Orgitas
Engaged Member
- Jan 5, 2023
- 2,115
- 6,911
Nah I'm using Cycles. Most of the hair looks good. Some just look terrible. I think it's the ones that add extra stuff to the shader. The skin definitely needs some tweaking though. For the sculpting, if you up the subd in Daz before you export, you can't turn what you sculpt into a morph. Using a multires modifier in Blender works well enough most of the time.Sounds like you are trying to use Eevee with diffeomorphic. Which does require lots of tinkering. You don't need to tinker with cycles for the most part (some hairs can be an issue, but easy enough to rectify if you read the manual).As for details on the model. You can either up the Subdivision in Daz prior to exporting.. Or add it in blender.
So the way I've been doing it is adding the multires modifier and setting the viewport and sculpt levels to 1 to 2-ish. Then click the "apply base" option after I'm done so it moves the verts on the original mesh. Then just don't apply the modifiers when exporting back to Daz. It works pretty well, but it doesn't always go back to Daz a total 1:1.Yeah it's certainly a annoying process getting things looking nice, and then your model just ends up having this silky smooth skin in your render. Yeah only PA's getting access to make HD morphs is annoying, I started out planning to do some morphs in blender, then I got my model across started sculpting and quickly realised I can't do shit with this many polygons, I always assumed the way round it would be you could just add a multi res modifier sculpt more details then bake that to a normal map, but I could never be bothered to try it.
Might have to give that a try, I regret never taking the time to learn zbrush to be honest, from what I hear doing morphs in zbrush is a breeze. Although the price is a bit steep, if you pay for it anyway.So the way I've been doing it is adding the multires modifier and setting the viewport and sculpt levels to 1 to 2-ish. Then click the "apply base" option after I'm done so it moves the verts on the original mesh. Then just don't apply the modifiers when exporting back to Daz. It works pretty well, but it doesn't always go back to Daz a total 1:1.
Thank you. To answer your question it's a geoshell. You can find it here...nice job, man!! Just a question: how did you get the sand efffect on the model's body? Is there some asset to achieve it?
Thank you in advance...
Yeah from what I hear zbrush has way better performance. With the multires Blender is pretty smooth though. And once you figure out the right import/export settings, it's really easy to make morphs.Might have to give that a try, I regret never taking the time to learn zbrush to be honest, from what I hear doing morphs in zbrush is a breeze. Although the price is a bit steep, if you pay for it anyway.