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Joined: 5/8/2019(UTC) Posts: 95
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3feetwolf,
Because of limitations of us none PA's not being able import/export in HD to Blender, can you supply a higher normal base? Or is there some trick modifying the HD to bring back in as a morph with morph loader pro or some other tool?
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Rank: Advanced Member
Joined: 9/15/2012(UTC) Posts: 2,158
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HD morphs are exclusive to PAs and the DAZ3D store.
But depending on what you want to accomplish, there might be workarounds like normal/displacement maps or subdividing the mesh (leaving edge vertices intact) to create a new GeoGraft. Say bye to morphs tho. DAZ STUDIO USER SINCE 2006
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Rank: Advanced Member
Joined: 3/2/2015(UTC) Posts: 243
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As a rule, morphs are based on the exact poly count of the figure/object you are modifying. Also make sure you set the figure to "Base" resolution before you export; exporting at "High Resolution" or subdividing a mesh in a modeler will immediately break the morph. If you are making a morph that you also want high details, you will still need to have the lower poly morph... make a copy of that morph and subdivide that, make your detail changes and export that as a displacement or normal map. Then you would import your lower poly morph using Morph Loader Pro, then add the normal/displacement map to your materials.
But if you just subdivided a mesh and made changes, then that morph won't be able to be imported. If you have some program that can project details to another mesh, like zbrush, you may be able to salvage the morph to something that can be imported.
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1 user thanked terrancew_hod for this useful post.
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