Has anyone tried working with Poser DAZ models as a starting point? Or is their polygon count too big to manage?
(I was thinking in terms of setting up poses in Poser, then Exporting the figure as an .obj file)
Has anyone tried working with Poser DAZ models as a starting point? Or is their polygon count too big to manage?
(I was thinking in terms of setting up poses in Poser, then Exporting the figure as an .obj file)
A few things to keep in mind. Zbrush maxes out currently at around 10 million polys…but you need the RAM to handle it. DAZ models should be no problem to import and sculpt, but creating a displacement map will cause trouble. It’s kinda complicated, but basically Zbrush works best when you have no triangular or N-gon polys in your base mesh. The reason for this is that after you have subdivided and added all your detail, you need to switch back to your base mesh to generate the proper displacement. Zbrush has trouble (as it should) trying to interpolate a 3 or 5+ sided object when it believes it should be only 4 sided. This issue could possibly be solved when ever the new version of Zbrush comes out. Hopefully with the new tools we won’t have to care if we have tris or n-gons because we should be able to recreate the proper quad topology over our final sculpt. As for fine details who knows maybe they will find a way like ATI.
Is there some other tool that could convert n-gons to quads?
How would zbrush treat the hair of a Poser model? A shave and a haircut hair model?
thnxx
If the hair is a prop (i.e. a 3d object) then it should be fine.
If the hair is grown in poser’s “hair room” I don’t know the answer.
The easiest way that I’ve encountered to make sure something is all quads is to just subdivide it. IIRC the daz models are somewhere between 50 and 100k polys so subdividing them would still keep them withing zb’s limits although that might cause strain in other apps.
Then again, this is all talk. Give it a shot and see if it works.