How to remove eyeball from g8

jeronimocollaresjeronimocollares Posts: 135
edited October 2020 in Daz Studio Discussion

Hi guys 

 

Im learning Zbrush, i need some reference on my screen, etc, the question is simple, how i remove the eyeballs from a g8 model to use with the bridge between Daz and Zbrush?

 

Ty, apreciate any help.

 

 

Post edited by jeronimocollares on

Comments

  • nicsttnicstt Posts: 11,715
    edited October 2020

    Have Zbrush and don't like it.

    In Blender (and you can do the same in zbrush), I would select all the geometry for the eyeball and either scale it really small or move it slightly. Probably both. This way you're creating a morph once you transfer back to studio and create said morph. I'd actually use shape keys so it is non-destructive and I change it easily.

    What are you trying to do? Might help to determine the best action.

    Edit

    As you can see I created a quick morph as an example. I didn't include the eye socket so that is still visible.

    I can't share the obj file of the morph, but I can share the completed morph if needed.

     

    Eyeball.JPG
    1073 x 752 - 91K
    Post edited by nicstt on
  • nicstt said:

    Have Zbrush and don't like it.

    In Blender (and you can do the same in zbrush), I would select all the geometry for the eyeball and either scale it really small or move it slightly. Probably both. This way you're creating a morph once you transfer back to studio and create said morph. I'd actually use shape keys so it is non-destructive and I change it easily.

    What are you trying to do? Might help to determine the best action.

    Edit

    As you can see I created a quick morph as an example. I didn't include the eye socket so that is still visible.

    I can't share the obj file of the morph, but I can share the completed morph if needed.

     

    Ty, apreciate. But i dont need a 'morph', just know how delete the eyes fom a model to work on Zbrush without this part. 

  • jeronimocollaresjeronimocollares Posts: 135
    edited October 2020

    Intentions about it? After all, do models to Daz :3 And i really need understand how they do so perfect - smoth - retopology :) If i win/won this steps... i ll have some freedom to do my anime games :B

    Post edited by jeronimocollares on
  • jeronimocollaresjeronimocollares Posts: 135
    edited October 2020

    This is my first lesson or 'tool' in Zbrush, working on it yet (i follow a course, lessons, so, get easy...my first time in Zbrush) Working on arms now. Need a lot of work yet...

     

    Daz have a perfect sofwtare to to characters, monsters, animals, etc... are perfect in everything. And get improve on versions. I need and want to learn how do it, work with it. :) Maybe, if i pass some steps, work with DAZ :D

    2.jpg
    1920 x 1054 - 120K
    Post edited by jeronimocollares on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,092
    edited October 2020

    do it in zbrush 

    ctrl-shift select poly group 

    oooh tute by Slosh

    https://www.zbrushcentral.com/t/tip-for-hiding-polygroups/259255/3

    Post edited by WendyLuvsCatz on
  • do it in zbrush 

    ctrl-shift select poly group 

    hide selected

    Yes, ty. In Zbrush, to delete a polygroup, we need a course in separate :D

  • jestmartjestmart Posts: 4,449

    First lesson;  A morph cannot add or delete vertices.

  • nicsttnicstt Posts: 11,715
    nicstt said:

    Have Zbrush and don't like it.

    In Blender (and you can do the same in zbrush), I would select all the geometry for the eyeball and either scale it really small or move it slightly. Probably both. This way you're creating a morph once you transfer back to studio and create said morph. I'd actually use shape keys so it is non-destructive and I change it easily.

    What are you trying to do? Might help to determine the best action.

    Edit

    As you can see I created a quick morph as an example. I didn't include the eye socket so that is still visible.

    I can't share the obj file of the morph, but I can share the completed morph if needed.

     

    Ty, apreciate. But i dont need a 'morph', just know how delete the eyes fom a model to work on Zbrush without this part. 

    appreciate the response; if I'd know I would have saved ourselves both some time. laugh

  • edited October 2020

    In DAZ Studio, hide the eyeballs by going to the scene window and clicking the "eye" icon by the eye bones. Export to Unreal using the DazToUnreal plug. The model will be exported from DAZ without the eye meshes, and will appear in Unreal that way. Export it from Unreal as FBX and import to Zbrush for work. Export back to Unreal or wherever when finished.

    Should work using the DaztoZbrush tool, too. I don't use it so can't say for sure.

    Post edited by delectro_9f6dc82a97 on
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