help with fully custom content textures?

Noved1Noved1 Posts: 160
edited June 2013 in New Users

i have been working with blender and sculptris, to create OBJs. the only thing keeping them from use is that i have tried in vain for a awhile to figure texturing out. i understand that i have to UV map it and such, and i have poured through many tutorial on reflection maps and bump maps, but for some reason all my attempts at any of this have failed. does anyone know of a program, method, or anyway at all that i can get a OBJ i made ready for use in 3d applications like DAZ? with the masterful quality i see on the daz shop? to be honest, if anyone wants to texture what i sculpt, i would love to collaborate.

Post edited by Noved1 on

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  • BlumBlumShubBlumBlumShub Posts: 1,108
    edited December 1969

    noved123 said:
    i have been working with blender and sculptris, to create OBJs. the only thing keeping them from use is that i have tried in vain for a awhile to figure texturing out. i understand that i have to UV map it and such, but all attempts at any of this have failed. does anyone know of a program, method, or anyway at all that i can get a OBJ i made ready for use in 3d applications like DAZ? to be honest, if anyone wants to texture what i sculpt, i would love to collaborate.

    Hi there,

    I am sadly no expert in the matter of UV Mapping, but I am first one here and I have a link to a useful YouTube vid which shows how to UV Map a tyre. I'm sure you're modeling things a little more complex than that, but the process would be the same. It uses Hexagon, but again I'm sure the tools will be similar in Blender. Not sure about Sculptris, I haven't even seen that for over a year.

    Once you've got your UV Map, take that to your 2D art program and you should begin to understand how the UV maps work. Experimentation is key here, as the UV Map will show how the textures will swell and constrict around certain parts of the model.

    I am sorry I can't be more specific, but I hope at least that was SOME use.

    Take care,
    Barry.

  • Noved1Noved1 Posts: 160
    edited June 2013

    i am mostly using sculptris until i can afford Z-Brush :D anyhow, i seem to be able to get to the step where the UV map is exported, but then attempts to apply it have it looking terrible..jumbled and translucent, with no part in its place. i wish i could just paint OBJs. like real life clay, and be done. can that be done with programs like "realitypaint" or modo" i wonder? i would think the full version of Z-brush would work too. i was also thinking i could pay to have things textured...like a commission. i dont even know where to begin with that though

    Post edited by Noved1 on
  • BlumBlumShubBlumBlumShub Posts: 1,108
    edited December 1969

    noved123 said:
    i am mostly using sculptris until i can afford Z-Brush :D anyhow, i seem to be able to get to the step where the UV map is exported, but then attempts to apply it have it looking terrible..jumbled and translucent, with no part in its place. i wish i could just paint OBJs. like real life clay, and be done. can that be done with programs like "realitypaint" or modo" i wonder? i would think the full version of Z-brush would work too. i was also thinking i could pay to have things textured...like a commission. i dont even know where to begin with that though

    I did think that Blender had some 3D Painting options, but perhaps I'm wrong.

    I know ZBrush can do that, but obviously it's not a cheap piece of kit to have.

    The translucency of your texture will be set in your shader, not the texture itself though. If you look at the shaders, you'll see sections for Diffuse, Opacity, Ambient, etc., and there will probably be a separate one for Translucency. Check the values of those.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Blender has 3D painting tools

    If you UVmapped it and textures are not lining up properly then it sounds like you haven't assigned the material zones in Blender, or you Uvmapped it and then adjusted the mesh after.

    It is a fairly straight forward process, mark the seems, unwrap, export uvmap at whatever resolution you want, take that uvmap in GIMP/Photoshop and get to work on the textures. Yes the texture side is hard if you want quality from the get go.

    Load model in to Daz Studio aplly the maps manually and save.

  • Noved1Noved1 Posts: 160
    edited June 2013

    it appears as though i will need to keep trial and error-ing. by the by, this alien gun is what i am trying to texture. sculpted in sculptris. its weird shape makes UV mapping hard, how many polys should something like this be?

    gun_test.jpg
    1280 x 668 - 92K
    Post edited by Noved1 on
  • Richard HaseltineRichard Haseltine Posts: 100,946
    edited December 1969

    A lot, if you want that level of detail - if Sculptris can UV Map and export some of the detail as displacement that would allow you to reduce the count, but given your problems I suspect it can't. Blender may well have the tools to re-topologise to a lower resolution mesh, with only the general shape and large details, plus a displacement map to reinstate the fine details when you render.

  • BlumBlumShubBlumBlumShub Posts: 1,108
    edited December 1969

    OMG a chocolate gun! Practical AND delicious!

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