@@Pitusha I don't know if that is possible, not to my knowledge. But I did discover a workaround: Take the pose you want and make a symmetrical version of it, then sculpt on that when you want to sculpt symmetrically.
I missed these formats of videos where you guys talk through workflows and different approaches based upon your experiences. Didnt know Daz was free to be honest, definitely checking it out
If you are a 3D hobbyist, maybe DAZ is all you know. It is a lot of fun to play with it. Just quick assemble scenes since there is a whole universe of 3D free stuff for DAZ out there. Their render capabilities are very poor compared to Blender. I think this tutorial can be entirely done with DAZ + Blender sculpting alone.
@@DJVARAO it can be done both, DAZ + ZBrush, DAZ + Blender, or DAZ + ZBrush + Blender. you don't need to stick into what's available in your table, always look for more tools to speed up your work.
Daz isn't really free tho. In order to use this you gotta either work with an extremely limited shapekey selection, or buy more and better selections for your model version of choice. If you want to use this commercially you gotta buy a license. And the good stuff is expensive.
Thats one of the reasons you guys rule. It's not about the software, it's about the artist. Two of the nicest dudes breaking down what an 3d artist needs to be successful.
This is a massive find. Thank you. I'm a like to sculpt as a hobby and I want to make characters to 3d print. Feels like 80% of the work in getting the base mesh, posting them, etc. Then you finally get to the sculpting. Thank you for making me aware of this software.
This has been the best example of a workflow that I've found so far. Thank you. Using three programs may seem burdensome, but if there isn't a one program to rule them all it is what needs to be done.
You know I dont have a very big network with the computer art world, but I have been asking about base meshes industry people use for years now and i tend to get silences or a change of topic when its brought up. It has come to make me think that its the sign of an ameteur or people just use an old model of their own as a base mesh. I'm so happy to finally hear it addressed. I am still an ameteur when it comes to 3D modeling, but even i get tired of making the same base body parts time after timer after time when I just want to get to unique parts that will make the model its own flavor and personality. Thank you sooo much for this video! Seems like I need to download and go learn daze after I finish up with blender learning
I'm one of those old timers who've been using Daz Studio from its inception. It has come a long way. Thanks for including Daz in your tool kit and giving us ideas on how to integrate tools into our workflow. You guys are awesome.
They evolved in an interesting way: fan artists gave them cash flow support over many years until they grew their product to a level with enough appeal to the pro level production pipeline.
Starting from scratch really makes you focus on proportions and all of the base structure. Like H&M pointed to it's really imperative you still focus on this stage or you are likely going to fall apart building up from an existing base. Anatomy is key to good sculpting imho.
@@FlippedNormals I find it riggin on Zbrush quite painfull, and a lote time consuming fixing compressions even if you work that out on the mesh, definetly looking on Daz now to improove Workflow, great video.
Base mesh vs. doing it from a sphere is always interesting. I'm a programmer, I would never start programming from scratch because I don't want to reinvent the wheel. There are people which are way smarter than I who created all libraries and tools. But when I tried out sculpting, it felt wrong to use base meshes for the learning experience. Like when I started learning to program, I also had to go through the pain of writing machine code or coding base things from scratch. As for someone who does 3d for fun, I always was thinking about how much should I learn the fundamentals and when should I "skip" them and use base meshes to just have fun.
I recommend you start with the sphere/fundamentals, that will force you to be sure of what you're doing, the basics and fundamentals of it, after that go ahead and use any basemesh or model you want lol, i like making interiors, at the start i wanted to make sure i could model a couch if i needed to, or a chair, a curtain, because at one point i won't find the perfect curtain so i'll have to make my own. Just get good enough at the fundamentals you can understand it and know how to to from a sphere to a head for exameple, nothing fancy just a shape head, that will help you understand anatomy in this case.
@@kendarr I have a video of myself sculpting a mesh on my youtube channel from scratch. What do you think of my workflow? I have no real practical training just trail and error.
