Multiple UVs, Seamless Custom Genesis Textures and Backups

edited December 1969 in New Users

Hey there folks,

I’m fairly new to Daz, but not 3D in general and I have a couple of questions:

First, I know that some vendors are using Zbrush to create morphs and or displacement maps for the Genesis figure (I’ve seen screen shots of their work). Morphs and GoZ aren’t an issue, as I understand how that works. However, I know that Zbrush will throw a tantrum when attempting to export maps from a mesh with multiple UV regions or overlapping UVs. Other than re-mapping the UVs, creating my own templates and making that figure incompatible with other textures and maps, how can I create seamless textures for Genesis? What program should I be looking into to achieve this?

Second, the file system used in Daz is somewhat confusing to me when it comes to backing up content files. With other programs I can just drag the folder that I pointed to when saving the file onto another drive and problem solved (Maya and Zbrush can save out project folders containing everything you used to make the scene). What should I be doing to backup my work in Daz Studio when the smart filter is pointing to so many different places for content relating to just one figure? Is there a single folder for me to work with?

Comments

  • Richard HaseltineRichard Haseltine Posts: 101,113
    edited December 1969

    You need to export an OBJ from DS, ideally with the matching material zones combined into one (so all those starting 1 are combined into one zone, all the 2s into another and so on) using the Polygon Group Editor or a modeller, then set the ZBrush Import options to load Mats as groups and not polygroups as groups. Once you are done polypainting you can either split the mesh into subtools by group and create texture from polypaint on each or you can hide groups and create a new texture from polypaint on a single visible group.

    What do you want to back up? There's no real need to make additional backups of stock content - you can simply reinstall that at need (I would always keep a local copy of the zips, though). Custom content will be written to the Data folder in the content directory you save to, assuming you do save to a content directory if the location you save to isn't in a mapped directory the data folder in the first DAZ Studio content directory will be used) - you can also make sure you save any custom items as assets using File>Save as>Support asset in which case you will be able to specify the base directory used, placing all your creations in a single folder that contains nothing else will simplify backing up.

  • edited December 1969

    Thanks for the reply,

    I think I follow you on the file backup. My concern was where the files to a custom character, such as morphs, materials, textures and possibly lighting would be going.

    AS far as the UV/texturing, I get what you’re saying about the Zbrush groups/polygroups. However, I’m not entirely clear about what you’re suggesting that I do with the initial obj export from Daz.

    “You need to export an OBJ from DS, ideally with the matching material zones
    combined into one (so all those starting 1 are combined into one zone, all
    the 2s into another and so on) using the Polygon Group Editor or a modeler”

    What do you mean by 1’s and 2’s? Is this something that will be in the file names of the textures themselves? How would I know which is which? Also, by separating the 1’s and 2’s into 1 UV region do you mean actually moving or re-arranging the UV islands of a certain type so that they all fit on one template? In regard to breaking compatibility with other Genesis figure maps I’m not quite sure how this would be different from actually remapping, other than saving time from not having to do completely new un-wraps.

  • Richard HaseltineRichard Haseltine Posts: 101,113
    edited December 1969

    The fourth generation figures and Genesis 1 have numbers in front of each material name -everything starting with 1 uses one map (the head), everything starting 2 another (the body), 3 is the limbs, 4 the mouth, etc. I was suggesting combining all of the zones starting with 1 into a single zone, 1HeadMaps, and all those starting with 2 into another, 2BodyMaps, and so on so that with AutoMasking on in ZBrush you can quickly select the whole of the related area. i wasn't suggesting editing the UVs, just changing the divisions to simplify the process. Genesis 2 doesn't work in quite the same way but you can see the way the materials go together in the Surfaces pane, or you can right-click with the Surface selection tool and select all materials using the same texture to see which can be grouped.

    For custom characters, DS doesn't move textures - so they will stay wherever you placed them before applying them. Lighting and camera settings are stored in the scene, as would be a custom Shader Mixer setup (or you can save a Shader Asset which will place the brick layout in the chosen Data folder, as with geometry and morph assets).

