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

Can I sculpt the skin separately from the eyeballs after importing the figure via the bridge?

acdum1857acdum1857 Posts: 105
December 2020 in Blender Discussion

I imported the G8F via the Daz to Blender Bridge to sculpt in Blender. (Not Diffeomorphic)
However, the eyeballs and skin are sculpted together.
In ZBrush, I can separate the eyeballs from the model, so I can sculpt the skin separately, but in Blender, the eyeballs and the body are merged into one object, so I can't.
Please advise.

Comments

  • Krys KryngleKrys Kryngle Posts: 308
    December 2020

    Yes, in Blender you can separate out the eyes in edit mode by selecting them and 'P' (I think).  This will 'separate by selection'.  Then the eyes will become a separate object.  Probably good to watch a short tutorial than for me to try to type out a detailed explanation.

  • Lissa_xyzLissa_xyz Posts: 6,116
    December 2020

    Separate by selection is fine if this isn't intended to be brought back into DS as a morph. If it is, you're better off hiding the selected geometry rather than separating it into diff objects.

  • acdum1857acdum1857 Posts: 105
    December 2020

    Krampus said:

    Yes, in Blender you can separate out the eyes in edit mode by selecting them and 'P' (I think).  This will 'separate by selection'.  Then the eyes will become a separate object.  Probably good to watch a short tutorial than for me to try to type out a detailed explanation.

    Thanks for the advice :)
    I separated the eyeballs object by pressing P as you said and it was not affected when sculpting. 

  • acdum1857acdum1857 Posts: 105
    December 2020

    Lissa_xyz said:

    Separate by selection is fine if this isn't intended to be brought back into DS as a morph. If it is, you're better off hiding the selected geometry rather than separating it into diff objects.

    Thanks for the advice :)
    When I press P to separate the eyeballs object, it was not affected when sculpting.
    However, when I pressed H to hide the eyeballs and switched to the sculpt mode, the eyeballs were visible again and was affected when sculpting.

  • PerttiAPerttiA Posts: 10,024
    December 2020

    If the purpose of exporting to Blender is modifying geometry, which will then be imported back to DS as a morph, I think the best option is to hide the parts that you don't want/need to modify first in DS and then export only the needed parts as OBJ (for example only the skin of the head).

    This will also prevent accidental changes to parts of the figure that were not meant to be morphed.

  • acdum1857acdum1857 Posts: 105
    December 2020

    PerttiA said:

    If the purpose of exporting to Blender is modifying geometry, which will then be imported back to DS as a morph, I think the best option is to hide the parts that you don't want/need to modify first in DS and then export only the needed parts as OBJ (for example only the skin of the head).

    This will also prevent accidental changes to parts of the figure that were not meant to be morphed.

    Oh, I'm not exporting the figure to Daz and I'm going to finish the whole work in Blender.

  • Lissa_xyzLissa_xyz Posts: 6,116
    December 2020 edited December 2020

    acdum1857 said:

    Lissa_xyz said:

    Separate by selection is fine if this isn't intended to be brought back into DS as a morph. If it is, you're better off hiding the selected geometry rather than separating it into diff objects.

    Thanks for the advice :)
    When I press P to separate the eyeballs object, it was not affected when sculpting.
    However, when I pressed H to hide the eyeballs and switched to the sculpt mode, the eyeballs were visible again and was affected when sculpting.

    Oh, that's weird. What I do is go into the uv tab, and enable uv sync selection (for me it looks like 2 arrows in the upper left of the uv pane). Box select the eye geo and then press to hide the geo. In the sculpt tab, the geo doesn't come back and doesn't appear affected by edits to surrounding geo when revealed again (edits made whilst hidden).

    I'm using 2.91, and I don't know when they added this, but sculpt mode automatically created a face set out of the hidden geo (you can tell by the red color when brought back). With this, instead of re-hiding the geo, you can now go into the right side tool panel and under options > auto-masking, enable "face sets". This way, even w/ the eyes visible, unless you touch the eye geo, they wont be affected when sculpting surrounding geo.

