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DAZ3D to ZBrush help

Hello,

I am trying to fix some clothing with a G2 Male Figure. It use to work fine with older version of ZBrush. I have the new 4R7. I have an updated version of DAZ and GOZ. The paths are updated too. Basically I am trying to send a G2 Male Figure to ZBrush. I selected all of the body parts I need in DAZ then hit send to ZBrush but his eyes and mouth do not show up as a separate subtool like it use to when you hide the face with ctrl shft. Any suggestions?

Thanks

This is not G2 specific- I am seeing it with any mesh in DAZ3D.
Looks like Preferences/Import/Import Mat as Groups is broken either on the DAZ or on the Pixologic side of things…

I figured out what I was doing wrong. I forgot to select Group with UV in order to achieve my goal. Thanks!

Case of bad memory on my part I guess. Looks like GoZ was never able to send the material groups across.
I would suggest exporting your G2 as an OBJ file and then importing that into ZBrush.

Hi,

one method to get any DAZzie textured within ZBrush goes like this:

  • inside D|S: make your model ready (pose, body changes, add texture).
    – with this done, take notice of the path to the texture, you’ll need to remember this only ONE time in ZBrush.

  • GoZ to ZBrush

  • inside ZBrush:
    – draw the model on screen, go into edit mode
    – as before >> “polygroups with UV”
    – load up the textures into the texture pallette. All of them (head, torso, limbs). Use only the diffuse ones.

– with the model selected go to SubTools and then “split >> groups split”. You 'll get the mesh broken up into all of these UV islands. Looks bad, but it is perfect.

– before you go to texture the crap, you might want to delete the lashes and the not that useful parts of the eyes.
Now that you have these parts as subtools, you can easily look for them within the SubTool hierarchy and delete the stuff.
>>>>> make sure that you will have only two spheres remaining for the eyes, all other SubTools for the eyes should be deleted!!!

– in your texture pallet there now are five texture sheets. Select the top most mesh inside the SubTool list (most likely the torso), select the suiting texture in the texture pallet, activate “MRGB” and then “Polypaint from Texture”.
– for the rest of the textures just use the arrow buttons on your keyboard to go from one subtool to the next, activate the corresponding texture, polypaint from texture >>>> it will be done in just a few minutes.

This is but one way to get the job done. After texturing you can jump to KS, group/delete any SubTools - whatever.

You can manage the same without using SubTools, but then you will have to select each polygroup the usual way - makes for some uncomfortable selections considering the smaller parts (think of teeth, tear ducts, etc.).

Best of luck!