Hi there. HD morphs add a lot of details to the models but since they work on the subdivided mesh they add a lot of geometry and thus resource usage. Exported models also don't work well (if at all) in other 3D applications on my "not-so-brand-new" computer. For those reasons i've tried to bake those HD morphs to textures as i'm sure microdisplacement, normal maps or a combination of both in Blender would give a result extremely close to the actual morphs.
I can export the HD mesh to obj and load it in specialized applications (such as xNormal or Handplane Backer) but there's one serious issue for backing the details : the models are using 2 UV maps (face and body) and without the ability to split the mesh into head and body and bake them separately, both maps end up applied over each other (with only the face map visible).
I've looked at every option for DAZ Studio export and unless one of those made me blind, i can't split-export to multiple meshes. I didn't find a way to specify multiple UVs in Handlplane. Finally, i havn't been able to split the mesh in any application to re-export it (Blender barely imports it and crashes when i try to go into edit mode, Wings3D eats all my RAM and crashes and unsiprisingly 32 bit Hexagon chockes on it after hanging for several minutes).
So does anyone have a workflow to bake those morphs to normal/displacement maps (ideally one that doesn't rely on a commercial application with a 3 or 4 digits cost)? Any hidden option to split the mesh when exporting from studio? Something to handle multiple UVs for different material zones in xNormal/Handplane? Knowledge of an application that can open and edit 800 MB obj without crashing? Any help would be appreciated.
Please help...
I didn't find the right solution from the Internet.