Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Hi Snow, I think Cath's got that request handled, IIRC she's the one that taught me in the first place! We love you Cath!
Cath you mention in your tutorial that you use GoZ .... I'm not sure how you do that because GoZ for me from DS only brings in the mesh, never the maps. So if you can write out a tutorial or an explanation on how to get GoZ to bring the maps in too that would be lovely!
Thanks Richard
DS GoZ does not export any maps to Zbrush not it export maps inside if the model have overlapped UVs , only models that have single UVs maps can be imported with textures back to DS but never exported with maps to Zbrush
why? as I explained in tutor Zbrush have only one texture channel for one single maps and the tutor is more about how to convert multiple maps into polypaint to paint or edit .
So there is no function to load your textures on model with multiple UVs other as I mentioned in the tutor
Ah, OK. I understand now. BUT from ZBrush to DS if it's like a shirt I've made and textured there it will send the textures back to DS via GoZ?
Yes it will send textures and displacement maps too with the right values by importing the T-Shirt via GOZ
I do it only for test as DS GOZ don't support groups so I have to import it manually to have all groups in tact so I can create material zones reflecting the one I made in Zbrush , DS GoZ works best with creating morphs for anything else it is pretty primitive and not much usable at all it can't even import the name of default material and you don;t want to rig stuff in DS imported with GoZ it will mess up stuff later as no OBJ name will be created when rigging .. they fix it once but now it is back to nothing . Not recommended . Export yes but import, NO
Interesting. Thanks Cath. I'm wondering if DAZ has an internal GoZ that's more advanced that actually does send maps back and forth, like for their work with HD! Probably and we will never see that version of GoZ!
No there is nothing like that as Zbrush don't support this function, it can't read mtl files (the info about maps ) only the group faces are supported .
I use HD and there is nothing it is for importing HD morphs only no matter manually or via GoZ , and for the rest DAZ use Modo
and even if they wrote GoZ like that it would never be read by Zbrush anyway .. until pixologic rewrite Zbrush to read multiple UV's /materials per subtool nothing can be done .
I will be happy if you can import face groups via GoZ but I ask for that since the begining of Genesis and nothing was done in this direction so far , not even name of OBJ is imported correctly ..and where the rest
I do all my products in Zbrush but I do everything manually for the final setup, GoZ just for testing
Thank you very much Cath, that's a great explanation.I only asked for Richard because he always seem to be around. ;)
I'm in the middle of my Zbrush trial, so I'm mainly just trying to experiment with things that relate to DAZ figures and GoZ Studio workflow while I can. Polypainting is a weird change from what we're used to, and it does seem overly complex to work with existing UVs. Spotlight is a great tool for texturing though!
Will try your tutorial soon. Thanks again.
This thread has convinced me to avoid Zbrush for the conceivably future. Paying out the nose for video tutorials of a program that already costs $800?? Jeebus.
You welcome , Polypainting is not that bad at all, polypainting can be saved even with the OBJ as it is internal data not maps so very interesting but becouse it is per vertex painting and not per pixel so ..how bigger the subdivision how more details of the painting than can be extracted to maps .
I use in my workflow GoZ to Photoshop as new Zbrush allow you to paint seamlessly on 1 texture , import and export it from Photoshop , fixing seams and other stuff .
There is not much to learn with GoZ , button export button import but mostly usable to create JMC morphs, Morphs for Morphs and base Morphs etc.. , Imported textures are of .tif or .bmp so not JPG import .. for that reason I just use GoZ for exporting, morphs and tests.. the rest is manually import export so I keep my all data intact .
For example if you created group faces in Zbrush around 20 , then importing it with GoZ will lose the info but not if you export from Zbrush and Import manually to DS , it is easy to create new material zones in DS from that just by assigning each new material to you face group you created in Zbrush
Zbrush is hard to start with if you don't know where to ring the bell, but once you get it, it is easy and there is nothing you can't do in Zbrush
Zbrush documentation and classroom have a lot of great videos explaining what each functions do , and the new functions just added make the work more easy as ever before.
The problem is that Zbrush evolve too fast and with each update the last tutorial is just no more actual as there is already better way
Have fun Zbrushing and if you get stock drop a note
I just noticed one tiny problem, it grouped the fingernails and toenails together on G3F even though they're on separate maps. This causes one of them to use the wrong texture map.
Subdivided at 5, the project file is 1.01 gig though?...jeez, that's...not really feasible for me. :x I'd really like to use Substance Painter for texturing, but I absolutely cannot get the expected specular/glossiness maps to come out of that thing.
You're right though, Zbrush can do anything if you have the system and the knowledge to do it. Not really sure if it's something I want to seriously get into anytime soon, but I'm glad I tried it. Thanks again for your help. :)
For hobby I agree , but I make my bread with that .
I never followed any tutorials for Zbrush and without speaking one word English in the beginning I learned it on my own mistakes . Action-Reaction
I need to practice, that is the best way of learning .. I know people that know everything about but can't do anything with , just poses so called artificial intelligence or knowledge from reading but not from practice , good for support but not for artwork.
The same happening with G2, you need to mask the finger nails or toes and add to the group it belong
for example I mask limbs and mask nails with G2 , then under polygroup, create polygroups by mask - clear mask
you can add or create new polygroup by masking the polygon faces , it is best to do that before subdivision
My projects are mostly 64GB now with 64-bits .. 1 GB is nothing ,
I create only base textures in Zbrush mostly doing final edit using Ddo and Ndo
I've not used the GoZ bridge between ZB and PS.... so that works out well for you Cath? If so then perhaps I need to look at that as a viable texturing solution! Hmmmmm
Thank you for that extra information. You reminded me that I wanted to also try Ddo at some point too since that works inside Photoshop.
