3D Max - Bake sub-division on model while retaining sub-division skin data

Posted on March 19, 2020, 6:52 p.m. by _MaZ_TeR_ • Last updated on Sept. 22, 2020, 2:07 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: http://www.garagegames.com/community/forums/viewthread/107297

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.


  1. Export a model from Daz3D (or really just any any model you want to sub-divide), Genesis 3 or 8 in FBX format.
  2. Make sure it exports with the lowest sub-division count (it does so automatically if you haven't "hacked" the sub-division parameters.)

We'll call this "Object1" 3. Select "Object1", go to Utilities (the crowbar icon on the upper right corner) > More... > SkinUtilities > Extract Skin Data To Mesh. This will create a colored copy of "Object1", we will call this "SkinObject2", don't do anything to it just yet. 4. Delete the original Skin modifier from "Object1". 5. Apply turbosmooth to "Object1" and "SkinObject2". Collapse both of them (Right click on Turbosmooth modifier > Collapse To) 6. Add Skin modifier to "Object1" and add all the original bones. 7. Select first "Object1", then "SkinObject2" and go once again to Utilities tab and press "Import Skin Data From Mesh". 8. Match all the bones and press OK, do not touch anything else unless you know what you are doing. 9. Notice how the skin data is now the same as in the very first model where Turbosmooth was applied as a seperate modifier on top of the stack.

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.