Posted on March 19, 2020, 6:52 p.m. by _MaZ_TeR_ • Last updated on July 14, 2020, 7:13 p.m.
So I've been scratching my head for a while now, figuring how on Earth I can get a model from Daz3D with the mesh being sub-divided but retaining the skin data without having to use the Transfer Utility function on Daz which straight up destroys the weights, or on Max using the Skin Wrap modifier which distords the weights pretty badly if you use a sub-divided model on a non-subdivided model.
Note, I didn't discover this, someone else found this 10 years ago on this thread:
Figured I made a tutorial here once I forget the way how this is done.
To make this more understandable, I will call different objects with unique names which have nothing to do with other than you know which object I'm talking about currently.
If you want to use morph data from Daz3D, you have to export each morph individually and then apply turbosmooth to each morphed mesh with the exact same turbosmooth parameters until you can add those morphs to the model you want.
Hope this helped. Leave any questions to my Steam profile: https://steamcommunity.com/id/_M4Z_/ or if comments become available to these tutorials at some point.