Converting DAZ Studio FBX to CC Characters with Mesh and Normal Details

In the Converting DAZ Studio FBX to CC Characters with Mesh Details in Basic Mode section, we discussed how an OBJ file can compensate for the FBX's lack of surface detail, though only up to Subdivision Level 2. If a DAZ Studio character possesses surface details beyond Level 2, this additional information can be calculated from the differences between High and Low-poly OBJ models and then baked into a normal map.

In Basic Mode, standard textures (Diffuse and Opacity) are automatically loaded with the character, eliminating the need for manual assignment in Character Creator.

The following steps use a DAZ Studio G8 character as an example.

Exporting Character from DAZ Studio - FBX

  1. Create a character in DAZ Studio, including all morphs and clothing.

    Close Up

    Full Body

  2. In Character Creator, select the appropriate A-pose for the DAZ Studio character based on your requirements.
    • Transformer Toolbar: Click the Transformer toolbar and select Get Daz A-Pose for CC3+ / CC5 HD from the menu.
    • Create Menu: Select the A or T poses from the Create > Transformer > Get Daz A-Pose for CC3+ / CC5 HD menu.
    (Compatible A-poses for CC3+ and CC5 HD are located at: C:\Program Files\Reallusion\Character Creator 5\Program\Assets\ExternalFiles\DazResource\A_Pose).
  3. Drag and drop the suitable A-pose for the current DAZ Studio character (e.g., G8FemaleA_pose.duf).

  4. In the Apply Pose Preset panel, select the character and click Accept.

    The character will assume the A-pose and be ready for export.
  5. Export the FBX using the settings shown in the illustration (FBX 2012 -- Binary is required).

    * Ensure that the "Embed Textures" and "Collect Textures" checkboxes are deactivated.
  6. Save the character as an FBX file.

Exporting Character with Mesh Details - OBJ

As previously noted, the FBX file lacks surface bump details. In this section, we export an OBJ model containing these details for the CC Transformer to import.

  1. Select the character from the Scene > Outline panel.
  2. In the Parameter panel, select the character body, eyes, eyelashes, and mouth (teeth), then set the View SubD Level to 2 (corresponding to SubD Level 2 for CC characters).

    SubD Level = 0

    SubD Level = 2

  3. Export the OBJ using the settings shown in the illustration. Click Accept.
  4. Save the character as an OBJ file.

Exporting Character with Low and High Mesh Details - OBJ

To preserve details higher than SubD Level 2 when converting a DAZ character to CC, you must bake those higher-level details into a normal map, as CC is limited to a maximum of Level 2 for geometry.

  1. In DAZ Studio, locate the appropriate UV Prep Poses in the Smart Content panel.
  2. Apply the UV Prep Pose to ensure the character's eyes are closed and the mouth, fingers, and toes are positioned correctly for optimal normal map baking.
  3. In the Parameter panel, ensure the View SubD Level for the character, eyes, eyelashes, and mouth (teeth) is set to 2.
  4. Export this as an OBJ file using the shown settings. Click Accept.
  5. Save the character as an OBJ file.
  6. In the Parameter panel, increase the View SubD Level for the character, eyes, eyelashes, and mouth (teeth) to your desired higher value.
  7. Export the character again in OBJ format.

Importing into Character Creator

After completing the previous steps, you should have four essential files: a Level 0 FBX, a Level 2 mesh detail OBJ, two OBJ files (High and Low) for calculating surface differences, and the MTL file from the OBJ export (optional).

  1. Launch Character Creator 5 and start the Transformer feature.
    • Transformer Toolbar: Select CC3+ or CC5 HD from the menu.
    • Create Menu: Select CC3+ or CC5 HD from the Create > Transformer menu.
  2. Select the Level 0 FBX and click Open.
  3. In the dialog box, click BASIC to load the Diffuse and/or Opacity (eyelashes only) textures applied in DAZ Studio.
  4. In the Asset Import Status Report panel, load the previously exported Level 2 OBJ file into the DAZ Studio High-Poly Source field.
  5. Activate Bake Body Texture to apply DAZ Studio textures to the character's skin, eyes, eyelashes, teeth, and nails.

    You can set the baked texture resolution using the Bake Max Texture Size drop-down list.
  6. Load the high-level OBJ into the High Poly Mesh field and the low-level OBJ into the Low Poly Mesh field.
  7. Identify the asset types in the Asset Import Status Report panel.
  8. Click OK to import the character and its assets. The DAZ Studio character is now successfully converted.
  9. Diffuse and Opacity (eyelashes only) textures will be auto-loaded. You can verify the channels in the Texture Settings section. Default folder path: C:\DAZ 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\Runtime\Textures\...

Mesh details will appear at higher subdivision levels while the normal map is shared across them.

  • Mesh:

    Subdivision Level = 0

    Subdivision Level = 1

    Subdivision Level = 2

  • Normal Map (Shared):

    Subdivision Level = 0

    Subdivision Level = 1

    Subdivision Level = 2

For further steps, please refer to the Procedures After Conversion section.