Forum: DAZ|Studio


Subject: 'Edge Weighting' in Studio, how does it work?

SheikhalMaktoum opened this issue on Nov 08, 2018 ยท 16 posts


hansolocambo posted Sun, 08 May 2022 at 11:09 AM

The solution for DAZ that TOO many 3D modelers use is the edge-loop. Terrible "solution" for any good modeler who cares about the polycount.

DAZ doesn't understand sh*t about sharp edges, creased edges, smoothing groups, etc. And the so called "solutions" of smooth in the Surface Tab or Geometry Editor Tool do more or less ...nothing.

Forget about .fbx either. It sure does retain some info about edges but you'll never get the proper result.

SOLUTION : Only thing DAZ understands are Normals.

So, low poly model your object. Define your sharp edges, creased edges, smooth groups, etc. (name depends on  the software used). When you have a low poly with all edges defined, then make a copy of that and Subdivided it in your software, that'll give you a high poly version, with sharp edges where they're supposed to be.

Then bake, using Substance Painter, Marmoset, Blender, etc. high onto low poly. And export the Normal Maps.

Once the normal loaded on DAZ's Surfaces, the ugly smoothed low poly will look perfect.

It's exactly the same process as lowpoly for video games.