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Daz 3D Forums > 3rd Party Software > Blender Discussion

Import face made with Kentools Facebuilder on a genesis 8 body

mamadoulogueyemamadoulogueye Posts: 0
July 2020 in Blender Discussion

Hello everyone,

I made a head with blender using the latest version of Kentools Facebuiler. I would like to use this head an put it on a genesis 8 figure but I can't figure out how to do so.

is it even possible ?.

 

Looking forward to read your advices.

I am working on a MacBook Pro OSX

blender 2.8

 

Comments

  • SilentLadyGTASilentLadyGTA Posts: 38
    July 2020 edited July 2020

    I would say:

    1) pose the G8 character in DAZ

    2) export it to Blender

    3) remove parts of G8 head

    4) try to join your head with G8

    5) export the mesh to DAZ (obj for example)

    6) copy past textures from G8 to the object imported (if you havent change UV copy/paste works fine)

    7) texture your new head.

    Post edited by SilentLadyGTA on July 2020
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,045
    July 2020

    shrinkwrap modifier might work then in morphloader attenuate by head

  • SilentLadyGTASilentLadyGTA Posts: 38
    July 2020
    WendyLuvsCatz said:

    shrinkwrap modifier might work then in morphloader attenuate by head

    I think loader will fail

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,045
    July 2020 edited July 2020
    SilentLadyGTA said:
    WendyLuvsCatz said:

    shrinkwrap modifier might work then in morphloader attenuate by head

    I think loader will fail

    not if shrinkwrapping to the base Genesis 8 mesh keeping vertex order

    I make clones this way and using Zprojection in Zbrush too all the time

    Post edited by WendyLuvsCatz on July 2020
  • Emo SludgeEmo Sludge Posts: 79
    July 2020

    I've tried this and it's a real pain bc the mesh for kentools is very different from day's meshes. That said, you have to manually line up the mesh in edit mode to match the shape of your kentools head as closely as possible, then run the shrink wrap modifier with a subsurface modifier. You may also want to make a vertex group for the head so you can set the shrink wrap to only affect those vertices. You can also bake the textures at this point too. 

  • Emo SludgeEmo Sludge Posts: 79
    July 2020

    Honestly, you're better off just doing the whole thing manually by using the grab brush in sculpt mode on genesis 8 to match your photos as best as you can and then projection painting your texture on in texture paint mode. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,045
    July 2020

    yes I do get the target mesh as close as I can first in DAZ stdio with morphs and poses and using the move brush and others in Zbrush,

    I do iClone CC2 iAvatars, Poser and HW3D people and other humanoid meshes

    I don't even know what Kentools are TBH devil

  • tayloranderson2047tayloranderson2047 Posts: 116
    August 2023

    SilentLadyGTA said:

    I would say:

    1) pose the G8 character in DAZ

    2) export it to Blender

    3) remove parts of G8 head

    4) try to join your head with G8

    5) export the mesh to DAZ (obj for example)

    6) copy past textures from G8 to the object imported (if you havent change UV copy/paste works fine)

    7) texture your new head.

    The part 4) "try to join your head with G8" looks very hard for me. How to adjust the mesh used by Facebuilder into a G8 head? UV remapping is also a big challenge it seems

  • PadonePadone Posts: 4,001
    August 2023 edited August 2023

    There's a blender addon for this. You can soft-wrap a genesis figure to your custom figure, or in this case your custom head. The difference is that shrinkwrap requires to adjust the head geometry first, while soft-wrap does auto-adjust using simulation.

    https://blendermarket.com/products/softwrap

    Post edited by Padone on August 2023
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