why does imported geometry break in Daz studio?

Helvetica 2013Helvetica 2013 Posts: 15
edited July 2014 in The Commons

Hello. I recently created a shell model for genesis in Zbrush and Maya. The topology is clean quads and no normals are reversed. In Daz, I brought in the object, a shirt, and used a similar shirt for the asset transfer using the appropriately named utility. All was looking OK until I went to pose genesis. The model had really bad faceting and the geometry was broken. It almost looks like my normal were reversed or disconnected or my verts became disconnected. I went back into Maya and further teselated the model into triangles. On reimport the scale was way off and still broke. Repeated similar processes in zbrush and c4d with similar results. I now have a gray hair for every time I opened a new program and made a change. Please help before the grey's go to white or worse, all their new friends fall out! Much appreciated!

Cheers!

PS, die auto-correct, die!

Post edited by Helvetica 2013 on

Comments

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    What are you using for importing? Are you using the bridge or exporting as an OBJ file? I've never had any problems importing an OBJ file from external programs, but I've also never had experience using the bridge either (since there's no bridge for 3DS Max).

  • Rayman29Rayman29 Posts: 0
    edited December 1969

    I've seen that happen a few times in G2 morphs made with Sculptis, I think it might be caused by some kind of Sculptris error, it might happen in Zbrush too.

    I get round it by going back to an earlier revision of the .obj

  • Richard HaseltineRichard Haseltine Posts: 100,778
    edited December 1969

    If you export a mesh you must make sure you use the same preset to reimport it, and that no scaling is being done in any of your other applications (or if it is, that it's undone on export from the app0. If you GoZ to ZBrush, export the tool as OBJ, modify it in Maya and then import into DS you should use the modo preset (or one of the other presets with 1 unit = 1m and no axis switching), again assuming Maya doesn't apply any scaling or other modification that isn't then reversed on export.

    It's hard to say what's wrong with the item in DS - and unfortunately if you make a model by modifying an existing model you may not upload it for others to look at.

  • cwichuracwichura Posts: 1,042
    edited December 1969

    Disclaimer: I am not a modeller. Not even in the remotest. The extent of my modelling is using the PGE in Studio to re-assign faces.

    Could it be an issue with how the mesh is welded? Or something along those lines? I've seen this a couple times, where an object pulls apart along a seam line that has no apparent break in it when you load it in say Mesh Lab.

  • DZ_jaredDZ_jared Posts: 1,316
    edited December 1969

    Screen shots of your workflow and of what the actually problem is so that we can visualize everything would be helpful.

  • Helvetica 2013Helvetica 2013 Posts: 15
    edited December 1969

    Thank you all for your help. When I took the geo in through the standard import and not GOZ it seemed to work better. I then used the transfer utility with a shirt of similar size and now I have the following error. Not sure how to fix this. Is this a weight map issue? If so, how do I use this tool in DAZ? Any help you can provide is very much appreciated!

    ShirtF-UP.png
    893 x 873 - 443K
Sign In or Register to comment.