The topology has changed
“The topology has changed” has become a common feedback message I receive when bouncing models between Daz Stuio and zBrush using GoZ. As a subjective observation, this seems to be occurring frequently starting around Genesis 3 mid-point to present day and not so much during Genesis 2.
Has anyone encountered this message?
If so, how have you overcome it and acquired the result, as if the problem never occurred?
I considered an idea:
Taking the UV, applying it the new model and merge the product texture again. I see no reason why this may fail. I moved the topology with the move brush and added/subtracted no polygons. I see no reason why the same UV and textures would fail to work.
Any comments and insights would be appreciated.
Thank you.
Comments
All I can say is that I've never had this problem with G2 or G3 personally so it might be a matter of tool you are using to edit the mesh.
Make sure that if you do use subdivision in zBrush that you delete it when sending the morph back to Studio. Also, I would suggest trying to send an unmodified item back to make sure that there is no issue with the original item that is compounding the issue.
Also make sure when you EXPORT from DAZ to ZBrush, you have the sub div set at it's lowest setting BEFORE hitting GOZ. :)
I alway zero pose and figure then click in parameters for "Currently used" to ensure the teeth and navel are down to zero too for export to ZBrush. :)
Change the context of the problem from the figure, such as Genesis 2, 3 or 8 and apply the problem to a clothing product that applies to the figure.
Let's say this is a swimsuit that shrinks wraps up against breasts and the look-n-feel of the fit is unauthentic. I GoZ the figure wearing the suit into zBrush, smooth out the underside of the breast and pull out topology to create negative space in the breast cleavage area. GoZ back to Daz Studio and receive the message the topology has changed in reference to the swimsuit. I didn’t change the polygon count. I just moved the topology and hoped I created a morph in the swimsuit.
I just find it odd that Daz Studio sees swimsuit as a completely different object than what was originally sent to zBrush. I didn't add/subtract edge loops which would had broken the UV
Higher subdivision and smoothing are definitely off in D|S? This usually happens because you have something set that is exporting a different resolution.
"Figure" vs "clothing" isn't a different context, at their core those are exactly the same thing.
I read somewhere that this problem can be caused by "ngons" in the original mesh but I don't know any technical details. I used to see the error when I had access to ZBrush and, when I did see that error, I used Blender instead and that did not complain. Now I don't have access to ZBrush so I use Blender by default.
Sometimes items don't weld properly or polygons fold up strangely when moved, which can trigger this. Not saying that this is what happened, though. Can you try do a less radical morph and see if that works? Failing that, let me know which set this is and I'll see if I can figure it out.
Thank you for all your feedback.
I have read several posts on n-gons in the mesh being a problem contributor.
I did resolve the issue with suggestions of lowering the sub divsion in Daz Studio before GoZ'ing to zBrush. That worked.
I always did lower the sub division to 0 when I wanted to use changes on the charracter model, but for some reason mentally seperated characters models and clothing as two different things and that's not true. Agent unawares hit the nail on the head. It really isn't different. A mesh is mesh regardless of what it looks like.
Thank you again. I appreciate it.
You're welcome and glad to hear you figured it out.