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Daz 3D Forums > 3rd Party Software > Blender Discussion

about sculpting in Blender

MasterstrokeMasterstroke Posts: 2,305
January 2023 in Blender Discussion

If I want to import a mesh from DS into Blender and sculpting new details into it, does this mesh will loose its UV coordinates? 
Iknow, it does happen in zbrush.
So what about Blender?

Comments

  • Cris PalominoCris Palomino Posts: 12,482
    January 2023

    Masterstroke said:

    If I want to import a mesh from DS into Blender and sculpting new details into it, does this mesh will loose its UV coordinates? 
    Iknow, it does happen in zbrush.
    So what about Blender?

    As with ZBrush, you need to use methods and tools that do not add geometry and only reshape it. 

  • MasterstrokeMasterstroke Posts: 2,305
    January 2023

    Cris Palomino said:

    Masterstroke said:

    If I want to import a mesh from DS into Blender and sculpting new details into it, does this mesh will loose its UV coordinates? 
    Iknow, it does happen in zbrush.
    So what about Blender?

    As with ZBrush, you need to use methods and tools that do not add geometry and only reshape it. 

    In fact, my purpose is to add geometry, not just doing morphs.

    So will UV coordinates get lost then as in zbrush?

  • felisfelis Posts: 5,770
    January 2023

    If you add geometry and don't redo the UV, the original UV will be used. But due to that, where you add geometry the textures will be stretched, dependant on how much geometry you add.

    But you can only use it as a new model, not as a modification of the original inside Daz Studio.

  • Richard HaseltineRichard Haseltine Posts: 108,077
    January 2023

    ZBrush doesn't lose the UVs, it does lose the groups (entirely, if using the GoZ bridge, with OBJ as an intermediary you get some choices). If you want to add new parts then consider using a GeoGraft, probably best making it in Blender and then using ZBrush to fine sculpt the mesh as you need to maintain a very precise alignment around the edges of the graft.

  • SDevSDev Posts: 158
    January 2023 edited January 2023

    If you do your renders in Blender, use a multires modifier and keep it. I'm using multires up to lv 5, multires won't harm any shapekeys/morphs or uv maps you have imported from Daz. If needed, you can bake the details to a displacement and export it.

    https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/multiresolution.html

    Multires sculpting example in Blender:

    and

    Oh and a quick tip: When in Sculpt Mode, press the F key to change the brush size :)

    Post edited by SDev on January 2023
  • lilweeplilweep Posts: 2,746
    January 2023 edited January 2023

    you can always wrap the orignal Genesis (and thus its UVs) onto non-conserved geometry

    Post edited by lilweep on January 2023
  • marblemarble Posts: 7,500
    January 2023

    Masterstroke said:

    If I want to import a mesh from DS into Blender and sculpting new details into it, does this mesh will loose its UV coordinates? 
    Iknow, it does happen in zbrush.
    So what about Blender?

     

    Good question and something I had also wondered about because I am clueless when it comes to creating UV maps. I have often thought that I would like to add details to clothing such as shirts that open or zips that unzip. We often get shirts with buttons but most of them do not open - same for zips. However, this kind of modification causes a whole new world of complexity what with UV re-mapping and transferring rigging, etc.

    Whether it is ZBrush or Blender or Marvelous Designer we are faced with the same problems.

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