Insert "Why not both?" meme. I recently hopped back into Zbrush after some years away because the wife got me resin printer & I got to that point where I'm itching to print my own models. Thankfully my past experience with Zbrush allowed me immediately recognize that I was falling back into Zbrush noob mistake #1, subdividing & detailing too soon. So I said screw that, made a base mesh & pose in Daz, and now it's just about ready to print it. There's definitely no shame in this workflow & I'm honestly surprised to FlippedNormals did a video on it. I thought I was being all smart & shit with my hacky little way to fast results. That said, definitely learn the basics. That's actually how I ended up here. I was searching quick character tutorials so I could brush up on the basics as fast as possible.
this workflow have a great potential for posed 3d printing characters. Thats the first thing that came in my mind. Cant wait to get a tutorial using this Daz workflow
i`ve been sculpting characters for 7 years, but something like this, honestly i think it can be a game changer for me i would never have tought on incorporating daz to my workflow, thanks a lot for this :)
Man, that's a hell of an achievement. Don't feel bad about it, but the opposite. I think is great that today's market don't need 3D artists to go into full renascence mode to show their skills. One of my favorite conceptual artists almost exclusively does 3D+photobashing.
Hey good job on finishing the anatomy sculpt! Those are really valuable. Combine the knowledge of anatomy with the speed of this workflow and you'll be unstoppable :)
Thank you! I use Daz in my work because it speeds up the process a lot and I can express my idea faster. After all, there is still a bunch of other work on characters, hair, armor, all sorts of little things that daz will not help, and here I have to try. But all the time I experienced complexes about this, as if I were not an artist, since I do not do everything from scratch.
I do this too, however, I use Blender as an intermediary. I get the DAZ model into Blender, then use the GoB plugin to get it into Zbrush. That way, if I decide I want to change the pose, even after I've done some heavy sculpting in Zbrush, I can easily do that. It's so much better than trying to change the pose in Zbrush.
I exported to zbrush then did some sculpting went back to daz changed the pose and all the sculpting disappeared . Can't find workflow in the net . Help plz
found it Creating a morph: Select an object in the scene; you must have an item that has geometry selected to continue. Select the Send to ZBrush... action. Use File > Send to ZBrush… or click the Z icon in the toolbar (left side of City Limits layout) Choose whether or not to “Export with deformations” in the Export Option dialog. Checking this option will export the selected object with the current pose/shapes applied, allowing you to sculpt on the posed/morphed shape - which will later be reversed when the sculpt is sent back to DAZ Studio. ZBrush will launch; you may be prompted to grant permission if UAC is enabled Once in ZBrush, use the new tool (it should already be active in the Tool palette) to place the object in the viewport. Select Edit Object (T) to enter the mode that allows you to begin sculpting the mesh. Be careful to avoid changing the resolution of the mesh; morphs must maintain both vertex count and order. Sculpt your morph. When finished, click the GoZ (Ctrl+G) button in the Tool palette to send the sculpted object back to DAZ Studio. The first time you do this you will be walked through setting up the ZBrush side of the bridge. You may need to manually locate the DAZ Studio 4 executable. Choose the appropriate options and fill in the the appropriate fields, in the Update Options dialog. Building a morph, you'll want to uncheck the Update UVs and Update Materials options. If you are not presented with a dialog, make sure that the Edit > Preferences... > Interface > Bridges > GoZ (ZBrush) option is set to Show Options. Find your shape in the Parameters (WIP) and/or Shaping (WIP) panes. Name and location will be as specified in the Update Options dialog. docs.daz3d.com/doku.php/public/read_me/index/13173/start
@@TheKevphil I guess you have to export your mesh with base resolution to have the "global" full body morph, then all details are baked into normal map and displacement map to render correctly in DAZ. You indeed cannot use subdivided mesh to create HD morph, unless you get the access to HD morph tools, being a DAZ Published Artist (but I dont know more than that :p)
@@TheKevphil Because Daz ONLY allows published artists to morph above a base mesh. This is why Daz is so limited to 99% of people. Flipped Normals is a published artist on Daz, so they don't have the same problem.