    /edit
    Apparently I'm behind the times. Face Sets have been a thing since 2.83. lmao
    BLENDER 2.83 - FACE SETS (NEW FEATURE) - YouTube

    /edit 2 - Simpler Method
    Exploring face sets more, since that video they've added a menu option for Face Sets Init. If you use this, and choose by material zone, you can just easily hover your mouse over the areas you want to hide and use the standard hide/show/invert visibility options. Much much easier than going through the uvs. Face sets by normals seems to do a decent job of separating all of the skin from the eye parts as well.

    blender_gDrOrpWtiA.jpg
    1920 x 1050 - 731K
    blender_TW5NUYZ40u.jpg
    1920 x 1050 - 678K
    blender_PIs6T4xRk7.jpg
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    blender_5Awz9kveYA.jpg
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    blender_EHYR5BVQhh.jpg
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    Post edited by Lissa_xyz on December 2020
  • acdum1857acdum1857 Posts: 105
    December 2020 edited December 2020

    Lissa_xyz said:

    acdum1857 said:

    Lissa_xyz said:

    Separate by selection is fine if this isn't intended to be brought back into DS as a morph. If it is, you're better off hiding the selected geometry rather than separating it into diff objects.

    Thanks for the advice :)
    When I press P to separate the eyeballs object, it was not affected when sculpting.
    However, when I pressed H to hide the eyeballs and switched to the sculpt mode, the eyeballs were visible again and was affected when sculpting.

    Oh, that's weird. What I do is go into the uv tab, and enable uv sync selection (for me it looks like 2 arrows in the upper left of the uv pane). Box select the eye geo and then press to hide the geo. In the sculpt tab, the geo doesn't come back and doesn't appear affected by edits to surrounding geo when revealed again (edits made whilst hidden).

    I'm using 2.91, and I don't know when they added this, but sculpt mode automatically created a face set out of the hidden geo (you can tell by the red color when brought back). With this, instead of re-hiding the geo, you can now go into the right side tool panel and under options > auto-masking, enable "face sets". This way, even w/ the eyes visible, unless you touch the eye geo, they wont be affected when sculpting surrounding geo.

    /edit
    Apparently I'm behind the times. Face Sets have been a thing since 2.83. lmao
    BLENDER 2.83 - FACE SETS (NEW FEATURE) - YouTube

    /edit 2 - Simpler Method
    Exploring face sets more, since that video they've added a menu option for Face Sets Init. If you use this, and choose by material zone, you can just easily hover your mouse over the areas you want to hide and use the standard hide/show/invert visibility options. Much much easier than going through the uvs. Face sets by normals seems to do a decent job of separating all of the skin from the eye parts as well.

     

    Thank you so much for the explanation with the images! :)


    First of all, to sculpt, I have to press the 'To Sculpt' button.
    Sculpting doesn't work if I go straight to 'Sculpt Mode' without pressing this button.
    (Please tell me if you can sculpt without pressing this button.)

     

    Then, to properly sculpt the figure, its 'subdivision' modifier must be removed and 'Multires' modifier added.
    When brushing in 'subdivision' modifier, the response of the mesh is so slow that sculpting is impossible.

    So I am having the problem below.

     

    In Subdivision Modifier :
    -Hidden eyeballs are not visible in sculpt mode (Good)
    -Mesh response too slow when sculping (Not good)

    In Multires Modifier :
    -Hidden eyeballs are visible in sculpt mode (Not good)
    -Fast mesh response when sculping (Good)

    스크린샷(3060).png
    1920 x 1080 - 510K
    스크린샷(3061).png
    1920 x 1080 - 702K
    스크린샷(3062).png
    1920 x 1080 - 697K
    Post edited by acdum1857 on December 2020
  • Lissa_xyzLissa_xyz Posts: 6,116
    December 2020 edited December 2020

    That must be a daz bridge thing then. I use diffeo if I need scene items, but I just export from studio as an obj for normal things.

    /edit
    I can't even seem to import using daz's importer. Getting an error that an appropriate FBX does not exist when I use "Import new Genesis 3/8". I did use the Daz to Blender exporter in DS beforehand.

    Post edited by Lissa_xyz on December 2020
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