3D Objects and Format

I am wondering what 3D formats does Daz3D officially support. There are so many free 3d Object sites out there and most models comes with textures but when I import the model the texture is never applied. Is there a format I should be looking for (OBG, 3DS, etc) or do I have to manually apply textures to objects after import.

Comments

  • macleanmaclean Posts: 2,438

    If you got to Menu> File> Import and choose a file, the import dialog will appear. Click on the 'From' field and you'll see a dropdown list of all the formats DAZ Studio imports.

    As for the textures, that depends on the format. Not all 3d formats include texture information. Some, (for instance .obj), come with a matching .mtl file which contains the texture paths and other information.

  • mmitch2kmmitch2k Posts: 20

    So typically how do most people create full scenes for rendering in Daz3d? Do they use other 3d Apps to create geometry and import it into Daz? I guess im trying to figure out a typical workflow. Can i use Daz3d to create a full scene or is it primarily for Figures? Is it better to use a tool like Blender to create a scene and just import Daz3d figures?

  • srieschsriesch Posts: 4,241

    Although I'm not sure which formats are "officially" supported, keep in mind that there may be subtle issues to watch out for when converting between formats.  For example I have a note down when exporting an object from Bryce as .obj to import into studio, you have to rename it to include no spaces in the name or it doesn't work correctly (can't remember if that's a Bryce export or DS import issue), so it may appear that some things work while others in the same format fail.  I also vaguely recall objects looking fine in one application but having shadowed polygons in another, or having extra faces added during conversion.  Plus you may have to start fiddling around with scale, rotation, transparency not translating, and so on.  Not saying this to discourage you from experimenting, rather to prepare you so you don't get discouraged if it turns out to require some effort sometimes to perform the conversion.

    Easiest of course is to use whatever the current DAZ Studio format is.  Some (but not all) Poser format objects work well too.  I've imported a reasonable number of .obj formats, but have also given up on doing that unless it's something I really want to commit to taking the time for, I have a pile of unconverted objects saved to do later that has now been sitting in a folder for years becasue I don't feel like expending the effort, although I have also been happy I took the time for quite a few others.  I've really not worked with others, although if you dig or ask I believe there are a number of conversion utilities out there for some formats even if they might not directly import.

  • srieschsriesch Posts: 4,241

    For the other part of your question, yes DAZ Studio works great for creating a full scene using existing content.  I typically purchase most of my content and use that.  DAZ Studio doesn't allow you to create objects completely from scratch as you would using a modeling application, so you do need to purchase content or use a modeling app, BUT remember you can "create" objects using primitives and combinations of them, you can retexture, and so on.  It is entirely possible to create full scenes without any modeling application at all, depending on what you want to create.

  • nonesuch00nonesuch00 Posts: 18,333

    You would need to import the model and if the textures & normals, if it has any, aren't embedded in the model object format or imported along with the model you must import and assign those too via Surfaces. So once imported in DAZ you will want to create Surface groups to create texture & map surfaces to which you can assign the textures, normals, and so on if you have created for the model. A correctly created model though that is supported by DAZ import when imported probably will have all it's textures & maps imported correctly in most cases.

    I have some FBX scenes I'm thinking of importing to DAZ Studio as a learning exercise and as they are FBX models intended for mobile game usage I probably can make some artistic improvements for iRay or 3DL rending in DAZ Studio and DAZ Studio Surfaces (Surface Groups) editor is where you do that.

  • mmitch2kmmitch2k Posts: 20

    OK got it. So if for example I want to learn Blender to do modeling (buildings, structures, basically the enviroment my Daz3d charcters will be placed in), and then import that into Daz3d for layout and render, what format should I export my 3d object to in order to not have to re-txture and re-surface them in Daz3d?

  • nonesuch00nonesuch00 Posts: 18,333
    mmitch2k said:

    OK got it. So if for example I want to learn Blender to do modeling (buildings, structures, basically the enviroment my Daz3d charcters will be placed in), and then import that into Daz3d for layout and render, what format should I export my 3d object to in order to not have to re-txture and re-surface them in Daz3d?

    FBX or obj or DAE. And even if you import and all the textures are imported just how you like I'm thinking you'll still want to fine tune settings in Surfaces, especially if you want PBR textures and maps to render in iRay.

    The way most people use DAZ Studio is to create a nice mesh and textures in Blender, or Hexagon, or Carrara or what have you and export that mesh & textures to DAZ Studio and then transfer rigging and such things from other similar models. Of course if you model has no close analogue in DAZ Studio format then you must manually rig & such things. 

    Blender has a very capable renderer and hair creation tools itself if you want to avoid DAZ Studio altogether unless you are planning on creating models for the DAZ Store.

  • mmitch2kmmitch2k Posts: 20

    Thanks nonesuch00, not planning on creating models for the store but i just like all the readymade character content available for Daz. Have'nt look into Blender yet so not sure how much of a character ecosystem there is behind it, about to go through the tutorial now.

  • nonesuch00nonesuch00 Posts: 18,333
    edited August 2016
    mmitch2k said:

    Thanks nonesuch00, not planning on creating models for the store but i just like all the readymade character content available for Daz. Have'nt look into Blender yet so not sure how much of a character ecosystem there is behind it, about to go through the tutorial now.

    Blender actually has a very strong character ecosystem with it's own unique style. Go to Blendswap & sign up. Also if you are going to learn Blender it might interest you to sign up for a month or more at CGCookie and do there Blender Animation Course which includes a set of Blender cartoon characters. They are very nice. By the way, those same characters in the Blender Animation Course at CGCookie are available free to download at CGCookie or Blendswap and probably other sites as well.

    Post edited by nonesuch00 on
  • mmitch2kmmitch2k Posts: 20

    Thank you thats exactly what I just did

  • nonesuch00nonesuch00 Posts: 18,333
    mmitch2k said:

    Thank you thats exactly what I just did

    Also, I'm really liking the simple stylized cartoons in the 'Alike!' short film. It's pretty neat.

  • macleanmaclean Posts: 2,438
    sriesch said:

    For example I have a note down when exporting an object from Bryce as .obj to import into studio, you have to rename it to include no spaces in the name or it doesn't work correctly (can't remember if that's a Bryce export or DS import issue), so it may appear that some things work while others in the same format fail.

    Name spaces frequently cause problems with .obj. That's why most people avoid them completely. I always use filenames like 'myfile.obj' or 'my_file.obj'. Anything to avoid a space in the name.

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