Finally something that works! Quick take a picture. And lick, comet, and scribe.
As simply as I can make this.
Model in DAZ Studio, send to zbrush (spotlight), modify face map to reuse back in DAZ.
Problems:
In DAZ there is no way really to send a body part (head) to Zbrush for texturing.
( one solution has been to open in Poser and export head only)
Once in ZBrush, spotlight can do a fantastic job of painting textures for maps.
But.
It changes the uv's so that you cannot reapply them in DAZ.
Is there a solution I am missing.
Thanks any help.
It shouldn't change the UVs, but you will have a problem as the head, even in isolation from the body, uses multiple material zones - two or three depending on the figure, excluding eyes and inner mouth parts. The trick, as I recall, is to select by group (assuming you loaded Mats rather than PolyGroups as ZBrush groups) and hide the other zone, or split into subtools by group, before using Polypaint to texture to create the maps - and then of course you need to flip the map on the v axis. Matlab program for uniform quantization encoding.
Thank you (as usual) but how do you export the figure ( face/head) from DAZ.?
Is it a a case of exporting the whole model. isolating face/ head as sub tool?
Sorry to be annoying but this is big for me.
What I am doing is taking photos of people, morphing a figure in DAZ/Zbrush.
And attempting to apply the face texture from the photos to the DAZ figure (face only).
If I take a preexisting face map into photoshop and layer it with the photo it works but
the quality is not there for the time spent.
ZBrush, through spotlight is able to put the actual photo on the models face and the
results are great, but so far unusable.
Again thank you very much for your time (and patience)
One half of problem solved thanks to you.
Had forgottent about export options.
For anyone else who is curious or finds this.
When DAZ exports figure and it is imported into Zbrush it comes in as one figure
with no subtools.
But.
If you hit polygroup view and hit ctl shift, you can isolate that body part.
But.
At that particular moment the prexisting maps will fit the part.
Problem is, for me, is that as soon as you start to Zapplink, or spotlight ,the uvs change
which means the maps generated can not be reapplied in DAZ
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So near yet so far.
a very good friend found what I was doing wrong.
In case someone researches same subject will elaborate.
As soon as the model is imported into Zbrush go to polygroups auto group by uv.
I did not do this. So when I Ctrl shift the head the eyelashes were included by mistake.
So the map was totally off.
Now only the actual face itself is selected.
Cannot tell you how long this was worked on, but will be worth it.
Big thanks to Mr. Haseltine and to 'my friend'
You can also import the existing material groups, which avoids spawning as many groups in ZBrush - go to Preferences>ImportExport>Import, turn off Import Polygroups and turn on Import Mat as Groups.
This is working out so great,afraid to touch anything.
Once the face is isolated in zbrush you can delete hidden, which leave face
alone. When you start a new document and use just the face, you can crank
the poly to the moon, thus increasing the resolution of the map.
I have worked and waited a long time for this.
Many thanks to you Mr. Haseltine.