GoZ
Hello all,
I have a quick question. I am using GoZ to do morphs on fingers and toes. I set the mesh to base and 0 sub D in DAZ. I export the model via GoZ to Zbrush. I create a morph target in Zbrush and SubDivide. I make my morphs and then bring the SubD back to 1 in Zbrush. I GoZ back to DAZ and it seems to apply a smoothing to the model in DAZ and I loose a bit of detail. When I set the model in DAZ to high rez and Sub D levels the fingers and toes smooth even more and they become thinner. Without having to try to model the figure and anticipate the thinning via the GoZ process by fingers and toes larger in Zbrush is there a way around this?
Thanks a bunch

Comments
You don't need to alter the SubD settings in DS when using GoZ - just make sure that it isn't set to use the current resolution. Don't divide in ZBrush, or if you do set SMT to off first - ZBrush does not preserve the base shape completely even when you set the divisions back to 0.
Wow, I did not know that, very interesting!
Hey Richard, wow that was quick and thanks a bunch. I will give this a try. The reason I subdivide in Zbrush is to see the small changes made and thus the SMT set so I can see the SubD in Zbrush. Now I now why the extra "current resolution" check box is there....so in case you forget to set to base resolution it does so automatically...very nifty. Its been a while since I've messed with it.
I may have to also try morphs via the Morph Loader pro way just get back into step with that as well. I will keep you posted.
Richard, how do you delete Zbrush morphs?
Ok Richard is correct, the SMT should never be active. You can SubD the object in Zbrush but once SMT is active it never goes away and that is what smooths and shrinks the fingers/toes in DAZ after you GoZ and activate the morph. Any idea on how to delete Zbrush morphs?
If you haven';t yet saved, you should be able to delete them by right-clicking in Edit mode (right-click in the Parameters pane and select Edit Mode, then right-click on the property and select Delete Selected property). If you have saved as a Morph Asset you will have to find the .dsf file (e.g. Data\Genesis 2\Female\Morphs\Author\Product\Moprh.dsf, where Author and Product are the names you entered in the option dialogue while saving and Morph is the morph name).
Thanks Richard, they were saved but I did not save the Zbrush morphs from GoZ as an actor. The figure has a Zbrush tab on the Parameters tab with all the Zbrush morphs I made for the figure. I believe when you re-enter into DAZ from GoZ you have an option to place the morph as an actor which I do not I just have them save in the figures Zbrush folder in the Parameters tab. I did a search in for the .dsf file and didn't find any that matched my names of my Zbrush morphs. I did find all the DAZ morphs and custom morph .dsf files
There used to be a way of going to a property Hierarchy...finding the Zbrush morph and deleting it. I can't seem to find these morph this way anymore.
Edit mode in the Parameters pane is the equivalent of part of the old pane, with the rest being in the Property Hierarchy pane. You can edit the location of morphs one-by-one by clicking the gear icon on the slider, Parameter Settings, and changing the Path value; in Edit mode you can also select and drag-and-drop in the parameters pane.
Ahh, if you go to the Zbrush tab in the parameters tab....find the morph in the list, right click settings and choose edit, when in the edit mode right click the "Delete selected property", Bob's your uncle, and the morph is gone.....
Cheers!
Right! Also when your done with your higher rez morph work, DELETE the higher rez when you bring it back down to 1st level. That's also important.
Thanks RAMWolff I will give that a shot as well. I have been using the Gen 4 characters for years and now started using the Genesis 2 characters and loving them. The Gen 4 characters did not really subdivide in DAZ so there was no real issue with morphing them. Since the Genesis 2 characters are much more pixelated when they go over to Zbrush its hard to get really small detailed morphs. The SubD in Zbrush really helps but it smooths the character when you GoZ back to DAZ. I can only compensate by making things bigger and more pronounced in Zbrush to anticipate the added smoothing. Its the only way I can figure to be able to work in higher detail and try to maintain the original geometry.
Go deeper. That's the trick. If your doing a muscle group and you have a muscle cut you want really pronounced then use the Standard brush set to the negative and set it to about 13 (my lucky number and birthday) and just go over that area once or twice. If you using symmetry then both sides will be done. Don't forget to keep the Smt button off when dividing up and delete the higher divides when your done and you should be good to go with your work flow. Just keep notes handy. Took me a while to get the flow down but now it's second nature.
Excellent and thanks RamWolff!
I found a nice tutorial from Richard on morph and displacement for fine detail. I render in Octane so I can apply the displacments there. I can't figure out how he got the mesh to look so smooth in Zbrush with the SMT off...Richard?
http://www.daz3d.com/forums/discussion/23430/
This would be his 3rd post down...second and third pics from Zbrush. With the SMT off my mesh stays at the pixelated base mesh with Subdivision quads visible within the large original quads of the base mesh. The mesh never gets smooth even with increased SubD in Zbrush unless you go over the parts with the smooth brush.
It doesn't seem to be working, sadly - I don't know if something has changed but despite several attempts to get the combination of displacement and a morph we couldn't. I do have one possible idea I want to try that may be a better work-around, but I haven't managed to find the time yet to test it.
Thanks Richard, whatever you could come up with would be fantastic! I got excited because your post really did solve the problem of trying to get details out of pixelated mesh. I was able to get basic morphs done for toes (fingers next) but nails require detail around the beds or else they look like they are pasted on.
To get realism in a render it is imperative that everything is anatomically correct or else you break the realism. Small details most people would not think to be bothered with are some of the biggest distractions.
I have been using the V4 and M4 characters up until about 2 weeks ago. The Genesis 2 characters are far superior except for the detailing ability. The V4 and M4 go into Zbrush with a lot more detail than the Genesis 2 characters so it was easier to see the details you model.