Out of curiosity - morph question

AsariAsari Posts: 703
edited November 2020 in The Commons

Can someone knowledgeable weigh in - if DAZ sells an original character, they sell a base morph for that character and an HD addon (sometimes). If a PA sells an HD character the character packs I've seen so far include both a base morph for the character and an HD morph for the HD details.

I don't know if there are special PA tools for it, but I guess probably not, so PAs probably sculpt a character morph with all details and then go back to base subdivision 0 for the base morph and import the high subdivision sculpt as HD morph? And if they use a sculpting program with different subdivision algorithm (dunno what ZBrush uses, doubt it would be catmark that DAZ is using) do a vertice order transfer? Or do you PAs sculpt a base morph in subdivision 0, import this as character morph, subdivide and then sculpt the HD details and then import the morph as an HD morph to DAZ?

Post edited by Asari on

Comments

  • fastbike1fastbike1 Posts: 4,078

    The HD Morphs involve PA only tools.

  • fastbike1fastbike1 Posts: 4,078

    The HD Morphs involve PA only tools. Whether all PAs use them, I can't say.

  • Asari said:

    Can someone knowledgeable weigh in - if DAZ sells an original character, they sell a base morph for that character and an HD addon (sometimes). If a PA sells an HD character the character packs I've seen so far include both a base morph for the character and an HD morph for the HD details.

     

    I don't know if there are special PA tools for it, but I guess probably not, so PAs probably sculpt a character morph with all details and then go back to base subdivision 0 for the base morph and import the high subdivision sculpt as HD morph? And if they use a sculpting program with different subdivision algorithm (dunno what ZBrush uses, doubt it would be catmark that DAZ is using) do a vertice order transfer? Or do you PAs sculpt a base morph in subdivision 0, import this as character morph, subdivide and then sculpt the HD details and then import the morph as an HD morph to DAZ?

    I believe so, yes - work on a higher dvision level in soemthing like ZBrush, export the base morph at base resol;ution as the rest of us do, then export the HD morph and use a tool to import it with the base morph reversed out - we can do something similar, but using displacement or normals on top of the base morph.

  • AsariAsari Posts: 703
    fastbike1 said:

    The HD Morphs involve PA only tools. Whether all PAs use them, I can't say.

    I thought they need the PA tool to import the morph and set it up as an HD morph in DAZ. Do they also sculpt in the PA-only HD tool? @mods: I realize maybe this is something we non-PAs are not supposed to know, if so, I apologize. I'm only curious regarding the workflow behind the process.
  • SevrinSevrin Posts: 6,313

    There are currently "HD" character models being sold at Renderosity by someone who is not a Daz PA.  I've not purchased any, so I've no idea of how it's done, but there's obviously more than one way to create HD characters.  Either that, or the secret sauce has leaked.

  • Phoenix1966Phoenix1966 Posts: 1,838
    Sevrin said:

    There are currently "HD" character models being sold at Renderosity by someone who is not a Daz PA.  I've not purchased any, so I've no idea of how it's done, but there's obviously more than one way to create HD characters.  Either that, or the secret sauce has leaked.

    I have a Rendo character marketed as an HD one. It doesn't include HD morphs, but hi-res texture maps (normal, height, etc) to achieve "HD". You can always check the ReadMes on the product page to see what's included and can see that .dhdm files are not included.

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