More like this Please!!! Hiya, My Name is Erik, a US based pro video game character Artist... your tutorials and even your rants were huge in influencing my decision to go pro, and helped me focus my education on the things I needed to know.. So a huge thank you to you both... I feel like you dont do much stuff like this lately but It is soo helpful to know what new tech and techniques to be using, tips and tricks to speed things up, and just how things are done in porfessional scenarios, IE the reality of skill level that is needed, how to speed up reaching it, what are acceptable short cuts . . . .once again thank you so much!!! and look forward to your next vid :)
Used goZ to move the model from DAZ to Zbrush (only hooking off the bottom option in the dialogue box), added some details with the clay buildup brush. Changed the pose in DAZ, like you did in this video, but that made all the changes in topology done in Zbrush go away, and reset the character. It is not evident from looking at the video what was done differently. Hope someone could shed some light on this, so that I can adopt this workflow as well.:)
There are two things FlippedNormals could do to REALLY bring Daz to the forefront of character creation. 1: get Daz to open the HD morph pipeline to everyone, not just "published artists" . 2. get Daz to change the prop/clothing workflow so that you can create new items for specific characters instead of having to start with a base genesis character and then morph back to your desired character. If you can do these two things, Daz will truly be a competitor to Character Creator, UE Metahumans and all the others who are starting pull away.
I agree 100%. It is annoying to have to create assets for my sculpted characters in the base characters every time. I've been using Cinema 4D more often in my workflow as a workaround.
It's really interesting coming to the visual art community from music, a lot of similar conversations happening when it comes to procedural generation to kinda "corner-cut" and improve productivity. It doesn't even feel right calling these tools "corner-cutting." When im doing what I love, I will ALWAYS go above and beyond, so having more time to focus on the detail and magic of the art- that seems like a positive to me. I'll definitely go learn to sculpt properly first, but this was great content that'll be handy down the line, thanks. 👍🏻
this really helped me, i kept fooling myself into thinking that if i use base meshes then i was "cheating" but if professionals are doing it, then why wouldn't i be allowed to do so as well. Thanks for the Video.
What about distribution rights? Daz is free to use but the content is not free to redistribute. Usually sculpting is either for a game asset or to be used as STL file to sell 3d printing-ready files. While the former seems hard to attack as by the end of the process the original mesh will be redone from scratch (sculpting+retopology of the hi-poly mesh+texture baking), the latter feels stading on a shaky ground because the original asset has been used as an integral part of the process (posing). Their EULA is quite ambiguous about that matter.
Thank you, its so valuable & encouraging to hear about professional workflows & how its different from how its taught. Please give more insights like this. (Its something we don't get from so many channels).
I basically started from daz 3d and looking to zbrush for more customization and to start learning the fundamentals ecc... It is indeed a powerful tool you can even add tools that uses some sliders that can apply many morphs to the face ad transform completly your character. Also the accessory catalogue is infinite.
Sorry if I'm late to the game... but, I absolutely love this workflow concept, and I just stumbled on the video. I can't really find anything more descriptive on the process though?
Awesome tutorial! Coincidentally, I was recently thinking of the possibility of start using DAZ for this kind of workflow, and it's good to know that it actually works!. It would be great to get a second part of this one, where you take this to a more finished look, maybe with some basic texturing and stuff. Thanks for the hard work, guys, I've learnt a lot with you! :)
Here is my tip if you want to pose your characters: Learn basic animation. It doesn't have to be anything fancy or complicated, posing is still much easier than animating things. It will pay off immensily and you will thank yourself for learning that.
Since Blender 2.83 you can use Pose Brush in the sculpting section to pose a mesh without any rig - to learn rigging, skinning and animation just for mesh posing is a bit overkill in their case.
I found a way where you are able to use dynamesh and you can pose cloth/armor as well in Daz -Make a Genesis 8 model, leave it at standard (you can add muscles and stuff, but don't pose it), -export it to zbrush (use the GoZ for DAZ Studio Plugin), sculpt it with cloth and so on. -Make a low poly version with ZRemesher, -merge everything into one object -Then send it back to Daz with ctrl+g. -In Daz, delete the old starting point with muscles. -create the same Genesis model again, don't add anything (otherwise it will add muscles on top of the existing ones later). You should have a blank Genesis 8 model and your sculptet model with muscles and cloth in the scene. Both in the same starter pose, overlapping eachother. -klick on edit->figure->Transpose Utilty -Select the Genesis 8 as starter, than the sculpted one as target. Select Projection-Template: Full-Body. Leave the rest as it is. Klick Accept. Note: The position of the joints need to be at the old place of course. Moving body parts in Zbrush will not work. It's probably a good idea to immediately keep a copy of the original model exported from Daz, as reference (or simply resend a Genesis 8 from Daz)
Honestly? Love the switching around. Each program has its specialty and there's nothing wrong with that. I do the same thing depending upon the goal of whatever I'm making.
