How to remove eyeball from g8
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

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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.
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
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
do it in zbrush
ctrl-shift select poly group
oooh tute by Slosh
https://www.zbrushcentral.com/t/tip-for-hiding-polygroups/259255/3
Yes, ty. In Zbrush, to delete a polygroup, we need a course in separate :D
First lesson; A morph cannot add or delete vertices.
appreciate the response; if I'd know I would have saved ourselves both some time.
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.