore?

 

Post edited by Androol on

Comments

  • Sending it to ZBrush without checking the Use Current resolution option and not doing any division in ZBrush should work.

  • AndroolAndrool Posts: 85
    edited October 2016

    I never used the use curent resolution and natively I got one mesh in ZBrush as soon as I put it in.

    I'll try again but I tested that yesterday already.

    Post edited by Androol on
  • Yes, Zbrush will show only a static mesh - it doesn't have rigging as such.

  • AndroolAndrool Posts: 85

    So how I am suposed to get it back with polmesh? The best video I have found dont speak about going back to daz but he has polimesh in zBrush.

    I'm trying to do my own character in daz so I need a full body morph I guess.

  • Although the mesh in ZBrush is unrigged it should come back across as a morph, as long as the vertex count still matches the base. Please post screenshots of the dialogue boxes you are getting. Also, it may help to check the path for Daz Studio in Preferences>Plug-ins>GoZ in ZBrush.

  • AndroolAndrool Posts: 85

    Well I have the modified body in Daz so the path must be right. Just it's one block for the entire body. What I'm missing is the body part separation and mesh tree. I'll look for the screenshot tomorow.

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