using daz studio for 3d drawing

ZBrush Dynamic Subdiv Grouped and Masked

In this stride by stride tutorial I go over the technical aspects of how to create characters and morphs for Daz Studio figures.

I cover:

  • How to properly export meshes out of Daz Studio for morph cosmos using GoZ.
  • The basics of when to, and when not to, Contrary Deformations.
  • How I like to prepare Genesis iii figures for sculpting using groups, masks, layers and Dynamic Subdiv.
  • GoZ and Morph Loader Pro settings when sending meshes dorsum to Daz Studio.
  • How to create new morphs, update existing morphs and reverse deformations out of morphs.
  • How to configure morphs inside Daz Studio and change their presentation.
  • And finally, how to relieve your morphs then they'll exist bachelor every fourth dimension you open Daz Studio.

The showtime iii parts of this learning path are specific to ZBrush. I go over how to use GoZ to handle transferring meshes back and forth between Daz Studio and Zbrush. And, a few tips to hopefully make your sculpting experience easier and more productive.

I also have step by step tutorials on how to export meshes out of Daz Studio as an .obj so you can create morphs in your modeling awarding of pick, and and then how to import the meshes back into Daz Studio with Morph Loader Pro to create morphs out of them.

I would similar to point out, you can also use these same techniques to create custom morphs for clothing, hair, and props!

I put a lot of effort into trying to brand this tutorial comprehensive, yet concise, with the goal of creating a solid tutorial that'southward easy to follow. If y'all notice annihilation that doesn't make sense, is unclear, whatever typos, or have whatsoever suggestions, I would truly appreciate it if you let me know! E-mail me at Landon@LayLo3D.com.

Thanks, and lets get started!

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Role one: Send Mesh From Daz Studio to ZBrush using GoZ

This is Office 1 of my Learning Path:
Creating Characters and Morphs for Daz 3D Figures Using ZBrush & GoZ

To start off this tutorial, I recommend and presume you'll exist starting with an empty scene. Now, inside Daz Studio, load the Genesis 3 Figure into the empty scene.

Daz Studio to ZBrush via GoZ

If y'all are having issues with GoZ or prefer to export and import as an .obj, delight encounter my other tutorial: Creating Morphs For Daz Studio Figures – Exporting as .obj.

  1. Configure exported deformations
  2. With the Genesis 3 effigy loaded in the scene and selected, open your Parameters tab, click the Currently Used selection bar, and gear up both the Oral cavity Realism HD and Bellybutton Morphs to 0.

    This step isn't necessary if you uncheck "Consign with deformations" within the GoZ Export Settings (run into below).

  3. Send to ZBrush
  4. Go to File > Ship to ZBrush… or click the GoZ push on the UI (it's location may vary depending on how your UI is configured).

  5. GoZ Export Options
  1. Brand sure export at current resolution is unchecked (if you export at a higher resolution, you will not be able to import the morph back in, unless you're a Daz PA).
  2. Export with or without deformations? Read Below:
  3. *Of import*

    If you plan on selling or redistributing the morphs you lot create in anyhow (whether for free, or for turn a profit) y'all must opposite out any morphs you have dialed in when you export out the figure (I'll explicate how in the ZBrush to Daz Studio section of this tutorial), except for certain merchant resources. Check their individual license agreements (please note, most merchant resources don't allow redistribution for free, only for profit).

    If yous're planning on using them just for personal projects, y'all can export any combination of morphs you would like and use as a starting point for your sculpting. Just remember, you won't be able to sell them or give them away!

  • Click Take
  • Once you decide whether or non to export out Genesis 3 with deformations, click Have.

  • Model to Sail
  • Once ZBrush loads Genesis 3 will be loaded as the selected tool. Click and elevate on the canvas to draw out the model (if ZBrush was already opened before using GoZ, the model may already be drawn out on the canvas).

    Next: Preparing Genesis iii for Sculpting Inside ZBrush, Plus a couple Tips

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    Part 2: How I Prepare Genesis 3 for Sculpting Inside ZBrush, Plus a Couple Tips

    This is Office 2 of my Learning Path:
    Creating Characters and Morphs for Daz 3D Figures Using ZBrush & GoZ

    Previous Step: Daz Studio to ZBrush with GoZ
    or Export .obj From Daz Studio to whatever Modeling App

    Preparing the Figure for Sculpting

    1. Draw out Genesis 3 on the canvass, if you haven't already.
    2. If you lot need help importing Genesis iii, refer to:

      • Creating Morphs for Daz 3D Figures: GoZ to ZBrush
      • or

      • Creating Characters and Morphs for Daz 3D Figures: Consign .obj to any Modeling App
    3. Brand sure you're in Edit mode (hotkey T).

