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© 2025 Daz Productions Inc. All Rights Reserved.
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As far as I am aware the tutorial by Richard is one of the most helpful to follow step by step:
Combining displacement and a morph from ZBrush to DS
http://www.daz3d.com/forums/discussion/23430/
Keep in mind though that with Genesis 2 the surface names are not sorted by numbers but I assume based on the work you did in Octane setting up materials by now you are familiar which surfaces belong to which UV set.
There is also a lot of information posted in answers by Mec4D.
But I have not saved a specific link to one answer that covers it all in one place.
They don't give it to us because then we would share our morphs for free on sharecg.com.
This is not high-tech. They do something very simple, if they would tell us we could do it too. In good old Gen4 times people created many morphs. These times are over. And Daz thinks it is better that way.
Genesis 3 has fewer polys than Genesis 2, and even fewer than V4. That way morphs without HD s#ck more and more. Only morphs from the store is the goal.
Just like any other busniess in the world. It all comes down to the all mighty Dollar. Here they have something that sells. People are quick to forget, DAZ is a free program. Genesis 1 -2 -3 are free. So if they keep the HD morphs for their figures their cash cow. Who can really blame them? They do offer a really fantasic program, for no charge at all. That is not something I for one, will take for granted. And if they so happen to have an Ace up their sleave for some extra money. I hate to be the stick in the mud, but they got lights and gas bill too.Or did we forget, along the way, that they human too, and have familys just like we do, and kids to feed and gas tanks to fill, and birthday parties. They are human too folks. Let them have this one.
Isn't there a way to do a higher resolution sculpt, say via Zbrush, and use that to make a normal map to add specific details such as a higher definition of sorts? Just because the general public doesn't have access to Daz's specific HD processes, there are work arounds that can give higher definition of details without using that specific process. Ok, so it won't be the same thing, but I can't see why we as artists can't figure out work arounds with the other programs we do have access too to do something of the same vein. Isn't that what artists do in any case? Figure out ways of making things work in their way, not just the "standard" ways of others?
I do not have Zbrush, but I do have Sculptris, Silo, Hex, and Blender. I know you can take a higher resolution sculpt of a figure and bake normals to use on a lower poly mesh to not only save memory, but give it that "higher definition" that people seem to crave-even if I don't know (yet) how to do such a thing.
I know it's not a HD morph, but it can give the artist a way of making higher resolution definition and details without knowing or using the "standard" process that has and probably will be kept close to the company vest.
Yes, you can use bump, normal or displacement to add detail - though in ZBrush you do have to work around the way it handles UVs.
I need to create HD-facial expressions that would need to be animated as well. It needs to be FACS-accurate, i.e., include all those little wrinkles around the nose etc., in disgust for example. I cannot seem to find any useable HD-expressions in the store for something like this.
What would presently the best way to do this - V4? Poser??
If you want only the face it may be simpler to export the SubD mesh at high resolution and then use the Transfer Utility to rig it from the base res mesh.
Yes, the face would be entirely sufficient for this. I am not sure if I get how to use the Transfer Utility to then rig from the base mesh though.. will need to learn more about it.