How do I Link Multiple Objects for Sculpting?
I need to be able to sculpt my characters in such a way that the eyebrows are included in the sculpting process.
If I go into Sculpt mode with a character that has eyebrows attached and start sculpting the head around the eyebrows, the eyebrows don't follow the sculpt. I just assumed that grouping the eyebrows to the figure before entering Sculpt mode would work, but unfortunately it doesn't.
So now I'm wondering how to go about it, and any help on the matter would be much appreciated!
Post edited by COMIXIANT on

Comments
@hardwire666
That's the thing, because joining two models will create a single model, and it would work for the sculpting part, but it would also change the vertex order.
Be aware that morphs are transferred to the face meshes with "fit to", so the eyebrows will follow anyway. Unless you really need to sculpt them to change the shape, but if so it can also be done apart to fit multiple figures. Consider that eyebrows in G9 are a separate figure by itself.
p.s. They say it's not possible to sculpt multiple objects at once, but you get a shortcut.
https://docs.blender.org/manual/en/latest/sculpt_paint/sculpting/introduction/multiple_objects.html
@hardwire666
I already tried searching before I started the thread. Seems it's not possible, not in Sclupt Mode anyway.
@Padone
Thanks for the link. It's unfortunate it doesn't work in Sculpt Mode, but I followed some other hints in the documentation and found this:
https://docs.blender.org/manual/en/latest/editors/3dview/modes.html#multi-object-editing
Seems it's doable but only in Edit Mode, not Sculpt Mode, and symmetry doesn't work when editing multiple objects either. But what you say regards the auto-conform of the brows, yes, I suppose that does help matters although it would mean exporting and reimporting at various major stages to have the brows as reference (cause that's all I want them there for really, it's just for reference while sculpting).
I mark what I need on the UVs and export the maps along with the model.
When exporting in Daz Studio, ensure the maps section is set to "original" and both boxes are checked/ticked. This will generate a .mtl file along with your 3d model.
In Blender, under viewport shading, select the "Material preview" button. This should show your exported maps.
There is a template UV map that comes with G9, and a seams guide for G3/8 that will do the same thing. If you need something on a finer scale it is pretty simple to create a grid and overlay it on the original UV. Check your work in Daz Studio and export. I use GIMP for this kind of thing but any program that can handle a 4K image will do.
If all you need is to transfer the sculpt to the eyebrows for reference then it can be done in blender with a surface deform modifier. But you have to switch to object mode to update the bind.
@dtrscbrutal
Cheers, I'll take a look at those maps. I've not gone through the maps and dev folders for some years to be honest, so it's about time I did.
@Padone
Cheers, never thought of that and will give it a bash! Also, I suppose I could always just paint a copy of the brow directly onto the skin in Blender, and delete the eyebrow altogether.