    I like to keep my head and body morphs equally two split up projection files. I notice information technology makes it easier to manage my layers and helps keep me from accidently creating deformations on the body that I don't want included with the head morph. This is just a personal preference; however, you will desire to make sure to keep your trunk morphs and head morphs separate from each other (either by using two separate project files, or past using separate layers). This will give you more control inside Daz Studio and will create a better product, whether for personal or commercial employ (but you can do whatever you want, just don't say I didn't warn you).

    Preparing to Create Trunk Morphs

    Fortunately, sculpting on the body doesn't really require whatsoever pre-setup. I just want to point out the fingernails and toenails are carve up meshes, that way yous're enlightened and can use the masking techniques described below to help you when working on the hands and feet, if necessary.

    Preparing to Create Head Morphs

    Masking Certain Features

    I similar to be able to hands mask off certain features of the face to avert distorting those that I didn't intend on; mainly the optics and sometimes the teeth. Since eyes are typically always at to the lowest degree mostly round, I like to mask them off while I do most my sculpting on the face and and then deal with them when I'thou basically done.

    Depending on how much yous programme on changing the jaw and mouth, yous may also want to mask off the teeth and deal with them at the finish also. Sometimes they'll motion appropriately with the jaw when left unmasked.

    Here'southward my method for masking them off

    1. Turn on Describe Polyframe

      I observe information technology easier to have visual feedback as I go through the steps, so I similar to plow on Polyframe (hotkey Shift+F).

    2. Grouping like features
      ZBrush Polygroups
    1. On the tool palette, Expand the Polygroups Palette.
    2. Click Auto Groups to grouping private features of the mesh into split up groups.
    3. Click Merge Similar Groups. This will merge symmetrical features into one grouping, grouping the optics together, the top lashes together, the lesser lashes together, etc.
  • Set up your Masking
    1. CTRL+Shift+Click whatever part of the principal body'southward mesh to hide everything except the trunk.
    2. CTRL+Shift+Click+ drag on the background to invert the visibility.
    3. CTRL+Shift+Click+ drag and draw out a box around the teeth. This volition ready the teeth as the merely visible objects.
    4. Sometimes some of the teeth volition get grouped with the center lashes, so nosotros'll manually group them together to be on the safe side.

    5. Click Group Visible. This will grouping all the teeth together every bit a dissever group.
    6. CTRL+Shift+Click the canvas to unhide everything.
    7. CTRL+Shift+Click any role of the main trunk mesh to hide everything except the body again.
    8. CTRL+Shift+Click+ elevate on the groundwork to invert the visibility again.
    9. CTRL+Shift+Click everything you lot want to leave unmasked (information technology will toggle visibility by group, pregnant both upper lashes will be hidden when you click on 1 of them). I normally click the upper lashes, lower lashes and the lower lash line.
    10. If you want to mask off the teeth equally well every bit the optics, leave them visible at this point, otherwise click on one of them.

    11. CTRL+Click the canvas to invert the mask. This volition mask off everything that is visible, even though zero was masked prior to this step.
    12. CTRL+Shift+Click the sail in one case again to unhide everything.

    At this signal you should have something that looks like this (your polygroups may be different colors).

    ZBrush - Genesis 3 Grouped and Masked

    Congratulations, you now have your masking fix! You can turn off Draw Polyframe now if you want.

    Pro Tip, Use Layers!

    Now before you start sculpting away, I highly recommend using layers!

    I similar to create layers as I become for each characteristic I volition be sculpting on. For example, if I want to start sculpting on the nose, I create a new layer and name it Nose 01, and tape all the sculpting I plan on doing to the nose, at that indicate in time, to that layer. I do this for every feature as I go along, then when I become back to the nose, I create a new layer and proper name information technology Nose 02. You tin can also go back to the original nose layer and record more sculpting to it if you prefer, or be more specific with your layers and create layers like Nose Width, Nose Summit, Nostrils, etc.

    Some people like to create all their layers before they fifty-fifty start sculpting, and then select them as they go when they plan on sculpting on each feature. The point is to figure out a organization that works well for you.

    1. Offset create a Base Layer and name information technology.
    2. Don't record whatsoever sculpting on this layer, relieve information technology as is just in instance you ever need it.

      ZBrush Layers
    1. Expand the Layers Pallette.
    2. Click the New Layer button.
    3. Click the Name Push button and type in Base
  • Now permit'southward create our first layer for sculpting
    1. With the Layers Pallette still expanded.
    2. Click the New Layer push button.
    3. Click the Name Button and type in Nose 01 (or whatever you lot want).
    4. Brand sure Record is on.
  • Sculpt away (don't forget to brand sure X symmetry is on, unless you're going for asymmetry)!
  • You tin likewise change the strength of each layer

    This may come in handy as you lot're fine tuning your sculpts.

