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Morph daz models with different vertex count
Morph daz models with different vertex count













morph daz models with different vertex count

Only very minor modifications could be made to the original geometry. Ok, I guess that if Sheppard is trying to keep the original Genesis rig working, then the only changes he/she can make to the original geometry would be to move the vertices around, but he/she shouldn't delete any vertices or add any vertices. If you make a retopo, you create a new mesh and this will not work as a Genesis morph in DAZ or Poser. No it is not needed ! because the goal is modify the genesis figure and not create a new figure I don't use Poser, but I am guessing you will also need to bind your rig again, and possibly also paint bind weights again as well. There are lots of tutorials online to teach you how.Īfter you are done with retopo and UVs, then send the model to the paint room for per pixel painting.

#Morph daz models with different vertex count how to#

Of course you need to know how to make good topology and how to make good UVs. Automatic retopology and automatic UVs help to save time in specific situations, and they are useful tools, but doing things by hand will give you the best results. Once you have created a good quality retopo mesh by hand, then you should create good quality UVs by hand. You need to put the edges in the right places. Also your edgeflow is probably not matching the contours of your model. That is probably why you are getting the Teletubby results. The details are being smoothed out by a low polygon count. Mesh topology which is ideal for posing or animation is difficult to create with the autopo tool alone.Īlso, when you are using the autopo tool, it sounds like you are not using enough polygons to capture the details of your model. If you want to pose or animate your final model in Poser, then you will need to retopologize by hand (not autopo). I did not find any button to swith the mode. So, where is my workflow error? Do I really need to retopo the original model, although export without texture is perfect (I hate retopo since my results are terrible and all details get lost)? Or do I have to choose another painting tool? So far I have no idea in which mode I am painting (microvertex, per pixel or ptex). Export finished teletubby out of Paiting Room and import into Poser: Teletubby comes with the texture. Result: my originally detailed figure looked now like a teletubby.Ħb. Merge for pixel painting, autopo was made and UV map was created automatically. Export finished model out of Painting Room as obj and import obj into Poser: no texture visible (but still all details)ĥb. Also they said that no UV mapping is necessary.Ħa. I did not make the retopo because in another thread people said that the texture you paint within the painting room will be baked directly onto the mesh (which I think is existent because I am able to export the model to Poser) and you only have to do the model export. Fantastic result thanks to the photoshop like tools. I did not make any retopo / autopo since painting directly on voxel model was possible in the painting room. Awesome result, every small detail is visible, perfect !!īut regarding the following steps I guess my understanding is not correct:ĥa. Only for cross check: export obj out of the voxel room and import into Poser. Modify it by using the tools provided in the voxel roomĤ.

morph daz models with different vertex count

What I want to do: Create a modified obj-model for re-import into Poser, based on the famous DAZ Genesis figure.ģ.

morph daz models with different vertex count

I watched lots of tutorials but all together I guess that my workflow is somewhat wrong. So far, I was only engaged with Poser, however, I am more and more impressed about what you can do with 3DC and I really want to learn it. I'm from Germany and an absolute newbie in 3d-sculpting.















Morph daz models with different vertex count