I'm guessing Rickiricardo didn't know how the materials/shaders work in 3ds Max, thus he didn't know how to fix the eyes. Best option is to set it to 100% refractive, or you can use a black texture/colour in the opacity slot. If it's a single mesh, just go into the material editor and select the Genesis 3 material and it should have a bunch of sub-materials for each surface, including the "eye surface".
This is only if you intend on changing the character's shape in 3ds Max, which ideally you wouldn't need to after setting it up in DAZ.Īs far as the "missing eyes" goes when you import as OBJ, it's just a material setting and you very much can select it or get to it in 3ds Max. I realise I'm grave-digging a little here and this problem has likely already been solved by now, but I want to add my knowledge anyway, in case someone else stumbles upon this, in the future.įirstly, when you're exporting from DAZ via FBX, don't include the morphs. So i wanted to ask you if there is any way to export from ds to max properly? No help on the daz forum, so hope you can help. If i don't import as single mesh, everything gets messed up, there are lots of vertices pointing out.
I also tried exporting as obj and import as single mesh (i don't need to pose in max, i just need to put it into it's place and render the whole scene) but the characters have no eyes (there's no material over the eyes - skin is there, clothes are there but no eyes) and since it's a single mesh, i can't select the eyes to add a material to them. Yes, i tried it with a genesis 3 basic character (no body morphs and no pose - so very few total morphs) and it imported well into 3dsmax but with any other character (like victoria 7) it will not work.
If i export as FBX from ds and try to import to max, 3dsmax crashes on import - that's because 3dsmax can't handle more than 100 morphs (that's what it said in thread on the autodesk forums) and my character has more than 100 morphs. Windows 10 + DS 4.9 + 3dsmax 2014 (also tried it with 2016). Spline cage for growing a head of hair The spline cage method is somewhat different from the polygon method you used for the beard and mustache: Hair grows from the splines, instead of from the Head surface. I created a character in DS - model + morphs, clothes, hair, pose, etc and i'm trying to export it to 3dsmax in order to render it with v-ray (using a scene i already have). To create the hair for the top of the head, you will use a spline cage this method helps to style a large amount of hair, especially long hair, all at once.