    1. Click the 1 that'southward direct to the left of the proper name of the Layer (when you lot hover you mouse over information technology) and enter a value between 0 and 1, or use the slider below the proper noun.

    Pro Tip, Dynamic Subdivision

    Since you're working off the base mesh inside ZBrush, you'll probably want to know what your morphs will actually look like once they're loaded into Daz Studio and subdivided. You can always send the mesh dorsum and along between ZBrush and Daz Studio to bank check your progress (which I recommend doing every now and and then anyhow, to check your progress by seeing what it looks similar rendered), but there's another style. You lot tin likewise use Dynamic Subdiv to run across what the mesh will look like when subdivided without actually subdividing the mesh, that mode you get to encounter the results, but will still be able to ship it back to Daz Studio as a morph!

    Yous can also leave it on as you sculpt!

      ZBrush Dynamic Subdiv
    1. Expand the Geometry palette.
    2. Expand the Dynamic Subdiv options.
    3. Turn it on by clicking the Dynamic push.
    4. Set the SmoothSubdiv value between 0 and two (there's non really whatsoever point setting it higher than 2).
    1. 1 is the Daz Studio default for the viewport.
    2. two is the Daz Studio default for rendering.

    Adjacent: ZBrush to Daz Studio with GoZ

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    Function 3: Ship Mesh Back to Daz Studio From ZBrush using GoZ

    This is Office three of my Learning Path:
    Creating Characters and Morphs for Daz 3D Figures Using ZBrush & GoZ

    Previous Pace: Preparing Genesis three for Sculpting Inside ZBrush, Plus a couple Tips

    Now that you're done creating your magnificent morph(s), it'south time to make them available inside Daz Studio!

    ZBrush to Daz Studio via GoZ

      GoZ Import Options
    1. Click the GoZ button located on the tool Palette
    1. When the GoZ Import Options dialog pops up, toggle "Update an existing object."
    2. Make sure the proper figure is selected in the drop-downwards card (probably Genesis 3).
    3. Click accept.
  • When the adjacent dialog box pops up
    1. GoZ Morph Loader Pro Basic Settings
    2. Make certain "Update Geometry" is checked.
    3. "Create Morph" is toggled.
    4. Requite your morph a name.
    5. Ready the group path.
    6. The Group Path determines where the morph will be found within the Genesis Figure'southward Parameters hierarchy; it can likewise be set and/or inverse later.

      I normally go out it set to "ZBrush" to make my morphs easy to observe, and then change information technology one time I'yard happy with them (I explain how in this post).

    7. Overwrite Existing Morph?
      • Leave unchecked – If this is your first fourth dimension sending the morph to Daz Studio, or you desire to create a new, separate morph.
      • Check the box – If you want to update a morph yous already sent to Daz Studio.
      • Make certain the name is the same as the morph you lot want to update.

  • If yous demand to Contrary Deformations
  • GoZ Morph Loader Pro Advanced Settings

    I explained what this ways and why it may be necessary in this mail service: "Creating Characters and Morphs for Daz 3D Figures: Daz Studio to ZBrush with GoZ"

    Make sure inside Daz Studio that all the morphs you need to opposite out are dialed in at the same values you exported them out at (this will need to be done before using GoZ from ZBrush.

    1. Click Avant-garde
    2. Aggrandize the ZBrush Morph parameters by double clicking or clicking the arrow to the left.
    3. Right click on the value field next to "Reverse Deformations" and select "Yes."
  • Once you lot take accordingly configured the settings, click Accept.
  • Your morph should now be loaded into Daz Studio. Notice it in the parameters tab, under the Holding Group you specified.

    Next: Configuring Morph Properties

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    Part 4: Configuring Morph Properties and How to Make the Dials Look Pretty

    This is Office 4 of my Learning Paths:
    Creating Characters and Morphs for Daz 3D Figures Using ZBrush & GoZ
    and
    Creating Characters and Morphs for Daz 3D Figures (Software Contained).

    Previous Step: ZBrush to Daz Studio with GoZ
    or Import .obj into Daz Studio with Morph Loader Pro (Software Contained)

    Configuring Morph Properties

    In one case your morph is loaded into Daz Studio, yous may desire to configure its backdrop, change where in the parameters hierarchy information technology is located, etc. This is how:

      Daz Studio Morphs
    1. Locate Your Morph
    2. Your more will appear in the Genesis 3 bureaucracy tree where ever you told it to in the previous steps (by setting the Property Group value).

