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Detailes on Daz Characters don't come through to CC

Posted By Lamias 6 Years Ago
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4u2ges
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To finish the subject already, I have finally had a chance to import DAZ HD morphs into iClone just to say it is not ready for HD (not like we did not know that before :)).

First, face blendshapes are impossible to import with HD character. 3DX crashes big time trying to import 1.5M tris character with blendshapes.
I was able to import 0.5M tris ORC (sort of *half* HD) with blendshapes, but it lacks the details.

Second, iClone greatly under-performs with just a single 1.5M avatar (with my CPU at least).

In Blender

https://forum.reallusion.com/uploads/images/af01079e-3cd2-4e1f-93b1-cd59.jpg

In iClone

https://forum.reallusion.com/uploads/images/b9f61b26-7d2c-47a1-a6d7-0aea.jpg





4u2ges
4u2ges
Posted 6 Years Ago
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I did transfer with 2 methods: Normal maps direct via Transformer and with RL recommended Retopo and SkinGen. Both with maps generated in Xnormal.
Both came through OK. But the direct normal transform has visible seams due to the fact that pieces of normal maps are stitched together while in Transformer.
As oppose to RL method, where normal maps are burned directly to the retopo UVs in Xnormal, which seems to be more proper way. Kudos to RL for that.


https://forum.reallusion.com/uploads/images/0ad8e538-aac3-4cee-92de-00a5.jpg



4u2ges
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Ahhh, I have checked the manual for *transferring* HD morphs.
Sure thing, you need to burn normal maps yourself. 

Basically the same thing we did. OK :)

You beat me on the post. I was going through the manual.




Dr. Nemesis
Dr. Nemesis
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Well I haven't updated anything yet, but from the link you sent, it's still a process. CC doesn't seem do it for you.
But it's good that their workflow shows the process with xnormals, which is a free tool for those without Substance Painter. The maya modification is unnecessary IMO, as in my process I made a morph to move the eyeballs/lashes out of the way in Daz already so no need for Maya (The eyeballs and lashes can also just be temporarily deleted in Daz).

But yeah, not only is the baking method still valid, it's still the only realistic solution.
4u2ges
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I just got up (a privilege to be on vacation :)) and yet to install/update. There are so may things to test/evaluate/read about. It is overwhelming!
But according to this, HD morphs should come as baked normal: https://forum.reallusion.com/FindPost450574.aspx




Dr. Nemesis
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So what’s the word on CC/Skingen?
Does it import HD details?
Lamias
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I like it!! 

This was a very useful thread, thanks for everything guys!!

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4u2ges
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3DX obviously left maps and mesh intact and it has around 1000 more faces. Guess that is the reason it looks *slightly* better.
Displacement did not workout well. This feature in underdeveloped. I could not get rid of seams even if I cranked tessellation level to the max and only had minimal value for multiplier.
Ideally, if you paint edges of the UV  islands with base color, it should weld it and have them stay place. Did not happened (or I did not spend more time).
It should be handled by software as it was pointed out many times here on the forum.
But I left height maps in place and this way normal map values are sort of driven by displacement maps.

Anyway, final fun render...

https://forum.reallusion.com/uploads/images/e166e1bf-72ee-474a-8dcb-734b.jpg




Dr. Nemesis
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So yeah, the 3DXchange one is definitely the better looking one. I'm just wondering why that is when it looks like you accounted for that during the 3DXchange import.

Oh, and I'm not sure displacement in Iclone works in a way that'll give good results here. Then again, I never use it!
4u2ges
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That Blender image is just to show a prep for export (not normal maps application outcome).
Blender generates normal maps fine, but it is not automated. You have to click a lot and tweak settings to get a clean, artifacts free output.
Substance Painter on the other hand is fully automated.

Unfortunately, there is no way to export original low poly in DAZ to OBJ. So I had to use FBX and strip from armature.
I did not want to take any chances and prepped hi/lo mesh for  Substance Painter (SP) thoroughly. Got rid of unnecessary meshes and materials.
Consolidated the rest based on texture maps. And only had 4 at the end for hi and lo. Exported both as OBJ out of Blender for SP.

Importing via transformer was quite smooth. Generated profile and then specified normal maps in .ini file. The only thing I did not like, is that normal maps came matted white. Seams still need to be workout a bit.

https://forum.reallusion.com/uploads/images/37f43eb8-1014-47d2-a1df-738e.jpg

I also did 3DX, where I applied maps directly. So here is an outcome (can I call them three graces? :w00t:)

https://forum.reallusion.com/uploads/images/bd9fb041-69b5-4846-828e-2f12.jpg


Finally, I converted normal maps to height maps and applied to displacement channel. This is where seams broke through hard. So definitely needs fixing.

https://forum.reallusion.com/uploads/images/297fc7d5-014e-4022-b7d1-5b52.jpg

BTW I did not collapse UV in either export - OBJ, nor FBX, they are still apart. But that did not affect workflow at any step.

I did not mention: Credits for normal to height conversion go to r/gamedev - https://www.reddit.com/r/gamedev/comments/fffskm/convert_normal_map_to_displacement_map/





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