Genesis to Maya

I wanted to render a Genesis 8 model, with Maya + Arnold. Do you guys have any tips on bringing the Genesis 8 model with all the textures into Maya, and setting up a Standard Surface shader with proper Subsurface Scaterring?

Comments

  • PadonePadone Posts: 3,804

    I do it with Blender. If you go for still pictures you may export a baked scene in obj format. I use obj for scenes and fbx for characters. The overall materials are usually not bad because the textures fake them enough. But some materials may need a retouch. Using the principled BSDF shader this is pretty easy.

    I guess with Maya and Arnold should be similar.

  • The problem I'm facing right now is the textures doesn't import properly to Maya. I already exported it to .obj and had Write Material Library checked and Collect Maps checked. But when I imported it to Maya, no textures are showing up. Do you know how to solve this?

    I wanted to use .fbx, but I don't need any rigs since I just need still pictures, and I've had bad experience with rigs not looking 1:1 when importing between different softwares

  • I'll use it for animation too.

    Collada gives better risults.
    Follow this tutorial.

    My problem, as stated is: how do I know wich morph is using my figure so I don't export anything useless?
     

  • What if I don't need animation at all? I don't want the trouble of setting up rigs, I just need to move the static posed model with all the textures to Maya and render

    OBJ is just not importing the textures to maya properly

  • maybe you can create a new discussion?

    something like "exporting obj to maya but no materials"

  • Okay, I'll do that

  • PadonePadone Posts: 3,804
    musashi13 said:

    My problem, as stated is: how do I know wich morph is using my figure so I don't export anything useless?

    That question doesn't make sense to me. The morphs in the export panel are the same that you can find in the DAZ Studio interface. So just export those that you need and bake the rest. I usually bake everything but some facial expressions that I want to use in animation. Be aware that G3 characters use bones for facial animation so in that case you will not have morphs to export.

    OBJ is just not importing the textures to maya properly

    Sorry I didn't follow this entirely, I replied in your new discussion. Also some links that may be useful. The first contain some images of my tests with Blender. The second some tips on using fbx to export JCMs. It's related to Blender but the concepts are the same.

    https://www.daz3d.com/forums/discussion/160336/grainy-lighting-is-there-a-way-to-remedy-this

    https://www.daz3d.com/forums/discussion/136706/daz-importer-for-blender-version-1-2-by-thomas-larsson

     

  • I've asked my question in the page with the tutorial I've posted above, this is the answer (maybe can be usefull to other people):

    Parameter tab -> currently used

  • PadonePadone Posts: 3,804
    edited October 2017

    That is the list of the used morphs. But it's not the morphs that are useful to export. For example if you want to do facial animation you may want to export expressions, and they may not be listed in "currently used". Also, unless you want to animate a "transforming" character, the body morphs just need to be baked, even if they are listed in "currently used".

    You asked for "so I don't export anything useless" ..

    Post edited by Padone on
  • musashi13musashi13 Posts: 44
    edited October 2017

    Yes... probably my question was not clear enough..
    The ones under "currently used" are the essentials ones if u wanna see your figure in MAYA like you see it in DAZ, than you can add to that list whatever morph you need to get your animation in maya. Is this right?

    So the difference between bake and export is that when you get in Maya you can't change the value of the baked one?
    For exemple if a morphs is used to define eyes size I can bake it unless I want in my animation a changing eyes size...

    Post edited by musashi13 on
  • PadonePadone Posts: 3,804

    Yes, baked means the morph is applied to the geometry before export. So it becomes "part" of the geometry itself and it is no more a morph.

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