Anyone been able to modify Body Chains with Zbrush?

GatorGator Posts: 1,320

I picked up Body Chains for Genesis 3 but it looks like according to Zbrush it has bad geometry, not allowing me to create any morphs for it.  The error is that multiple edges share more than 2 polygons.  You can fix it in Zbrush, but that's kinda useless to me since bringing it back you lose all the materials.  There's quite a few material zones defined.

https://www.daz3d.com/body-chains-for-genesis-3-and-genesis-8-female-s

Has anyone found a way to fix it and use it in Zbrush?

 

 

Comments

  • I picked up Body Chains for Genesis 3 but it looks like according to Zbrush it has bad geometry, not allowing me to create any morphs for it.  The error is that multiple edges share more than 2 polygons.  You can fix it in Zbrush, but that's kinda useless to me since bringing it back you lose all the materials.  There's quite a few material zones defined.

    https://www.daz3d.com/body-chains-for-genesis-3-and-genesis-8-female-s

    Has anyone found a way to fix it and use it in Zbrush?

     

     

    Non-manifod topology is bad, m'kay.

    That's being really basic about it. But the thing is, you can't fix it and use it to make a morph. You need a polygon modeling program, not a sculpting program. Generalizing, but if ZBrush won't work with non-manifold, then you have no other option, really. Because the mesh has to have the same vertex order as it had coming in when it goes out. Maybe deleting interior faces would not change the vertex order, but that's another challenge. Removing 5000 interior faces.

    Odds are this fix Zbrush does is changing the vertex order, but if it isn't  matzones are irrelevant for making a morph. If it is, the only safe way is to get a modling program and work with bad the geometry.

  • Using GoZ always loses all grouping - it's an annoying limitation, though it makes sense if you think of GoZ as being for morphs.

  • GatorGator Posts: 1,320

    Thanks for the replies Singular Blues and Richard.  Bah.  Why would the product get released like this?

  • Presumably it works - ending to ZBrush would not usaully be part of QA testing (unless something made ZBrush use part of its feature set).

  • What Richard said. Blender, for example, has little issue with these kinds of geometry. It's bad topology because it makes a lot of things do wonky stuff across many programs. Since ZBrush is specialized, it makes sense that it doesn't allow it at all. And, of course, Blender wouldn't be part of Daz QA, either. It's just that if it loads correctly in Studio, it works. So you're typically left with trying to find the right tool if you want to make modifications in outside apps.

    My guess is most polygon editors can deal with it, so you aren't limited to blender as the only option. But odds are ZBrush is right out.

  • joseftjoseft Posts: 310

    Maya has functions to fix non-manifold geometry, but i am not 100% sure on exactly how it does it, or whether vertex order would be altered thereby preventing re-import as a morph.

    This item is something i thought about getting, so i could have tried fixing this in Maya, but on the other hand, not sure i want to spend money on an item i now know has bad geometry.

    To be fair though, zbrush isnt the best solution to morph an object that is rigid like chains. Getting it done without deformation to the shape of the individual chain links will be tricky in zbrush

Sign In or Register to comment.