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Cath, I realize that, but I was referring to someone bringing in G3 models and wanting to export textures based on the G3 uvs. In that case, the model is already set up and is easy to use.
For doing morphs I would suggest to use only dynamic subdivision so you can control the level of modeling and see directly how it will looks like in DS in real time , after you are happy with you apply it to the real subdivision for exporting displacement and normal maps , it is easy to work with and much faster and accurate and you avoid smoothing of the model.
Beside that the highest recommend subd for genesis is 4 what represent 5 in DS unless you working on a very small details or texturing
you will need still RAM for undos and other functions, subdivision 6 of genesis will take 5 GB of RAM and if you do more there will be nothing left to finish the project at the end
ah ok thanks for the tip. yeah I was gonna use the 6+ sdiv to model details for normals/displacement maps.
Hello to all Zbrush masters! I have a couple of questions about Zbrush too, concerning texture projection. I have rather basic skills there to make morphs, but never before I used Zbrush for texturing models, especially Gen1-3 models which have templates and more comfortable for work in Photoshop. But lately I had an idea to make custom textures for G2F-G2M from real photos of some celebs and my friends and decided to use Zbrush with its bunch of tools. I described this problem in this thread (http://www.daz3d.com/forums/discussion/66019/texture-projection-in-zbrush-and-other-possible-apps-how-to-make) but the local discussion is more active and I found some answers here already. So I repeat some of my questions here, ok?
First of all, I use Zbrush 4 R6 x32 and don't upgrade because I got accustomed to its UI, but I have problems with RAM limits too. My RAM is only 6GB and it's installed on a laptop, so I cannot increase RAM and Zbrush x32 uses less than 4GB. So when I attempted to use Zapplink as the simplest tool but found that Zapplink works well only with low-res textures and small Document size. When I enlarge Document size in Zbrush to 5000 px wide and use Hi-res textures in Photoshop (CS4), after re-importing Zapplink either crashed Zbrush or slows down very long so I have to abort the process.
The alternative is Spotlight but it gives me blurry textures (it's a common problem). I'll try to subdivide the face mesh to level 4, thanks to Mec4D, maybe it will help. The goal is to transfer any hi-res or mid-res phototexture to the face mesh of DAZ models and to get clear, sharp and natural-looking skin as in the original photo (aside from minor stretching, naturally), so that I can blend it later into the base texture map 4000*4000 px. How to make it via Zapplink without crashes? Or via Spotlight - what should I do exactly, step by step?
The second - how to overcome RAM limits in Zbrush? Is ZBrush R7 x64 so good as described (I use Win x64)? I think 5GB of RAM will be sufficient for non-complex tasks. Can I use all available RAM in the new ZBrush R7? What about Zapplink and Spotlight - any important updates, new features?
And the last question - what other software can you advice me for texture projection, simpler and faster than Zbrush? I found many 3d painting apps, but few with projection features. Maybe Bodypaint, but it has few clear tutorials about texture projection.
Model with dynamic subdivision then when you done APPLY it to the normal geometry subdivision and export your maps , this way you save on speed and memory and avoid smoothing of the morphs and maps
Your version can use only 2 GB of memory it is 32 bit program the rest is handled via scratch folder.
You definitely should upgrade to 64bit , 4r7 version it have a lot of new better functions and stability , you can check the all new features on the zbrush website .
there was always RAM problem with 32 bit and I hate it sometimes when it crashed just before I wanted to export my maps but now it working just fine for me and I can go into project that are really huge.
I never used Spotlight for texturing humans the quality was too low, I link photoshop with Zbrush for that so I can work on high resolution much easy and most of the masters do the same way.
You have only one option ..UPGRADE as there is not alterative to your problem
Thanks, Mec4D! I would prefer to use Zapplink instead of Spotlight too, but so far it overloads memory of Zbrush. I hope upgrading will solve this problem because I like direct transferring phototextures in PS straight to the morphed head. As I understood, Zbrush x64 copes well with high-res textures, even when RAM is not large, as in my case, true? It exports diffuse maps as Tiff - if I want to get the head map 4000*4000 px and 96 px dpi, so I must use photo resolution equal 96 dpi too, and what document size should I set in Zbrush? I set it 5000 px wide, but it seems too small for good clear texture, and I had to scale down photo-refs in Photoshop a bit. Does the document size in Zbrush have any influence on the quality of the output textures?
And one more question - about zRemesher 2.0 - I love this tool and I've read now it's enhanced for hard surfaces, but became to work worse upon organic surfaces like human bodies and clothing. It would be nice for me to remesh items like furniture keeping sharp edges - once I attempted to make it with free models, exported from 3dMax and found that classic Remesher smoothes straight edges. How about the new one - did they make it easier for hard surface really? It must be a great improvement.
So sorry Cath...my condolences to your family. Hugs Pen
In regard to memory isn't there something under one of the menus that allows you to increase the memory used? I vaguely remember something...also check your paging files settings under Windows to see if you can increase the amount there. That will depend on your free space on your hard drives though.
You can turn off smooth edges in zbrush prior to smoothing .
Max likes to export as tris, zbrush preferes quads make sure your exporting as quads first.
I have you tried zBrush Central, there are a lot of free tutorials there and Pixologic the makers of zbrush have a great set of newbie tutorials, all free!
Is that still true? You have to be a vendor to import HD morphs? Doesn't that defeat the purpose of a regular user using GOZ?
Those videos are AWESOME.
Most things done for surface details will work with normals. Most morphs don't need HD. It really depends on the morph.