Creating / Manipulating UVs for new .objs?

srinitysrinity Posts: 25
edited May 2018 in New Users

Good morning Daz community,

I am trying to create an environment prop, and have no idea where to begin.  

Geometry:  That is relatively easy (I think).  I can use Inventor or some other CAD package to make my geometry.  (And then export it to Daz in cm scale.)

Importing into Daz and applying a material I can do.  Some of the surfaces look good, but others are completely whack.  (This is after I scaled my texture tiling to 0.01 in both U and V.)

With the default UV map Inventor generated, we can see that the texture does not apply 'correctly' to the item.  (And indeed, the UV view in DS shows quite a mess...)

What is the "easiest" method of going about and fixing the textures on this .obj file, so I can use the item in Daz?

Crypt1.jpg
500 x 686 - 29K
CryptDefUV.JPG
500 x 646 - 177K
CryptUV.JPG
500 x 491 - 134K
Post edited by srinity on

Comments

  • jestmartjestmart Posts: 4,449

    CADs often make horrible meshes when exported to .obj format.  Could you show it in DAZ Studio in wire shaded mode?

  • Richard HaseltineRichard Haseltine Posts: 102,805

    That's a tricky shape, you are not going to avoid stretching and/or seams (imagine making a real version and think how the bricks would have to be placed to make the half-dome). Perhaps box map the main wall, then cylinder map the recess and possibly sphere map the haf-dome, then fiddle around to place maps in your image editor rather than try to just use a tile in DS.

  • srinitysrinity Posts: 25
    edited May 2018
    jestmart said:

    CADs often make horrible meshes when exported to .obj format.  Could you show it in DAZ Studio in wire shaded mode?

     

    That's a tricky shape, you are not going to avoid stretching and/or seams (imagine making a real version and think how the bricks would have to be placed to make the half-dome). Perhaps box map the main wall, then cylinder map the recess and possibly sphere map the haf-dome, then fiddle around to place maps in your image editor rather than try to just use a tile in DS.

    Are there tutorials for how to do that?  I have not read it deeply, but the reference section for Hexagon kinda sucks.  

    Wireframe.JPG
    500 x 619 - 142K
    hiddenline.JPG
    500 x 631 - 120K
    Post edited by srinity on
  • SickleYieldSickleYield Posts: 7,644

    I don't have or use Hexagon, but I could grab some screens or do a quick video of the process in Blender if that would help?

  • barbultbarbult Posts: 24,869

    I don't have or use Hexagon, but I could grab some screens or do a quick video of the process in Blender if that would help?

    Everything you do is helpful!

  • srinitysrinity Posts: 25
    jestmart said:

    I don't have or use Hexagon, but I could grab some screens or do a quick video of the process in Blender if that would help?

    Anything helps!  I haven't learned Hexagon, nor have I learned Blender yet.  So I am on an equal footing with both :)

  • sura_tcsura_tc Posts: 174

    The mesh is too messy. You will have a nightmare trying to UV-map it. It's probably better to model it again in another 3D modeller.

  • SickleYieldSickleYield Posts: 7,644

    Okay, have a look at this!  You can download Blender for free here:

    https://www.blender.org/download/

    You may be thinking, looking at how long the video is, that I have an extremely poor grasp of the word "quick."  You are not wrong. 

  • srinitysrinity Posts: 25

    Okay, have a look at this! 

    Thank you SickleYield!  Everything else is ready, now to watch the video and make the alcove look good. 

    (attached image obviosly is my attempt at doing things before the tutorial - texture discontinuites all over.  Will come back and post the improved finished work later.)

    Rememberence.jpg
    1500 x 1500 - 629K
  • InkuboInkubo Posts: 745
    edited May 2018

    (Deleted comment. I decided my thoughts wouldn't be particularly helpful at this juncture.)

    Post edited by Inkubo on
  • jestmartjestmart Posts: 4,449

    The mesh wasn't as bad as I would have expected but all those triangles is what makes it hard to UV map (and the long skinny tris can often cause shading problems).

  • stubie128stubie128 Posts: 13
    edited June 2018

    @srinity - I am curious. Are you intending to use this object in other 3D software? Or do you only need to apply surface/textures for Daz3D?

    Have you tried using the geometry editor tool in DAZ3D? I am by no means an expert but when I import models to DAZ3D I use the this geometry editor tool to 'skin' them by assigning surface group properties. You can apply a surface property to any triangle or group of triangles, once you have done that you have options to customise how that surface is applied with as many variations that you could wish for.

     

    It would seem to achieve what you appear to be asking, if I am understanding your initial question correctly.

    Post edited by stubie128 on
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