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How do you get MDD. Is it part of Daz Studio?
Perhaps, but not the way you think.
I have no idea as that feature is only available to PA's
lets spell this out
a map can be opened in Gimp and bits cloned, shaded airbrushed etc
or I can use 3D paint in Carrara
or you can layer them with LIE
HD morphs are sculpted on a higher resolution mesh by a PA with access to a plugin we cannot use, I cannot in any way edit the HD morphs smoothing off bits or emphasizing other bits, clone a vein etc like a displacement map version.
if say I wanted a vein popping on a forehead or less on other parts you are stuck with what you are given
Neither can a PA; they would have to modify the original parts and reimport the results through the HD Tool.
The HD tool isn't a sculpting tool; you could always export the mesh, make edits and make a normal map from that, and plug them into the figure like you would do with a displacement or normal map.
When testing iClone for animating DAZ characters, I found that geografts aren't fitted properly in FBX export. Richard's explanation above might explain why, but I still wonder if there aren't problems with FBX export.
Here's the result of some testing I did today by loading up a Minotaur 6 HD and exporting without making any changes or adding any clothing, then importing into Blender to see what I got. The results confuse me, but of course I'm counting on Blender not to muck up the data during import...
=== OBJ Export/Import ===
Default model with subsurf set at one and resolution set to high in DS: 132,993 verts; 132,094 faces; all parts welded perfectly
After setting resolution to Base and subsurf to 0 in DS: 69,206 verts; 68,744 faces; no visible seams
The minotaur looks gorgeous in Blender when imported via OBJ.
=== FBX Export/Import ===
Default model with subsurf set at one and resolution set to high in DS, but no SubD setting on the export: 37,359 verts; 36,840 faces; grafts are separate and don't fit right; armature is a disaster that distorts the character--I deleted it to get the character to appear normal. UPDATE: Blender has some FBX import settings, and if you fool with them, you can get the armature to import better.
As above but with added SubD export setting: No difference whatsoever
===
So with FBX I'm getting lower resolution than the lowest OBJ will provide. (Clearly if you're exporting in FBX, you don't need the Decimator). And geografts are neither welded nor perfectly fitted.
Of course there could be problems with the export settings I used. The FBX ones were recommended by Reallusion's YouTube tutorial video "3DXchange 6.5 Tutorial - Importing Daz Genesis 3 Characters into iClone." I've included screenshots of the settings I used. There's only one FBX one because the only difference between the two was to check the box for added SubD, which had no apparent effect.
Thanks for the information. I'm a C4D user as well and try to look at all options
Interesting; the FBX export is missing much of the base mesh, for the base figure, the horns and other geografts from the looks of it. That would explain the messed up rigging in blender and what I saw in iClone 6 with another HD figure.
I hope someone can point out what I'm doing wrong. Otherwise, it seems FBX is a very poor-quality exporter. It's a shame Reallusion charge money for their import program that relies on the worst method DS offers to export the mesh.
FBX is only as good as what it is able to export.
it certainly can export high resolution mesh like Victoria 4
it's more to do with how the mesh appears in DAZ studio and whether it is actual vertices or not.
HD is not
or rather DAZ studio's FBX export is somewhat lacking
when the HD to carrara coming out?
From the numbers Inkubo posted, it appears that it IS seeing at least part of the vertices and polygons in the mesh, but not the total count of both "layers". Whether that is by design or not is something only the development team at DAZ3D can answer.
Hi all, thanks for your comments, I have finally discovered that yes, HD can be exported in FBX by setting the editor level to 1 or 2 in the properties of the figure, then locking it. However, this then destroys the rigging, however I then found out through the help of MaleMedia3 and Richard that the best idea is to export both the low and high poly version and then bake the Normals of the high onto the low through use of Substance Painter. Hope this helps anyone who wants to do this, I would like to see the high poly version actually export with rigging for animations as well, but the use of Normals is a great approach for me using it for Runtime purposes.
Please do not post the same thing in other threads, and particularly finding older threads. Your best solution is to post the URL of the older thread to your current one to cite an example of something related that you found. Part of the problem in doing this is that you split up the same topic and people have a hard time following any good information that is found in only one of the sub-threads.
If you have comments, please post in https://www.daz3d.com/forums/discussion/229156/animated-rigged-subd-export#latest and not in this thread.