To anyone watching who was having the same problem as me where it wouldn't let you update the model in Daz when you'd sculpted in Zbrush. You need to make sure 'Export at Current Resolution" is unticked when you first export from Daz.
Would be awesome to know how you actually got it into DAZ again and the rig is still there, i must have missed something, since this does not work for me. maybe its because i changed the size of the actual mesh, i don't know. Update: So, like they say you need GO Z for the export part, you should be able to download it from the DAZ launcher, you just use that to export it to zbrush, do NOT tick the resolution button, and also if you dynamesh it, or use sculptris pro, it will fuck it up and it won't work. When you are ready to put it into daz again all you need to do is press the GOZ button, be sure to have located your Daz3D EXE caus this step will not work. there should be window opening and saying if you want to update your mesh, just update it, and everything should work.
I also got super excited after seeing this video, downloaded DAZ and instantly got confused to all hell. DAZ is not exactly an easy program to pick up in my opinion and it's UI is really not user friendly. OR...I'm a moron.
@@aehink143 It's a bit like ZBrush in that you can customise the UI to suit your needs/workflow. It does taker a bit of time to get used to but once you get the hang of it, it's pretty easy. I'd also like to know how to get the mesh from ZBrush back into DAZ and have the rigging/posing features still working..........
What I can't figure out is how to get a high res model back into Daz from zbrush. Any fine detail work is completely lost when you bring it back in, and if you check "use current resolution" it won't import back as an update, but rather a new object. Super frustrating
Even though it looks amazing, it's virtually impossible to find a course or tutorial on exporting from Daz to Zbrush, then from Zbrush to Daz to pose and back to Zbrush...
I have been familiar with Daz3D for years... I do my stuffs my one, and I never use such things in my workflow because is very important for sculpture and 3d designer to practice, practice,practice and practice again making art and learning how to make things, not just reused stuffs. But for me it is a matter of personal choice in the order of personal improvement which is a constant practice, practice, practice. But I admire classic sculptures like Da Vinci, Bernini, etc. So it's really a matter of personal choice. For hired tasks - just take the time beforehand and make your one stuffs and rigs and use them in your workflow. But good advertising on Daz3D. It is certainly very pro made. Daz3D really has a very strong rig system - this is a huge advantage. The rig technique is great. Something that is really a big problem in Zbrush and it's something I've been talking about for years Pixologic to change and correct to fix their rig system making it as simple and clean to work as possible, just as it is in Daz3D.
This was bloody brilliant. I would love a whole series with this "fast clever workflow = professional workflow" theme. Maybe even through in some animation as well. BTW, do you guys know of any channel that discusses similar "fast clever animation workflow" topics?
Your is indeed efficient. I did came up with something very similar myself. I create my base mesh models in Make Human. Then export to zbrush, sculpt, also re-use many components of older models I already did. For instance re-using dogs paws from one model, re-sued as base for werewolf paws.
I'm not familiar with Daz but it seems Daz is like the newer poser. I remember when Poser came out in 95. I totally passed it off then because at that time software's didn't talk to each other like they do now. What you guys just did was very impressive. Gotta get Daz now!
Pretty Surprised that Flipped Normals would use Daz Model to Sculpt technique. Nothing wrong with it, I agree with it. Just did'nt expect that they would use and demonstrate this workflow.
Thank you for this video. I have never sculpted want want to learn. When I watched tutorials starting from a sphere I got discouraged and wondered why anyone wouldn’t just start with a base rigged mesh. It literally seems insane to me. Now I know to start with Daz. I would love to see some tips about easy ways to start to build confidence too!
specially in indie, we shouldn't worry much about creating from sphere to character instead use available tools out there specifically for unique art style it's all comes from the base of already made. even in outsourcing they just sometimes and always send base file for you to work on that is how it works otherwise your just starting.
