Trying to use new Merchant Resource Product in zBrush
jaxprog
Posts: 312
Hi everyone. I need some help.
I purchased this really awesome looking merchant product
http://www.daz3d.com/the-ultimate-merchant-resource-kit-for-genesis-2-female-s
Its new!
I want to alter the textures in zBrush and I want to alter them while the textures are applied G2F.
So far I have been able to bring G2F's mesh into zBrush at the lowest polycount which is around 21K. However the texture does not come in zBrush applied to G2F.
If I look at "UV Map" menu on the right in zBrush I can see that there is no UV map because the delete button is not enabled.
So, I tried using "UV Master" to create a UV and then use the "Texture Map" menu right below the "UV Map" menu and brought the torso jpg file in however it does not overlay over G2F correctly or even hardly show any texture value on the mesh. Its as if "UV Master" is creating a UV map has no relation to the merchant resource text maps.
I have tried exporting G2F from Daz Studio so that UV Map points are included in the export file but again zBrush shows me that there are no UV's. I am not sure how to create a UV that will read from these exported points.
My goal is to be able to have a mesh in zBrush with the merchant textures all fitted on the morph as it would appear in Daz Studio so I can then use "Spotlight" to alter the texture. Spotlight I have no trouble with at all. All the trouble centers on trying to get merchant textures or jpg files to align correctly on the mesh and to show up with intensity without that ghostly opacity appearance.
Any zBrushers on the forum this evening I would really appreciate your help taking me by the hand showing me how this can be done.
Appreciate your time to respond.

Comments
The resource kit states it is for the G2F Base Female UV only. I'm not sure how you can get that into Zbrush but thought you might need that info.
How did you bring G2F in? Export an OBJ through Daz or using the bridge?
Hi Jaderail
Hi Vaskania
I implemented two methods of getting G2F into zBrush:
I reduced G2F sub division down to 0 and changed to base mesh
1) GoZ button within Daz Studio
2) Exporting G2F as OBJ using DS export feature
I realize Jaderail, its a merchant resource and a UV but I do not see why I can't take those jpg files or UV maps into zBrush and alter them as I see fit. It would be no different than to open them up in photoshop only my preference is zBrush to do the edit work because zBrush offers me the ability to ramp up poly count for extraordinary detail when making alterations using spotlight.
It kind of strange that if I take G2F and apply the merchant resource to her by replacing Bree's UV's with this merchant resource that it does not come over into zBrush even when you select map UV coordinate using the DS export feature.
I have read that one can load UV's using UV master in zBrush but the load/save buttons seem to be referring to something different vs. the idea that I can just open up the files and start working with them. I can load the files using Texture Map menu and they come in but they do not apply correctly over the G2F mesh. Really strange....
GoZ doesn't send any grouping to ZBrush, so you need to export as OBJ, then in ZBrush you need to go to Preferences>ImportExport>Import and switch Import Mat as on and Import Polygroups off (it will make life simpler if you use the Polygon Group editor in DS to combine all the surfaces that start with the same number into one surface; it doesn't matter, unless you plan to create a morph at the same time, what resolution you export the mesh at as you will need to divide it in ZBrush to paint). Then import the OBJ as a tool, import the maps as maps, divide the mesh as much as you want/can, set the mat colour to white and you are ready to apply your maps. Go to Brush>Auto Masking and set Mask by Polygroup on. Now ctrl-drag (cmd-drag on a Mac, I assume) to paint in a single group, then invert the selection. Select the map for that group in ther Tool>Texture panel, then in the Tool>Polypaint panel click Polypaint from texture. Repeat for the other maps. Paint. When done, select each material zone in turn and go to Tool>Texture>Create>New from Polypaint, then export the maps you make.
-removed .. posted same time as Richard-
Thank you Richard. I followed the steps as best I could however there are murky areas, but I tried to intrpret your context as best I could.
For example when import maps as maps, if taken literally I looked through every import and load button open dialog box and found no file extension called "maps". If taken trying to intrpret the spirit of the "jargon", then I took it to mean "there has to be a texture file showing in the TOOLS>>Texture Map". So I overcame zBrush's protest telling me I could not do that because I had no UV maps and mangaged to force it in there.
I got through selecting a group and turning the automask on by setting it to 100 in the Brush palette.
I went to TOOLS>>Polypaint and attempted to Polypaint from Texture but the button was disabled or turned off.
So to remedy that I went to TOOLS>>Texture Map and clicked on Turn on Texture but zBrush protested again about no UV map.
The screen shot shows where I crashed and burned.
I learned something by looking at your steps from a bird's eye view but I am failing miserably when trying to implement.
Are you sure your model has UVs? Try importing the OBJ back into DS, and then use the UV view to check.
The model in Daz Studio has to be exported with UV's?
or
Does the model once in zBrush must have the UV's created using UV master?
When you ask "Are you sure your model has UV's"? It hints to presume that the UV is incoming into zBrush thus the UV has to originate from Daz Studio. I am ensuring that I am exporting as obj as opposed to using Goz and I did set the Import options in the preference menu.
I think where I am stumbling is importing maps as maps because there is nothing literally that ties that phrase with anything that zBrush has. For example with all other words or zBrush jargon you used in the previous post I could match it up with something equivlant in zBrush, such as TOOLS>>Texture or BRUSH>>Automasking or Turn this or that on/off. Each item you listed had an equivlant, but maps as maps is a dead end.
How do you import maps as maps?
I appreciate the time you are giving me.
I believe I found what is hindering me.
I managed to get the UV's exported from Daz Studio. Screenie shows that I can delete the UV just after importing so that means it is there. I think where the problem existed was in the TOOLS palette in zBrush. This TOOLS palette likes to keep an accumualtion of tools you have been using and it creates new tools based on the current existing tool you are working with when there is a change in state on the current tool. As a result I was using tools that had nothing to do with current import, which I had just brought in from Daz Studio. These extra tools of course do not have UV's so there was no way to import "maps as maps".
Richard I appreciate your patience and I hope I was not exhausting.
I'm glad you solver the UV issue.
To load your maps, go to the Texture pane, click Import and load the image file, make sure the image is active in the larger preview box, and click Flip V (for some reason ZBrush always inverts maps, so you have to flip them on import and export to make them work in other applications).
Thank you again Richard. I nailed it! God bless you. Thank you for your help.