Finding texture maps for Freak character
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I searched the entire C drive and cant find the Freak texture maps. Where would they be? They show on the model. I can find other texture maps at C:\Users\Public\Documents\My DAZ 3D Library\Runtime\Textures
It seems like I should be able to go somewhere within Daz, like Surfaces, to locate the folder the map is kept in. "Browse to file location" does not take me to the texture maps. Unless the !CLR_Bodysuit.pz2 file(one of the files that "browse to file location" takes me to) has a texture map somewhere within it that I can't access the png, jpg, or bmp etc texture.
Post edited by television_666c9177ca on
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Thanks, CGHipster. Yes, I did get the Freak model a while ago. The UV maps don't seem to be in the old Poser/Efrontier runtime either. Even with newer models like Ceratosaurus, the "Browse to File Location" takes me to C:\Users\Public\Documents\My DAZ 3D Library\Runtime\Libraries\Materials\DAZ Dinosaurs\Ceratosaurus where there are no UVs. With a separate Windows search, I find the UVs in C:\Users\Public\Documents\My DAZ 3D Library\Runtime\Textures\Animals\CeratosaurusDR . Even with the DAZ model SYSerpConstrictor that I purchased this year, I can't seem to find the UV from within the Surfaces tab. I have to find it with a completely different Windows search. The Freak UV's location remains a mystery.
It looks like you're talking about The Freak/Freak 3. In which case, according to the file list in the docs, there really don't seem to be any separately editable texture files. They must be encoded into the PZ or geometries files somehow, but I can't imagine how.
http://docs.daz3d.com/doku.php/public/read_me/index/1681/file_list
If you're talking about Freak 4 or Freak 5, the surfaces tab should be able to take you to them.
If you look at the file list in the link show, you can see the mat pose files at the bottom
/Runtime/Libraries/Pose/!MAT FREAK/! All FREAK Default.png
/Runtime/Libraries/Pose/!MAT FREAK/! All FREAK Default.pz2
/Runtime/Libraries/Pose/!MAT FREAK/! All FREAK White.png
/Runtime/Libraries/Pose/!MAT FREAK/! All FREAK White.pz2
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Bodysuit Off.png
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Bodysuit Off.pz2
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Bodysuit.png
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Bodysuit.pz2
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Shorts Off.png
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Shorts Off.pz2
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Shorts.png
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_Shorts.pz2
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_WetSuit Off.png
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_WetSuit Off.pz2
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_WetSuit.png
/Runtime/Libraries/Pose/!MAT FREAK/!CLR_WetSuit.pz2
Thanks Vwrangler and Chohole. Here is a screen shot showing those files in the same directory as shown above but, unlike other models, the Freak's actual UVs don't seem to be in the Textures subfolder of Runtime either or anywhere on my C: drive.
That version of the Freak may not have actual UV maps but colors may be assigned by "vertex groups". Here is a screenshot of the materals when the model was imported into an old version of 3dsmax. Also, the Freak does not save a separate folder of materials when I check the "Collect Maps" option in the Export obj options in Daz, unlike the Ceratosaurus, for example, which creates a separate folder containing the texture maps within the same folder the obj is saved.
According to the product page, the textures are not included in the base figure (which seems a little odd now, but I think was fairly normal for pre-V4 figures like the original Freak).
You need something like this: https://www.daz3d.com/the-freak-morphs-and-maps
Yes, I think up to the third generation the maps were not part of the base figure but were an optional purchase.
Thanks Melanie and Richard. My main goal right now is to be able to export Daz models to Zbrush, Keyshot, Blender, or 3DSMax with the textures intact even if I have to reapply the textures, which I'm trying to avoid. The Freak model was my first test and it turns out not to have UV textures. I notice if I "Send To ZBrush" the Freak model within Blender, the individual polygroups are not retained in ZBrush. However, if I export the Freak as an obj to ZBrush, the individual polygroups are retained(see image) and I could easily assign colors to appropriate polygroups to match the inside-of-Daz version. The Ceratosaurus model obj, which does have UV textures, once imported into ZBrush, can easily have its texture added manually within ZBrush after importing the texture into ZBrush.
Odd - although there are no texture maps in the base figure product, The Freak is definitely UV-mapped (there were UV maps for him from the store page once upon a time, though the links no longer work)
I don't know ZBrush at all, so I've no idea why the surface mapping wouldn't transfer automatically.
I have imported a Daz dinosaur and applied its single texture in Zbrush successfully. But as far as a building structure like StoneMason's Urban Future, with around 10 different color textures and single polygroups with multiple maps, it doesn't seem like there is an easy or realistic time-wise way to have a textured StoneMason Urban Future inside of ZBrush. I wanted it textured in ZBrush so that I could then import it into "Keyshot for Zbrush". Keyshot for ZBrush doesn't allow models outside Zbrush to be imported.
Are you sure there are no UVs? There is an issue with Daz humans and ZBrush - ZBrush doesn't, or didn't, natively hnadle UDims and stacked UVs - where the body is split into surfaces which use different maps, each taking the whole of the UV space. It is possible to work around this, but you do need the surface groups (instead of the bone groups as shown in your image) - you need to check the Mats as Groups option (frorm memory) in the ZBrush OBJ import options.
Meged threads as they are both on getting textures into ZBrush, it helps to avoid duplication of information.
With the Freak model, I have searched extensively on my C: drive and can not find any UVs for it unless they're embedded in another file. I can find the UVs for every other model I've checked for though.
The different colors of the polygon groups in the Freak model image above might also be surface groups. The color separates mid-thigh for shorts(the 2 colors on each thigh are very similar but separate polygroups) and seem to conform with where the clothing starts and stops. Attached is a "morph to UVs" screenshot from ZBrush. In ZBrush under Texure I can press "new from UV map" and its something similar but seemingly random colors that don't represent the Freak coloration either.
Also attached is a Daz dinosaur that I had no problem assigning its texture to in ZBrush. In addition, a screen shot inside Blender of Stonemason's Urban Future with the textures applied manually(a couple maps in the wrong place on purpose). There is a video tutorial that I have yet to get to that I believe shows a non-manual, more automated way to apply the Daz model textures in Blender. The maps show up in the viewport but I had to create nodes and assign UV textures for them to show up in a Cycles render.
I think there may be a confusion in terms here. The UVs tell the aplication how to wrap a texture around the mdoel and are part of the basic model data in DS and in OBJ exports. Textures are not UVs, they are just image files laid out to fit the UV mapping of the model. The Base Freak 3 does not have textures, but it is UV mapped.
Yes, sorry, I thought you meant UV as in UV texture above. I meant there are no UV texture maps as in texture maps that conform with the UV layout of the particular model. I agree that my Freak model is UV mapped and no texture map but was initially thrown by the model's coloration which made me think it had a texture map of red and green(like the non-texture map snapshot below showing coloration). In Daz, are the vertices or polygons are assigned colors for this model? How is the red/green coloration achieved without a texture map?
The Surfaces are given base colours - usually those are left at white and a map is applied, but they can be set to other values (the colour and any map are multiplied together to give a final colour for that property, which is why white is usually used).
Thanks, Richard.