    1. Select the Genesis 3 Figure.
    2. Aggrandize the Parameters Tab.
    3. Navigate to the appropriate Property Grouping.
    4. For my case, I set up the Property Grouping to "ZBrush" and the name of the morph to "Liz Head 2.0."

  • Click the petty gear icon to the right of the Morph Name.
  • Select Parameter Settings.
  • Here is a breakdown of what the different backdrop practise:
    • Name: This is what the file proper name will be chosen when the morph is saved (typically, full head morphs start with FHM, total trunk morphs start with FBM, and partial body morphs beginning with PBM).
    • Characterization: This is the name of the morph that will exist shown within Daz Studio's parameters pane.
    • Path: This is where you lot set where in the Parameters hierarchy your morph will exist constitute.
    • Blazon: This is a field that Daz Studio uses for certain organizational processes and tin exist ignored past the average user. Modifier/Shape is fine for about scenarios. PAs will sometimes modify the type for Joint Corrective morphs, etc.
    • Color A, Colour B, and Menu: These are all relatively cocky-explanatory through a picayune experimentation. Employ them to change the presentation of your morph.
    • Icon: To be honest, I'g non certain what this changes, but it'south commonly left at the default of None.
    • About of the other settings are pretty much self-explanatory.
    • A lot of times for FHMs and FBMs yous'll want to set the Min value to 0.

    • Auto-Follow is best left checked, I can't remember of a scenario where you would desire to uncheck information technology, off the top of my head. It basically tells figure assets, like clothing and pilus to follow the morph, so they'll in most cases fit ameliorate.
    • The lesser 3 tabs: Sub-Components, Controllers, and Keys are advanced settings and ordinarily merely messed with during content creation beyond what the average user volition unremarkably require for nearly of their figure customization.
  • Click Have, once yous have set up the settings to your liking.
  • Next: Saving your Morph(s)

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    Part five: Saving your Morph(s)

    This is Office 5 of my Learning Paths:
    Creating Characters and Morphs for Daz 3D Figures Using ZBrush & GoZ
    and
    Creating Characters and Morphs for Daz 3D Figures (Software Independent).

    Previous Step: Configuring Morph Properties

    Now that you have your morph all set up in Daz Studio, you need to save it if you want information technology to be there next time you burn down up Daz Studio.

    1. Make sure the morph is at 0
    2. This will ensure that it won't exist dialed in every time you load in Genesis 3.

    3. Salve the Morph Nugget
    4. Get to File > Save As > Support Asset > Morph Asset(southward).

    5. Select the Morph(s) to exist Saved
    6. Daz Studio Morph Asset Save Options

      Post-obit the aforementioned hierarchy you lot set up in the previous steps select the morph(south) you created and want to salve. It is VERY important you select your morph(due south) and merely your morph(s). Or, you may accidently overwrite another morphs and have to re-install a bunch of products to set the damage (it has happened to a lot of people, including Daz PAs).

    7. Fix the Asset Directory
    8. I like to save all my creations in a separate Daz Studio Library than the one I install all my content into using DIM (if you oasis't already, you may have to add the Library using the Content Directory Manager within Daz Studio's preferences). I feel it's a little chip safer and helpful with content creation.

    9. Vendor Proper noun & Product Proper noun
    10. These two fields volition determine the folder structure that Daz Studio will use when saving your morph. The binder bureaucracy will end upwards like this when saving a G3F morph:

      Your Selected Daz Studio Library\information\DAZ 3D\Genesis 3\Female\Morphs\Vendor Proper name\Product Proper noun\Name of the Morph.dsf

    11. Click Accept, in one case you have everything configured the mode you lot want.
    12. Congratulations! You have now officially created your ain custom morhp(s) that will nonetheless be there next time you lot open Daz Studio!

      Using the steps outlined in this Learning Path, y'all can create morphs for clothing, hair and props likewise!

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    Part 6: Editing/Fixing Morph(due south) – How to Remove Unwanted Vertices From Morph(s)

    In this video I bear witness how to remove vertices from a morphs influence. This can be useful if you want to break a morph in separate individual morphs by trunk part, accidentally tweak a function of an object you didn't mean to, or to suspension a full torso morph into separate caput and trunk morphs.

    Skill Level: Intermediate/Advanced

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    Part seven: Rigging Custom Characters – Adjust Rigging to Shape

    In this video I evidence how to rapidly and easily rig custom sculpted characters using Daz Studio's Adjust Rigging to shape tool. You tin can also employ this technique to conform rigging for morphs likewise.

    Skill Level: Intermediate/Advanced

    carranzatwongive.blogspot.com

    Source: https://www.laylo3d.com/creating-characters-and-morphs-for-daz-3d-figures-using-zbrush-goz/

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