

However, I am having a bit of difficulty following your explanation because your screenshots don't click/enlarge and I can't read the detail in the menus.
#Daz studio goz how to
I have been searching for ages for how to create surfaces in DAZ from polygroups in zbrush. I think it is something for next mini tutorialĪnd regarding the last question, if you imported the model into Zbrush there are not UV's until you create them, under polygroup tab click, Auto Groups with UV's then after Merge similar Groups button and your model have the UV's assigned you created in Silo. Other thing you can do is masking the parts you like to have as one polygroup and manually create them you will also not lose the UV's doing it, Polygroups are nothing else as Face Groups and apart of UV's

So in your case just load the model into Zbrush go to polygroups and create new polygroups by normals, and see how it looks, if the effect is not as you wish and there are minder polygroups change the value to lower, how lover the value how more polygroups will be created based on the normals of your model. Under Polygroup, you need to create the polygroups by Normals, this way there will be just couple of the polygroups and a lot of the tiny little loops, when you create Panel loops in Zbrush the other area of the model is mask after so you need to reverse the mask and then create one poly group from the panel other way you ends with a lot of them, you should not lose your UV's doing it and when you create new uv's don't use the option by polygroups, if you do the UV's islands will split. One thing you can do to help after Panel Loops is to delete the useless geometry on the inside of the model, by polygroup. Is there something I should be doing that will retain the UV in the obj imported into ZBrush and then exported? I also lose my UV when I export from ZBrush. Whatever I did though resulted in a single mesh again when I imported into Silo, but I encountered the same problem when I imported an obj from Silo to ZBrush just to add wrinkles. I either autogrouped or grouped similar or something along those lines, and then the instructions said to do something. or what I did, and I think I clicked some buttons purely on reflex. I can't remember the instructions exactly. I went back to ZBrush after finding instructions that related to what I'd experienced. I was able to create the UV in Silo, but it was completely unusable without locating every single little separate group and sewing the whole thing back together. The panel loops were composed of a bunch of random groups, and in the case of the sleeve, neck, and hem trim panel loops, a WHOLE bunch of itty bitty 4-6 poly groups. Which is where I saw what was causing ZBrush to lockup. So, I exported the obj and imported it back into Silo. After adding the panel loops, I tried creating UVs, but ZBrush locked up every single time. I'd imported the obj from Silo (already with UVs setup) and used Auto Groups With UV to create the polygroups. I had a horrendous mess after I added panel loops.
