[SOLVED] Scale issues while applying an image as texture on a primitive surface.

lealea Posts: 25
edited February 2017 in New Users

Hi everyone !

I wanted to create a simple button on DAZ3D in order to use it on a fashion program.

On DAZ, I created a primitive with those parameters :

I used the geometry editor  in order to have a separate surface for the face, where I will insert an texture image. (I'm planning to just set a similar color for the rest of the object surface)

I dowloaded an button image I like on the internet and on GIMP, I created my texture maps (I'm not an expert please tell me if i'm doing it right). I set the image diameter as 3cm (like the primitive)

I exported as png each of them.

On DAZ, I select my surface, I select the surface tab, and choose my diffuse color image. The surface diameter and the image width are the same, but the image is taken bigger and only the right bottom corner is visible on the surface.

How am I supposed to set my texture maps in order to have what I need on the right scale and position ?

Thank you in advance for your answers :) 

Regards, Léa :)

Post edited by lea on

Comments

  • You can try adjusting the Tiling and Offset values to get it to fit, but ideally you would export an OBJ and get a UV template from that or use UV Tailor http://www.daz3d.com/uv-tailor to export a template from within DS. Once you have a template you can see where to place your image so that it lines up with the model.

  • Roman_K2Roman_K2 Posts: 1,253

    Note that it's not only textures that may need to be "re-sized" or "adjusted", with the Tiling and Offset values... some shaders come in really big as well. You really, really have to knock them way down.

    Of possible interest: in this tutorial on Youtube, Winterbrose goes into moving and positioning the texture file on a surface.

  • lealea Posts: 25

    Hello, thank you for the tips ! I will try UVMapper classic as he suggest on the video :) ( http://uvmapper.com/downloads.html ) . I can't afford UV Tailor.

    I found Tiling and Offset parameters and managed to fit the image on the surface, but yeah it is be a bit annoying to resize the normalmap and the specular map as well.
    I still find it weird that the image is shown bigger than is supposed to be, is that a difference between GIMP and DAZ pixel resolution ? Or it's completely something else ? Sorry to be that curious :p

    Thank you for everything ! I'll keep you in touch if I managed to use UVMapper :) 

    Regards, Léa

     

     

  • lealea Posts: 25

    Well, I tried UVMapper, and I managed to make my first button ! Yay !

    The map is expected way bigger than the actual size, and each shapes expect to find their texture on a specific image area.

    I exported an OBJ from DAZ and imported it on UVMapper.

    I could have save time by directly create my primitive on UVMapper through New Model > Cylinder and set the parameters.

    I replaced my old OBJ with this new one with "Save Model..", and exported the Texture Map (it saves a bmp file).

    Then, I did my textures maps on GIMP like last time (if you have a tutorial to create and apply properly the textures maps, I would be happy beacause I do it a bit as I feel)

    Finally, I imported the new OBJ on DAZ, went to the surface tab and apply my texture maps and set some parameters and voilà !

    Thank you very much :)

    Léa

     

  • Glad you were able to sort the workflow out.

  • Roman_K2Roman_K2 Posts: 1,253
    edited February 2017
    lea said:

    I still find it weird that the image is shown bigger than is supposed to be, is that a difference between GIMP and DAZ pixel resolution ? Or it's completely something else ? Sorry to be that curious :p

    I don't know what the deal is with that... I have quite a few Youtube tutorials D/L that I have yet to watch... blush  I haven't been able to figure out the relationships, if any, between the various formats. The biggest surprise of recent has been a chain mail shader in the DAZ store... the loops of "metal" are HUGE in this one shader and it took me a while to realize that you have to really crank the setting down, for it to look good on the average DAZ model.

    Curiousity is good in this case!  Unfortunately working with high-res models and UV's and textures seems to be a bit of a science or a whole new skill area, all in and of itself. I think the UV Tailor product is a case in point... obviously there's a lot to learn with that one.

    I know what good pixel resolution is, at least for me, and I know what I'm comfortable working with with at this time but I've seen a few mentions of mesh resolution or density, esp. with respect to preparing textures for use with Iray... that's a whole new level of complexity. I don't get that use of the word "resolution" at all, esp. the relationship, if any, between high-res graphics (eg. 300 dpi pictures of people or faces or barnboard and the images are saved 4096 x 4096 say) and how they may be used on "high density meshes".

    With an older processor and 4 GB of RAM, I work with graphics that are, say, 12,000 pixels wide maximum and (truth be told) I skew towards an older machine here which prefers an average of (say) 5,000 pixels wide, maximum. If I'm not mistaken though 8 or 12 GB of RAM and a quad-core processor (say) will allow you to do much more. And newer image editors even let you split pixels so edges can be made really smoooooth and you can print giant banners and so on and it will still look good.

