
REMOVING EYEBROWS FROM V2
How to export a DAZ Victoria 2 head without
Eyebrow mesh or eyelashes.
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to tutorials
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| BEFORE
YOU START |
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To complete this tutorial you will need the following:
1.
Victoria 2 from DAZ 3D. (Victoria 1 will)
2. Poser 4 from Curious Labs.
3. The FULL version of ZBrush 1.23B (available
at DAZ3D store)
If
you do not own the full ZBrush 1.23B, I recommend downloading
their DEMO available
from Pixologic here,
and
It
is assumed that you will have a basic working knowledge
of Poser and ZBrush and that you are familiar with the general
interface in both applications. This is a PC tutorial and
I am not sure if this works on a Mac as I have not tried
yet.
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| WHY
DO THIS TUTORIAL |
This tutorial uses a Mesh figure called Victoria 2 from DAZ
3D. By the end of this tutorial you will be able to export
a Victoria 2 head from Poser that has no eyebrow or eyelash
mesh visible.
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Why would I want to do that?
In
Poser, eyelashes are created by applying a transparency
map to solid geometry(1).
The transparency map has white and black areas painted
on it, the black areas render transparent and the white
areas render with colour.
In ZBrush, although it is possible to hide parts of
a mesh with an alpha map or even use transparency, it's
just easier to remove the eyelash mesh altogether.
The eyebrows on an exported Victoria mesh are not required
so we will also remove them (2) |
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| ALTERING
THE MORPH DIALS TO REMOVE THE MESH |
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-
Open Poser
- From the FIGURES menu (Rightside of the interface)
load a copy of Victoria 2, usually found in the DAZ
People directory if you have installed her as per the
DAZ default.
- A close up of the face shows us the heavy colored
eyebrows and the mesh eyelashes/
-Click onto the head to select it.
-Morph dials appear for the head to the left of the
screen |
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-
Scroll down until you find 'LashLoStraight'
- Change the parameters (Using the wheel) to around
0.9
You should see one set of lashes recede into the head
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Scroll down until you find 'LashLowFull'
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Change the parameters (Using the wheel) to around -10
You should see the second set of lashes recede into
the head
Mesh
around with these settings as they may differ on your
machine.
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-
Locate the dial that says 'Brows Gone'
- Scroll the dial to 0.800

You will notice the raised eyebrows recede and vanish
into the head leaving the color that is taken from the
current texturemap |
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| EXPORTING
AND IMPORTING (skip this if you
are familiar with ZBrush importing features) |
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As
Victoria 2 uses two texture maps (One for his head and
the other for the body) you will have to export from
poser in two parts.
If you try to export the whole body and texture like
that ZBrush writes two textures at the same time and
we don't want that.
Presuming that you have the Victrio OBJ already loaded
in Poser use :
FILE>EXPORT>WAVEFRONT OBJ |
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The next panel is a Hierarchy giving you check boxes with
all the body parts.

1. Uncheck all boxes except the HEAD box. Then export the
file as V2HEAD.OBJ
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| IMPORTING
INTO ZBRUSH |
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Importing
meshes into ZBrush achieved with the help of a `POLYMESH
TOOL`.
-Launch
the application and look for the TOOL panel
(usually on the right-hand side of the screen).
-The `POLYMESH TOOL` is the little star shape
shown in the image opposite. If you can`t see it at
first `click` into the biggest of the tool windows
and a `popup` window with give you a selection of
TOOLS to choose from. `Polymesh` will be there.
-Once
selected this tool gives you a range of options that
the other tools don`t provide.
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-Go
to `INVENTORY` then `IMPORT`
-Use
the import dialog to locate `V2HEAD.obj`
and select it.
-The
mesh will be imported and you should see a small
image in the tool window where the `star` was.
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| SMOOTH
THE MESH |
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To
work on the the Victoria 2 head mesh in ZBrush adjust
the SMOOTH slider to give a smooth looking mesh.
This is not effecting the actual geometry of the head
it is simply using subdivision surfaces to render a
smooth image to the screen.
If you have the head selected in the tool panel you
will find the SMOOTH slider under TOOL>MODIFIERS>SMOOTH
You can also increase the SUBDIVISION SURFACE
RESOLUTION (between 1 -30) this controls the number
of polygons used to render the image to the screen.
Again, the mesh is unaffected. |
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