I might be wrong but I think the only way to add more detail to your morph is using bumps. displacement or normal maps. …
I never made a poser character but i think you could also try to use set up and make a whole new poser figure with the subdivided mesh . as long as you keep the polygroups names so the poser skeleton would recognize it…
Thanks for your reply. I still don’t know how to create displacement maps from ZBrush morphs yet. As I mentioned, I’m a n00b. But how do these displacement maps work in conjunction with existing UVmaps? These models are already UVmapped and creating new UVs for ZBrush maps would probably be more trouble than it’s worth.
As far as just subdividing the entire mesh and using that on the existing skeleton, the overall model would be a HUGE poly count. It would probably cripple Poser, since that app very poorly allocates memory usage and barely takes advantage of OpenGL (not sure about Poser 8; haven’t upgraded). But I think it wouldn’t matter anyway, because the Daz3D millenium figures (Victoria 4, Michael 4, etc.) have a large quantity of complex magnets to more accurately recreate things like flexing muscles, etc. and to reduce joint bending issues. So these magnets would be lost I think if you created an entirely new, subdivided mesh. At any rate, if not it’s well beyond my skill level and I wouldn’t know how to approach it. Any other members out there who aren’t CG elitists with a distaste for Poser users have any suggestions how to import subdivided geometry into the Daz figures? As morph targets or otherwise?
Thanks for the help/advice so far!
like to see more zbrush & dazstudio tutorials here
indeed, there are no good tutorials online that explains this process very well!
to bad
Hi, Dysfunctional.
you cannot change the vertex count/order (i.e. subdivide, extrude, delete) of your Poser figure to create morph targets, nor change the UV layout of the Poser figure. Trying to do so would break the Poser model and none of the preexisting morphs or textures for the model would work anymore. If you need more detail in an area that can’t be accomplished by a morph target, you will have to fake the detail with maps baked in ZBrush (i.e. bump map, normal maps [Poser 8 and 7 Pro only], diffuse/color map, and/or a displacement map). There’s plenty of ZB tutorials around here on how to bake those maps in ZBrush.
If you have a more specific question, i’d be glad to answer or find the answer for both of us
can you refer or lead me into one or at least, two tutorials regarding to that?
what displacement settings are you using for Poser 8?
when i export a displacement map from zbrush 3.5 the grey is not the same grey that poser reads. and it deforms my figure.
I generally use 0.01333
Did you remember to flip the displacement map?