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Subject: Help wanted: Group seam repair for DAZ Victoria 3


Momcat ( ) posted Tue, 20 April 2004 at 10:23 AM · edited Fri, 18 April 2025 at 11:38 AM

file_106534.jpg

Hello, I have a highly stylized, custom morphed character for V3 that I created in Z Brush 1.55b. When I used the smoothing function on her, the extreme deformation of the head morph caused it to seperate the head from the neck. This leaves a visible seam along the jawline in renders. Since upgrading to Z2, I have been able to rejoin some of the vertices to a workable point, but it's not perfect, and under the chin, none of the points line up at all. Actually, I think none of them at all line up, but I've been able to get most of them very close. I've been manipulating single vertices by hand, in a very tedious process, with only fair results; results which IMO, are not good enough for a final product. This is as good as I've gotten it so far. I've been told that this may be able to be fixed in Lightwave. Is there anyone here who can help me? I don't have a lot of money, but if you like stylized characters like Aiko, I think you would like this character. The final package will contain the character, a basic texture, poses by Firebirdz, and expressions, plus a toon shader MAT for P5. I also have another custom character (["Cassia"](http://www.purr3d.com/cassia)) that I am working on, and a few other products in the store that I can trade for assistance, and would give you full access to all of my products.


Momcat ( ) posted Tue, 20 April 2004 at 10:28 AM

file_106535.jpg

I also have the original morphs from before I messed with it in trying to fix it. That might be a bit neater to work with.


Moebius87 ( ) posted Tue, 20 April 2004 at 11:21 AM

Hiya momcat, There's some serious issues beyond the obvious problems seen here, and that has to do with file format. Is this mesh available to work with in OBJ format? If it is send me an IM and I'll send you an email address where you can find someone to help you fix it in LW. Looks like a straightforward welding of split vertices. It will most likely need to be done in symmetry... which causes another little hiccup... mesh orientation. :o( I'm assuming that you will need this back in OBJ format after fixing stuff. Please let me know. :o) Cheers! M P.S. I hope you don't mind that I moved this thread out of the LightWave 3D Forum and here to the Modeling Forum. LightWave might not be the only modeling application that can help you fix this problem.

Mind Over Matter
"If you don't mind, then it don't matter."


narcissus ( ) posted Wed, 21 April 2004 at 5:47 AM

Hello I have a question how you can smooth a morph in Z-Brush without increazing the resoloution so that it can be used again in poser as a morph? I hope this is not out of theme...


Momcat ( ) posted Wed, 21 April 2004 at 1:55 PM
  1. STAY AWAY FROM THE EDGES! That's how I got this problem to begin with. ZB 1.55b would smooth the entire object, but at the seams, it would sort of shrink. in Z2, you can smooth with a brush. As long as you stay in edit mode, the object will remain live and anything you do with a brush will not change the number of vertices. What the smoothing does is just iron out the wrinkles. In sub, it irons the raised vertices down, and in Add, it irons the indented vertices up. You will find all these functions in the Transform menu, BTW. Run the tutorial scripts for the interface and the tools. The new tools in Z2 ...I'm just blown away. (my next goal for Z2 is to create a Poser character for P5 using displacement maps made with Projection Master. Run that script to see just how powerful this damned program is.) You want to be very careful with the intensity levels of the brushes, particularly "Smooth". I totally mangled V3's teeth doing this morph because I used too much smooth. I ended up having to seperate each tooth into its own group and reshape them individually with teeny little magnets. For a Poser morph, follow the tutorial for it that can be found here in the tutorials section, but for Z2, you will do one thing different on export. In the Tools menu, if you expand it fully, there are lots of options aavailable. Go to "Export" and open that. The defaults are "Obj"(format), "Txr"(texture information), "Qud"(?), and "Grp"(group?). You want to uncheck Txr, or Poser will look for a texture that doesn't exist, and check "Flp" (flip). This flips the object back to the way it came in, instead of having to run that script in the tutorial. Everything else is the same.


narcissus ( ) posted Thu, 22 April 2004 at 2:25 AM

thank you very much for the info! pitklad


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