I'm just getting started on Monday with university classes. I'm pursuing a degree in "Game Art" at Full Sail. This Daz software looks AMAZING for speeding up productivity! What else can you do to produce videos that will illustrate how to improve efficiency in the modern workplace?
I'm interested if I can wrap one mesh around the other like a vacuum bag. I need to do a base mesh for the character using the skeleton mesh that I have. In the end, it should look like a dried mummy with a skin wrapped around the skeleton.
Working from scratch (sphere) makes sense either for practicing or concepting, when you’re inventing something unique and don’t want the shape and form to be dictated by underlying geometry. Otherwise I would definitely use generic base meshes.
So good, man. It's great to know this stuff. I've been tasked with creating 3 characters for an upcoming animation my company is producing, and it's great to know that you don't need to start from just a sphere.
I assume this can be done in Blender as well? Really trying to stick with Blender at the moment (sculpting wise) - it's a way more user friendly UI to deal with than Zbrush.
Awesome that you guys went over this workflow. People use to look down on Daz back then (as it was mostly used for mediocre character stuff). But I found better use for it with the human base mesh workflow with Zbrush too. That was 10 years ago. But I started doing more stylized character blocking out and not much realistic humans anymore. But I need to get back to that. And as you guys mentioned, this workflow is great to get human base meshes posed into Zbrush (male, female or humanoid) Love Zbrush's capability to bring back in tweaked posed models either thru subdivisions or their T-pose tool as long as it's based on the original mesh. Daz also had a cool morphing add-on to tweak base meshes for humanoid creatures like werewolves and such which also achieved some other useful base meshes. I also want to give the Character Creator by Reallusion another chance (you can pose in that one too). I'm afraid to load up my old Daz that's like 15 years old on my machine. Haha. The new Daz3d looks really smooth with the deformations and more intuitive UI. It wasn't as nice to use back then. I think I had to get plug-ins for certain things like posing with certain generational character models.
Oh yes, maybe I've missed something, but the most important question is "can you use Daz Studio to make a basemesh for your commercial work"? Do you need some kind of license for this?
They have what's called an "Interactive License" option on each product's page, which you'll need for using that product in a game. I don't know if that means you sell the final sculpt though (other than as a morph target that requires your customer to purchase their base character from DAZ), so I think clarification from DAZ would be needed on that.
Hey guys This workflow is a game-changer for me. It’s like magic! Small question. Which character did you use in DAZ that gives you the joint posing options like you have? Thanks, you guys are just fantastic!
Brilliant video, valuable insight. Is there going to be a more in-depth tutorial demonstrating how to import and export between Daz and zbrush while maintaining correct scaling? I would love to see you both go over how you could incorporate Marvelous Designer into this workflow to create some interesting garments for concept characters. If that tutorial exists, please share a link. Bless up!
Thank you! We'll for sure make a video on the Daz to ZBrush workflow. Scale is always tricky when if comes to ZBrush, unfortunately.. Maybe we should make a video on scale too?
Excellent video. But can u make a detailed video showing how to transfer characters b/w these softwares. Especially if u have to work over several sessions. Bcoz I think getting character from daz to zbrush to daz can sometimes mess up stuff.
They sue something named GOZ, they are probably intentionally not telling you everything you need to know here so that you pay for the payed content instead.,
I saw that you switch many times, from high to low poly... Do you make multiple times zremesher ?? What is the aim please ? To act in a more global and less detailed level, like geeral shape ?? And don't you lose your tiny details when you do multiple times (Dynamesh>Zremesher>Dynamesh etc.... ) Thanks and great workflow !!! I started this way but with metahumans. I will try Daz that looks easier for pose ... Peace on you guys !!
I don't understand how you are going back to DAZ and using pose controls after you've done hi-res sculpting in ZBrush. To get the DAZ figure into ZBrush, you have to reduce the model to its Base Resolution. As I understood things, you have to reimport at the same resolution to get things to work. What is happening, please?
Omg this is such a godsend! I was just starting to make a portfolio! Thank you guys so much! Quick question are there any types of assets (whether characters(anatomical or stylized), props, or environments) that can make my portfolio more hire-able? I am aiming to create a versatile portfolio for games or any industry that will take me at this point😭