zbrushcore to daz studio
Hello. Some short intro:I have been a daz studio user for 3-4 years now. just a 3D hobbyist and not exactly a trained art artist, though i am a trained musician, but i can draw simple non living stuffs, which is acceptable imo.(except human anatomy and facial).
I have been thinking of getting into modeling, and as of late i have seen many zbrush to daz studio tutorials. zbrush is abit out of the way for me interms of pricing, but i can afford a zbrushcore.(although i will upgrade in the upcoming months).
My question is can i do modeling in zbrushcore and have it ported to daz studio? i heard zbrushcore does not have uvmapping either. so how do you guys do it from zbrushcore to daz studio?
Thank you so much for any recommendation and tips

Comments
I've not heard of Zbrushcore. I use ZBrush, but I hear you on the price. I never would have bought it myself- I have it as a birthday gift from my husband. I know a lot of people use Blender - it's free and there should be a lot of tutorials for it. I recommend starting with that - thought it and Zbrush are both a bit hard to learn for beginners.
The lack of unwrapping in Zbrushcore is pretty much the biggest problem with it. You can use Blender to do unwrapping of Zbrushcore models.... but I mostly use Zbrushcore to make morphs, where it serves excellently. (Well, and I play with clay. I 'modeled' a chocobo recently!) I'm nowhere near good enough to make whole new models, and thus I don't really NEED UV unwrapping yet.
You sculpted a chocobo?! I love chocobos! Can I see? :)
thanks for the feedback. i have tried blender about a year. it was alright. but once i left it for a few months i forgot everything about how to use it lol. its quite challenging to use and a bit tedious. i think for a start im just into hard surface modeling. i see people achieving the same result in zbrush in a much shorter time when it comes to modeling than any other software, imo. im not sure is it because of the sculpting of hard surface or the efficiency of modeling in zbrush using zmodeler. but you are right both are essentialy non beginner friendly. haha
Zbrushcore is actually a LOT more beginner friendly than (I believe) Zbrush is. I picked up everything I needed to know in an evening.
exactly. i wish pixologic would make an intermediate or standard version of zbrush with uv unwrap. one step higher than the entry level zbrushcore. i d be glad to pay more. but at the moment not up to$800 of full version of zbrush. $300-$400 with uvunwrap of zbrush would be wonderful
awesome! thats good to hear. i might pickup zbrushcore. how would you tackle the uvmapping, retopo after modeling in zbrushcore? im not doing 3d printing. just creating some simple 3d hard surface assets to play in a daz
I tracked down a few non-Blender alternatives but they all cost money and, well, it seems UV unwrapping isn't ever a simple, easy task. So I just decided to put off on worrying about it until I actually had a really excellent original model I wanted to texture.
ZBrush is not a conventional modeler. ZBrushCore, like its big brother, is also not one.
ZBrush has expanded into a type of modeling with the addition of ZModeler, but this is not included in ZBrushCore. At its heart, ZBCore is an introduction that seems to mainly focus on sculpting. Sculpting too often ends up being too high poly for use in Daz Studio. Tools which could be used to make a more Studio friendly model would be ZRemesher, Decimation or Retopology. There is a limited use of decimation, according to the ZBCore page, but no ZRemesher and no Retopology tools.
You could make use of ZBCore to sculpt a high poly model and then take it to a 3D program to retopologize. Whatever 3D program you use would need to be able to handle higher poly counts. The free 3D modeler, Blender is quite good, though some find it hard to learn. I use it on a daily basis and have grown to like it a lot, but your mileage may vary. Almost any decent modeler will have retopo tools.
thanks for the heads up. i m very keen to get the zbrush full version. only cash is limiting right now. im sure i can get it full in about 5 months hopefully. at the moment i think im going with zbrushcore. Can zbrushcore edit genesis 3 or genesis 8 character? like doing some morph on the nose or mouth etc? without the uvmapping feature?
i'd love to see it too :)
As long as you don't do any subd to your base model, you should be able to do morphs, yes.
If you buy Zbrushcore you can upgrade to the full version with a $100 discount so you have not lost anything,I have read that most people do not use the UV mapper that comes with Zbrush anyway I dont know I have not got that far.I have found Zbrushcore good (with some tutorials) and actually easier than i thought.
I have followed the process suggested on YouTube by Hatton Slayden and created some morphs. Great. Not simple, but once grasped they are do-able.
The problem comes on reimporting them - the technique means converting to an object, operating on the object in ZBC and then saving the altered object as another object which is opened in Daz using Morph Loader Pro. All looks fine, but the issue comes when I try to pose the resulting figure. Everything just becomes sort of silly putty.
Any clever users know what if anything needs to be done, please, because I really enjoyed the process?
You may need to research a little bit more on Adjusting Rigging to shape and then ERC Freeze. Check out these videos for more info.
Thanks RKane_1, "You may need to research a little bit more on Adjusting Rigging to shape and then ERC Freeze." Richard somewhere suggested something similar but I can't find the posting! My problem now seems to revolve around the morphs efusing to load because they have different parameters - I have tried even using them as unmorphed objects (Export as Obj into ZBrushcore, export as new object with a different name but otherwise unchanged, then reimport that into Daz).
Are you exporting the original model from Daz Studio to ZBrushCore with a high subdivision? As far as I know you can only import back into DS as a morph without subdivision (unless you're a PA with access to HD tools).
The morph has to be the same subd as the original export so you will need to export from DS as a base model with subd of 1 (I think).
I could be wrong, but just a guess at what the problem might be.
Ildanach, Thanks, but I had thought of that. I had done a lot of deforming, and did wonder if it might be that somehow new bits got in, but I remain unconvinced. Yesterday I created a new figure objext and used that, and everything seemed to work. I don't begin to understand things!!!!
Thanks, anyway.