Forum: Poser - OFFICIAL


Subject: Zbrush and body part groups

markschum opened this issue on Sep 10, 2010 · 10 posts


3DNeo posted Tue, 14 September 2010 at 5:56 PM

Quote - Well, I can explain how to use UVMapper for this but I don't know that it's going to work in your case - nor do I think any morphs will either if you're altering the geometry (subdividing alters the vertex count). It has been awhile though.

For the UVMapper trick, you usually want to save a copy of the original obj you're working from, that way you have access to the previous grouping.  A simple copy and paste to a new location would suffice but you could also load the obj into Uvmapper and save to a different name. Then you do what you need to do in ZBrush and if it destroys the group names, you simply import the untouched obj's UV's. It will automatically reassign the grouping/materials as long as no changes were made to the vertex count. The idea is, since the geometry is the same order/number of verts, copying between a morph and the original won't cause problems.

Subdividing introduces new polys into the model though and that changes the vertex count, so if you save a subdivided copy of the model, you're gonna have a hard time. You'll likely have to manually rename the groups and probably kiss the pre-existing morphs good bye.

This is very true and why you can't really fully sculpt a basic Daz mesh from the ground up. Changing the poly count is going to cause all sorts of issues like mentioned above. It would be very nice to do a truly high-end V4 sculpt but you can only work on the mesh in basic ways such as how vendors here do it for their custom figures they sell.

Getting everything to work would not be possible, at least without a LOT of work. The time would be better spent simply sculpting your own mesh in ZBrush and importing into Poser, Max, Maya, etc.

Jeff

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