Too "soft"

edited December 1969 in Daz Studio Discussion

Hi - I am having an issue that I cant seem to figure out.

I have Daz 4.5 (64) and any mesh (obj) I alter in zbrush and bring in as a morph to genesis softens the mesh.

Like I have a strong chin and deep age lines around the mouth, but once loaded (via morph loader) genesis softens it so much that it no longer looks like my original sculpt.

I have tried messing with the mesh resolution, subdivision level and edge interpolation, turning up the morph beyond limits...nothing makes a difference in bringing the shape to what it should be (would be in Daz3).

I even went and over exaggerated the lines and chin in zbrush...and still genesis softens it far too much. This method also will require me to make something almost non human and load/export/tweek/repeat ... sigh frustrated.

Any suggestions - ideas on how to counter act this "over softening"???

THANKS!!

Comments

  • wancowwancow Posts: 2,708
    edited February 2013

    you cannot alter the mesh resolution and expect it to work. Morphs require that mesh resolution remain exactly the same.

    Are you using GoZ or are you exporting to OBJ and using Morph Loader?

    Just so you are clear, MORPH TARGETS work in this fashion:

    The Morph Target based on Vertex Position.

    You take a single vertex, alter its position, and apply the mesh as a morph target, 100% will have the original vertex put in exactly that position. Any other value will have the vertex following a straight line based on the position of the original vertex position and the morph target position.

    So, here's how you check your morph:

    Export it from ZBrush to Wavefront OBJ and import that into DS.

    Load Genesis and set the mesh resolution to BASE.

    If everything matches up except your changes, you have a viable morph target which can be loaded in Morph Loader and possibly through GoZ (I don't have ZBrush, so I cannot help you with that part).

    If the resolution is higher than Genesis' resolution, it will not work.

    Post edited by wancow on
  • edited February 2013

    Hi!

    I export a base genesis figure from daz with a sub division of 0
    (if i try exporting as a 1 or 2 then on import the fingers get "messed up" long and claw like if i try to pose the figure)

    I am only moving the details on a face not adding or taking anything away.
    I had great success over the last 2 years in Daz 3 but genesis is driving me a bit nutty.

    I am not using GoZ
    I would like to but I don't have the funds to upgrade my old version of zbrush to support the bridge

    Post edited by gabhml_8283291f81 on
  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    ZBrush upgrades are free, though you may need to contact Pixologic to gett he download if you are using a very old version still.

  • edited December 1969

    Cool!! didnt know that :)

  • wancowwancow Posts: 2,708
    edited December 1969

    Still, did you look at what you produced as an OBJ in DAZ Studio? It might NOT be a DS problem.

  • edited December 1969

    I did. And it was a good idea...
    Tho it didnt give an answer LOL
    The imported OBJ (other than being white instead of clay red) looks like it does in zBrush. A tiny bit smoother on the edges than it is Z but the strong face details are there.
    When loaded as a morph on Gen the basic shape is there but all the detail looks like it has been buffed - smoothed - polished away LOL *stumped*

  • wancowwancow Posts: 2,708
    edited December 1969

    GabLei said:
    I did. And it was a good idea...
    Tho it didnt give an answer LOL
    The imported OBJ (other than being white instead of clay red) looks like it does in zBrush. A tiny bit smoother on the edges than it is Z but the strong face details are there.
    When loaded as a morph on Gen the basic shape is there but all the detail looks like it has been buffed - smoothed - polished away LOL *stumped*

    At base resolution did genesis morph into the proper shape?

    I'm wondering if the issue might be because of dealing with Subdivision Surfaces and understanding what they do.

  • edited December 1969

    yes - i can sum up the "tests"

    Export Res Base
    Sub 0
    Equals shape but little to no detail

    Export Res High
    Sub 0
    Equals shape but little to no detail cant visually see a difference

    Export Res Base
    Sub 1
    Equals Geo doesnt match

    Export Res High
    Sub 1
    Equals Geo doesnt match

    So at Base res and 0 Sub I get the shape of my zbrush figure...but no detail.
    I did just subdivide in zbrush on the sculpt to see what would happen and the detail blended away...
    so Ya its def something wonky happening with the subdivision...
    I just havent a clue how to fix that. :P

  • wancowwancow Posts: 2,708
    edited December 1969

    okay, that is off the wall weird! I don't think the morph is importing properly! At least, that's what it looks like from here.

  • edited December 1969

    LOL - thats somewhere to start!!!
    And LOL if there is a "one in a million" chance of something odd happening you can bet I have more than my fair share of hitting that jackpot!

  • wancowwancow Posts: 2,708
    edited December 1969

    I sure wish I could help you with this... hopefully someone will be able to. :)

  • edited December 1969

    You did help! I have somewhere to start looking to try and fix it :)

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    Remember that when you import the OBJ it is at base resolution, but when you load it as a morph Genesis is subdivided and so smoothed - if you import the morph, set it on, and then set Genesis to the base resolution you should see the morph as it looked in ZBrush. You will probably need some trial and error, exaggerating the effect in ZBrush until you get a morph that looks right once smoothed in DS.

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    I'm actually getting the same effect. It didn't bother me at the time I noticed because it was only for a single morph, but if it's happening to someone else as well I'm a bit concerned for future efforts.

    I do use GoZ.

  • davesolodavesolo Posts: 15
    edited December 1969

    GAB

    I started on zbrush2 and i have received free upgrades since. Might see if they can help you out.

  • ReDaveReDave Posts: 815
    edited December 1969

    It's as Richard said, you need to exaggerate the effect if it's a pure morph. It is my understanding that you can also export the extra detail as a normal map from ZBrush (I remember reading it from the old forums but I don't remember how it's done, as I don't have ZBrush) which should import fine in DS. You can even link the Normal map to Displacement in Shader Mixer, there's a post by Zigraphix about that somewhere..

  • edited December 1969

    Thought I would post why this was happening in case someone else happens to have the issue

    ok I finally fully figured it out and I feel like a dork...

    When importing the obj to Z - it would say the mesh has hi-res detail do you want to switch.

    In the past i had always said "YES" so i didnt even think about it - it was a habit answer/click.

    The minute i said "NO" TADA the "softening" stopped, the broken fingers stopped and my sculpts WORK!

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