If you do Snow, make sure you get the stablizer update for it.... They didn't update the main branch for what ever reason so you MUST download and install that update....
It works great for one texture models like clothing or props etc.. the resolution of the texture need to be set under UV tab , no quality lost between
make sure your Photoshop is set to Open GL GPU before you export from Zbrush, it will export and import the model to Photoshop and you can paint , rotate and fix the seams etc.. when done send it back and the texture will be replaced
I did not tried it yet with polypaint set and if it work just used it on one UVs models only , I said good bye to my Deeppaint 3D after 17 years of daily usage the RAM limitation just don't works anymore with my projects
but I am about to do total different workflow with textures to make it easy, if it works both Zbrush and Photoshop will be heavy at work .. it is tricky but it may deliver exactly what I planned and fast, more about when I succeed
"If you do Snow, make sure you get the stablizer update for it.... They didn't update the main branch for what ever reason so you MUST download and install that update...."
Thanks Ram, very good to know.
Thanks Cath, keep us informed hon!
Your welcome Snow. My pleasure!
I found a way to simulate some of Zbrush's Spotlight features in Photoshop (using the Clone Source panel), so I'm probably not going to even attempt to texture in Zbrush now. Judging from the long dDo tutorial I just watched, that's all about using maps (that many of us using DAZ products do not have access to) to set up masks for automatic effects - the guy didn't paint a brushstroke once in the hour of it I watched). I need to look more into Mudbox, but I think I'll probably be sticking with good old reliable Photoshop. :)
Cath, I hope you'll consider making new Zbrush videos when version 5 comes out (whenever that is). ;) Thanks again for the help!
Since years we waiting for Zbrush 5 lol but Zbrush 4R7 P3 was packed with amazing new features as usual and was 64-bit on top of that , for me I don't need Zbrush 5 as all currently features are all you need , however I would love to have pixel painting function and additional texture channels per subtool that all what I miss , the rest is there already.
I ran into an odd little problem just now; when trying to adjust a piece of V4 clothing conformed to G2F in Zbrush using only the Move brush, Studio says the topology was changed and will only import it back as a new object. This doesn't happen with G2F clothing. Do you happen to know why and if anything can be done about it?
Yeah, many good features have been added in what seem like minor Zbrush updates. My biggest wish for 5 is that they offer a subscription plan. ;)
There maybe 1
the exported V4 clothing was not send as base , make sure there is no subdivision on the clothing in DS before export
if you don't changed anything else in Zbrush that may be only problem , also make sure you run a session, if you close DS or Zbrush between editing you will lose the session and DS will not recognize the imported file as morph
It seems the problem is with the clothing itself; other V4 clothing does transfer the morphs correctly from Zbrush back to Studio. OF COURSE the one that doesn't work is the one I need the most (the Briana Culaith outfit) - arghgh I'd almost pay Turbosquid prices for a proper G2F/G3F remake of that!
Track down the merchant and beg! lol Sometimes they listen! :-)
Very, VERY rarely. I've suggested remakes of popular items for a long time and I always got the same basic response: "that's done already, I need to make something new". It's easy for merchants to brush off requests for updates of popular items when they don't make art with recurring characters that can't change their outfits every two years when DAZ trots out a new figure.
Frankly, I still don't believe what they say about old outfits being too hard to update for new figures or that they wouldn't sell. The textures and the base meshes are already done, how can that possibly be *more* work than making an outfit from scratch? I get not wanting to go to the trouble of remaking a Genesis 2 outfit for Genesis 3 when autofit does a fairly decent job of converting it, but there's a vast collection of Gen 4 stuff that does not so easily work as well. I'd be interested to hear what Powerage thinks of this, having just remade an old V4 outfit for G3.
Very true. I plan on updating my clothing when it hits the market for variations and generations. If it brings in extra dough, I'm down with that and your right, the textures are a big part of the process, you make one new one or a new pack when you can but the refitting, if it's not a crazy shape, takes very little time but then if the weight mapping is a pita then that can be no fun and very time consuming.
I wonder if this is a welding issue - if you load the clothes' OBJ into a mdoeller, are the aprts already welded or are they split apart into their groups?
The other reason my be that the clothing include triangle or un-used verticles/ points and Zbrush will alter it by import , a lot of older clothing have this issue , double polygons, unused verticles or triangles that can get messed up ..
to test it out import the obj manually and if any issues are there you will get a Note about while importing into Zbrush
Zbrush don't care if the model parts are welded or not , it will not alter the model unless you do so , many times I unweld the model groups in Zbrush and put it back together and the number of points /verticles don't change
I wish I had this part of clothing to check out this issue but sadly I don't
"I wonder if this is a welding issue - if you load the clothes' OBJ into a mdoeller, are the aprts already welded or are they split apart into their groups?"
I actually do not own a true modeler (except Blender, which I know very little about), so I can't really confirm this.
"The other reason my be that the clothing include triangle or un-used verticles/ points and Zbrush will alter it by import , a lot of older clothing have this issue , double polygons, unused verticles or triangles that can get messed up .. "
That's very possible. There is another bizarre error with this clothing set as well; one of the bracers (and why only one, I have no idea) conforms to the arm at an angle when autofit to Genesis 2 and up. Strange stuff that I still haven't been able to figure out.after all these years.