Genesis 9 Character Sculpting Process
Load Genesis 9 from the Developers Kit
- People > Genesis 9 > Developer Kit > Genesis 9 Dev Load
Export eye and mouth geometry followers to help rough in proportions.
- People > Genesis 9 > Anatomy > Daz Originals > Base Anatomy > Genesis 9 Eyes
- People > Genesis 9 > Anatomy > Daz Originals > Base Anatomy > Genesis 9 Mouth
Rough-in Character in DAZ Studio
Keep mesh symmetrical.
- Can start from Base Feminine or Base Masculine Shapes
- Genesis 9 Head Shapes
- Genesis 9 Body Shapes
The following morphs should NOT be included in the character shape. You must reverse them from the character shape on reimport if you activate them now.
- Asymmetry
- Navel
- Nipple
- Mouth Realism
- Teeth
- Eyelash
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Eye morphs that affect eyeball geometry (Pupils and Iris )
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Proportion
Save a scene file of the character.
Export OBJs for ZBrush (or the application of your choice)
- Change UVs to Single UDIM UV before export
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Surface Tab > Editor > UV Set > Base Single UDIM
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Export mesh to ZBrush using one of two methods:
- Use GoZ to send Genesis 9 Dev load to ZBrush. It will automatically put eyes and teeth as separate subtools.
- Export OBJs manually using default Daz OBJ export settings with resolution set to Base.
Sculpt in ZBrush with Layers
Keep character symmetrical for everything but skin details and fine wrinkles. Build a new layer for any other asymmetry (crooked nose).
Do not sculpt height, limb, neck, or torso proportion changes.
Do not sculpt (for now)
- Nipples
- Navel
- Eyes
- Teeth
Use Landmark Textures for Sculpting Reference
Can be found in DAZ 3D Library\Runtime\Textures\DAZ\Characters\Genesis9\Base\DevKit
- Genesis9_Detail_Atlas_F.jpg (Female Landmarks)
- Genesis9_Detail_Atlas_M.jpg (Male Landmarks)
Mesh Areas Sensitive to Sculpting
- Eyelids
- Lips
- Fingernails
- Toenails
- Neck area (do not slide mesh around)
Export OBJs (Question: GoZ back?)
Export base resolution OBJ with Cage active
Export high-resolution OBJ of Genesis 9 sculpt
Load character OBJs onto Genesis 9 in DAZ Studio
Use Morph Loader Pro HD plugin
Check for mesh issues
- thin eyelids
- lip pinches (open jaw to see)
- Base Resolution Cage should wrap around HD character.
- Adjust rigging to shape and test some poses
Decide on the character's presentation name
The name will be used for future steps. It can change later, but it is extra work to rename all the files.
Create a folder for all character files. Add this folder as a new base directory.
Split Head and Body base resolution and HD Morphs
Base resolution morph should wrap around HD morph
Use the Genesis 9 Headsplit DFormer to split head and body morphs using Morph Loader Pro.
- Genesis 9 > Developer Kit > Genesis 9 HeadSplit DFormer
- Morph Loader Pro > Attenuate By (right click) > Weight Maps > D-Former1 > Influence Weights
- Set Attenuate By Strength to 1 for Body morphs, -1 for Head morphs
Add proportional morphs to set character height
Create a character control dial
Add proportional morphs and ERC them to the character dial
Additional sculpting
Sculpt any other proportion morph fixes
Sculpt Custom nipple, navel, and teeth morph if needed
ERC additional morphs to character dial
Texturing
You can assemble a character using only the existing Genesis 9 MAT presets. You may also customize these textures.
Skin Textures
Start from provided Genesis 9 MAT textures (01-04 for Feminine and Masculine)
- Genesis 9 > Base Materials > Genesis 9 Base Feminine MAT 01
- Genesis 9 > Base Materials > Genesis 9 Base Masculine MAT 01
There must always be a skin texture without eyebrows. Texture-painted eyebrows are not required.
Use the micro detail normal maps.
- Genesis 9 > Base Materials > Genesis 9 Base Feminine Skin Details MAT
- Genesis 9 > Base Materials > Genesis 9 Base Masculine Skin Details MAT
Genitals
Fix genital seams on the torso map. Tier 1 characters must support Male and Female genitals.
Bake torso textures to the genitals with Genital Map Bake UVs.
- Surfaces Tab > Genesis 9 > UV Set > Genital Map Bake
Eye Material
There are 16 Eye Mats available to choose from.
- Genesis 9 > Materials > Base Materials > Eyes > Genesis 9 Eyes MAT 01 - 16
Only create a new eye MAT if needed for the character. You may modify the Eye MATs for redistribution (Question: or can they?)
Mouth
Use the default mouth texture unless the character requires something different.
Eyelashes
Do not texture eyelash colors as individual hairs.
Eyelash colors can be modified using shader tints or textures with the following:
- Solid texture color card fills.
- A root-to-tip gradient that fills the eyelash card.
This allows all Eyelash library alphas to be used with custom colors.
Save a character preset
Save custom morphs
- Save As > Support Asset > Morph Asset
Save character preset
Run Validator on character content library
Package the character folder as a Zip and submit it to PASS