To start off this tutorial, I recommend and assume you’ll be starting with an empty scene.Now, within Daz Studio, load the Genesis 3 Figure into the empty scene.
Daz Studio to ZBrush via GoZ
If you are having issues with GoZ or prefer to export and import as an .obj, please see my other tutorial: Creating Morphs For Daz Studio Figures – Exporting as .obj.
Configure exported deformations
With the Genesis 3 figure loaded in the scene and selected, open your Parameters tab, click the Currently Used selection bar, and set both the Mouth Realism HD and Navel Morphs to 0.
This step isn’t necessary if you uncheck “Export with deformations” within the GoZ Export Settings (see below).
Send to ZBrush
Go to File > Send to ZBrush… or click the GoZ button on the UI (it’s location may vary depending on how your UI is configured).
GoZ Export Options
Make 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).
Export with or without deformations? Read Below:
*Important*
If you plan on selling or redistributing the morphs you create in anyway (whether for free, or for profit) you must reverse out any morphs you have dialed in when you export out the figure (I’ll explain 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 you’re planning on using them only for personal projects, you 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 Accept
Once you decide whether or not to export out Genesis 3 with deformations, click Accept.
Model to Canvas
Once ZBrush loads Genesis 3 will be loaded as the selected tool. Click and drag 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).
Make sure inside Daz Studio that all the morphs you need to reverse out are dialed in at the same values you exported them out at (this will need to be done before using GoZ from ZBrush.
Click Advanced
Expand the ZBrush Morph parameters by double clicking or clicking the arrow to the left.
Right click on the value field next to “Reverse Deformations” and select “Yes.”
Once you have appropriately configured the settings, click Accept.
Your morph should now be loaded into Daz Studio. Find it in the parameters tab, under the Property Group you specified.
I like to keep my head and body morphs as two separate project files. I find it 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 want to make sure to keep your body morphs and head morphs separate from each other (either by using two separate project files, or by using separate layers). This will give you more control inside Daz Studio and will create a better product, whether for personal or commercial use (but you can do whatever you want, just don’t say I didn’t warn you).
Preparing to Create Body Morphs
Fortunately, sculpting on the body doesn’t really require any pre-setup. I just want to point out the fingernails and toenails are separate meshes, that way you’re aware and can use the masking techniques described below to assist you when working on the hands and feet, if necessary.
Preparing to Create Head Morphs
Masking Certain Features
I like to be able to easily mask off certain features of the face to avoid distorting those that I didn’t intend on; mainly the eyes and sometimes the teeth. Since eyes are typically always at least mostly round, I like to mask them off while I do most my sculpting on the face and then deal with them when I’m basically done.
Depending on how much you plan on changing the jaw and mouth, you may also want to mask off the teeth and deal with them at the end as well. Sometimes they’ll move appropriately with the jaw when left unmasked.
Here’s my method for masking them off
Turn on Draw Polyframe
I find it easier to have visual feedback as I go through the steps, so I like to turn on Polyframe (hotkey Shift+F).
Group similar features
On the tool palette, Expand the Polygroups Palette.
Click Auto Groups to group individual features of the mesh into separate groups.
Click Merge Similar Groups. This will merge symmetrical features into one group, grouping the eyes together, the top lashes together, the bottom lashes together, etc.
Set up your Masking
CTRL+Shift+Click any part of the main body’s mesh to hide everything except the body.
CTRL+Shift+Click+ drag on the background to invert the visibility.
CTRL+Shift+Click+ drag and draw out a box around the teeth. This will set the teeth as the only visible objects.
Sometimes some of the teeth will get grouped with the eye lashes, so we’ll manually group them together to be on the safe side.
Click Group Visible. This will group all the teeth together as a separate group.
CTRL+Shift+Click the canvas to unhide everything.
CTRL+Shift+Click any part of the main body mesh to hide everything except the body again.
CTRL+Shift+Click+ drag on the background to invert the visibility again.
CTRL+Shift+Click everything you want to leave unmasked (it will toggle visibility by group, meaning both upper lashes will be hidden when you click on one of them). I usually click the upper lashes, lower lashes and the lower lash line.
If you want to mask off the teeth as well as the eyes, leave them visible at this point, otherwise click on one of them.
CTRL+Click the canvas to invert the mask. This will mask off everything that is visible, even though nothing was masked prior to this step.
CTRL+Shift+Click the canvas once again to unhide everything.
At this point you should have something that looks like this (your polygroups may be different colors).
Congratulations, you now have your masking set up! 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 like to create layers as I go for each feature I will 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 record all the sculpting I plan on doing to the nose, at that point in time, to that layer. I do this for every feature as I go along, then when I get back to the nose, I create a new layer and name it Nose 02. You 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 Height, Nostrils, etc.
Some people like to create all their layers before they even start sculpting, then select them as they go when they plan on sculpting on each feature. The point is to figure out a system that works well for you.
First create a Base Layer and name it.
Don’t record any sculpting on this layer, save it as is just in case you ever need it.
Expand the Layers Pallette.
Click the New Layer button.
Click the Name Button and type in Base
Now let’s create our first layer for sculpting
With the Layers Pallette still expanded.
Click the New Layer button.
Click the Name Button and type in Nose 01 (or whatever you want).
Make sure Record is on.
Sculpt away (don’t forget to make sure X symmetry is on, unless you’re going for asymmetry)!
You can also change the strength of each layer
This may come in handy as you’re fine tuning your sculpts.
Click the 1 that’s directly to the left of the name of the Layer (when you hover you mouse over it) and enter a value between 0 and 1, or use the slider below the name.
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 back and forth between ZBrush and Daz Studio to check your progress (which I recommend doing every now and then anyway, to check your progress by seeing what it looks like rendered), but there’s another way. You can also use Dynamic Subdiv to see what the mesh will look like when subdivided without actually subdividing the mesh, that way you get to see the results, but will still be able to send it back to Daz Studio as a morph!
You can also leave it on as you sculpt!
Expand the Geometry palette.
Expand the Dynamic Subdiv options.
Turn it on by clicking the Dynamic button.
Set the SmoothSubdiv value between 0 and 2 (there’s not really any point setting it higher than 2).
Hi and welcome to LayLo3D.com! My name's Landon. I created this site because I love building, whether it's with a mouse and keyboard, hammer and nails, or concrete and steel.
I've been working in construction pretty much since I could walk. My parents were in the process of building their first house when I was born and have been buying "fixer uppers" and fixing them up ever since.
I first got into CG when I was 12 or 13. The high school I went to had 3D Studio Max R2.5 as one of the modalities to work with in Art class. I have always loved and been passionate about 3D, but unfortunately for whatever reason, it didn't occur to me that a career in CG was possible.
It wasn't until 2013 when I met a professional animator who worked on projects like the Transformers series that the light bulb turned on in my head. That's when my passion for CG was re-ignited.