    Hmmm... thinking about what would be a good yardstick...  Okay, I took a quick look at my hard drive for face textures. Most of the older figures like V4 and M4 use face textures that are 512 or 1,024 pixels wide say. One custom character for V4 has a 4,000 x 4,00 pixel face texture. Later figures like G2F on my drive seem to have 4,096 x 4,096 pixels. I don't think very many people are doing 8,000 pixel textures yet although I noticed a few commercial figure models on another sites with that resolution or higher, on products that cost $1,000 to $2,000 say. By way of comparison I think there is one figure in the DAZ store, Bijou for G2F, that costs $350... I guess my point is that generally speaking, time is money so if you need lots of detail you have to sort of pay for modelling time and the extra attention that high definition models andlarge textures demand. Bijou's maps are apparently 3,000 by 3,000 by the way. I have rendered G2F a few times with Iray, in the 5,000 pixels wide range and it is pretty mind-blowing, looks so real etc. I'm just guessing but I think I can see where 1,024 x 1,024 textures on say, carved wooden or stone ceilings no longer do it for me. It depends.

    I don't know if textures dot com is an official DAZ partner site or not, but there are definitely ads for Damien 7 on that page... image files there seem to top out at around 5,000 pixels wide for the most part. The sample link I'm providing is for photographic type gravel textures; your "results may vary" as they say.

    Maybe what you want to do is render something - a button, a flower, a pair of dice beside a head-and-shoulders shot of one of the Genesis figures. Do it a few times, and each time use different-resolution textures, you know 512 x 512, 1024 x 1024, 4096 x 4096 and so on... and output several renders for each: 1,024 pixels wide, 2048 pixels wide, 3,000 pixels wide and so on. At some point you should begin to acquire a sense of how much detail you want, and what works for you if the object is supposed to be a 3/4 inch lapel button (say) or one that is the size of an elephant or a delivery truck, and what size your final image will be. At some point it will no longer matter -- and if your intention is to render frames for an animation you'll probably want to back up a bit, eg. to make the whole project smaller and less resource-intensive.

    I think the biggest DAZ render I have tried is Allesandro's grizzly bear, Ursus Arctos. It comes with an optional "LAMH" fur suit and the whole thing looks pretty good in the 5,000 pixel range say. Sadly, I have yet to apply the result to an actual product like a t-shirt or a poster. I think I have printed 5,000 pixels-wide files up to about 30 to 36 inches wide here at my end. Generally speaking they look pretty good in initial tests, and various bits of text (black letters on a white background) have been nice and crisp. These poster-sized test prints usually cost between $20 and $30 each... if you're not doing posters then going to these lengths probably doesn't matter... I'm just mentioning this because these are roughly the file sizes I want to generate, and the above are the sorts of things that *I* might want to use them for.

    Another intensive sort of render is thick grass. (DAZ Store link) Hundreds of thousands of polygons!!!

    Here is an example of what is for me a big render, and some of the textures are not up to snuff when used on a web page at 1,200 pixels wide say... for some reason the blades of the cattails, which are 40 or so pixels across, just don't do it for me in the broader sweep of the image. The stone work isn't great either but I'm not complaining... Most of my work files for this picture were less than 5,000 pixels wide.

    That particular DAZ model is also one of the giant castle ones that I can't handle very well at this time. If I was to use higher resolution textures for (say) the stone work then even a partial render would be out of my range.

    moat-v1.jpg
    1080 x 683 - 259K
    Post edited by Roman_K2 on
  • lealea Posts: 25
    edited February 2017

    Hi Roman_K2 !

    Woah I've so much to learn :O

    Originaly, I'm not into 3D, I've learn fashion at school, and I'm working in a software company, specialized in fashion software.

    These last 10 years, there been 3D software made for the pattern makers, so that then can have a first vitual garment prototype before even get the fabrics.

    We're developping one and I'm making a database of texture, button, but also figures, to be used on the software.

    Fisrt I was importing a single image as a texture but I learn I can add a volume an so on with the texture mapping etc...

    So so much to learn ! Thank you very much.

    If you have blog or Youtube channel to recommend for 3D basis, I'm taking it :)

    Regards, Léa :)

    Post edited by lea on
  • Roman_K2Roman_K2 Posts: 1,253

    Thanks for the nice comments. No, I don't have any favorite blogs or Youtube channels, but I have thought about a "beginner" or "intermediate" forum of some sort... unfortunately this would mean a lot of web page add-ons (eg. Wordpress or PHPbb, that sort of thing) which would be quite time-consuming... hard to factor in.

    I usually just search Youtube with the letters D-A-Z as my main keyword, and "Hexagon", and I save the items to my hard drive to view offline. Most of this is waaaay too complicated, and needs more than one practice run where you're watching the tutorial on one screen, and doing the work on another screen.

    See the "Hexagon" forum here for a current thread about Allegorithmic's "Substance Painter" program. Those people (Allegorithmic) seem to be taking things to another level. I don't know anything about Substance Painter or similar programs (Zbrush? Blacksmith 3D) but the stuff sure looks wild.

    I have only looked at pattern makers once... even the simplest programs or templates, to make a stuffed toy say, seem very complex!

  • lealea Posts: 25
    edited February 2017

    Hi yes I know which softwares you mean. I've tried Sculptris, which has a sculpt mode and a paint mode. I'm not equiped with a graphic tablet so my paintings are not that great but I saw pretty nice renders made with it.

    Thank you for all the tips.

    Léa

    Post edited by lea on
Sign In or Register to comment.