  • edited December 1969

    The obvious advantage to breaking a figure down into several separate UV areas is greater texture resolution per part. I get that. However, I learned 3D alongside digital sculpting in Zbrush, where multiple designations on the same mesh caused problems, so I avoided it. Your way sounds like an incredibly efficient way to deal with a single mesh containing multiple UV assignments and I'd love to figure out how it works.

    I still don't get what you're suggesting that I do. Basically, right now my head is at the place this artist was in regard to what this obj is going to look like once I export and look at the islands in a UV editor.

    http://www.polycount.com/forum/showthread.php?t=116977

    Without changing anything the initial UVs it would be an overlapped and jumbled mess that occupies the same UV space. What you suggest is that I can combine all the 1's, 2's, 3's etc without having to move any of the existing UV islands simply by changing a setting? Could you please explain how I would do that? I have access to Maya, Max, Zbrush and of course Daz studio.

    The above may all be a moot point. How about this: Export the figure to Zbrush from Daz using Goz; sculpt, polypaint and texture at will; hide everything except a specific group; export out any maps needed for that group while other groups remain hidden; repeat for every UV region. Would that not work or would you still attempt to converge the numbered UV regions as you described above?

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    tk237 said:
    The above may all be a moot point. How about this: Export the figure to Zbrush from Daz using Goz; sculpt, polypaint and texture at will; hide everything except a specific group; export out any maps needed for that group while other groups remain hidden; repeat for every UV region. Would that not work or would you still attempt to converge the numbered UV regions as you described above?

    That should work. As long as you don't mess with existing layout, exporting one group at a time should be safe. I've done it from Blender, that way (yeah, Blender's paint tools aren't the best, but the smear brush is useful for fixing seams...as long as you don't need great detail)

  • edited December 1969

    (Nods to mjc1016)

    Based partly on what Richard suggested that I do and a few Google searches I came across a video with someone texturing an asset inside Zbrush that contained multiple UV maps and figured that might solve the issue.

    I'll be doing post work on the final renders with a combination of Photoshop filters and clone brushes in Painter and will rarely have figures that aren't almost fully clothed, so seams aren't a huge problem to deal with. I just wanted to find out the most efficient way to preserve map compatibility with Genesis once I start making custom files. Unless I'm missing something I'll have to export out individual maps per group either way, so wouldn't doing anything at all to the existing UV designations be an unnecessary step? What advantage would combining 1's and 2's give me when I need to export maps group by group?

  • mjc1016mjc1016 Posts: 15,001
    edited January 2014

    There are 7 groups on Genesis 1...most of those have several individual material zones. Combining them, like Richard suggests, means only 6 other things to hide, as opposed to something above 10. Also, that matches, closely (I think some of the eye ones are combined on one map...) the usual texture map sets.

    Basically, it's a lot less work when it comes time to export.

    Post edited by mjc1016 on
  • edited December 1969

    mjc1016 said:
    There are 7 groups on Genesis 1...most of those have several individual material zones. Combining them, like Richard suggests, means only 6 other things to hide, as opposed to something above 10. Also, that matches, closely (I think some of the eye ones are combined on one map...) the usual texture map sets.

    Basically, it's a lot less work when it comes time to export.

    Ah, ok great. I get everything about what's been suggested thus far and why I should do it, except how do I combine the material zones so that there isn't any overlap and without having to move any of the UV islands.

  • Richard HaseltineRichard Haseltine Posts: 101,113
    edited December 1969

    In DAZ Studio, switch to the Polygon Group Editor and open the Tool Settinsg pane. If you have the figure selected you should see several lists, of Face groups, of Surfaces and others - you want to look at the Surfaces list so close the others by clicking the triangle next to them. Click the + next to each surface that uses the face map - that will select all of those polygons. Now right-click on the list and select Assign selected faces to group - that will combine all of the surfaces into one single surface (the others will still be listed but the number of polygons will be 0). Click the - next to the combined group to deselect all. Now do the same with the next group of surfaces, the ones using the body maps. When you are done you can optionally select the groups with 0 polygons in them and right-click to delete them. Export that OBJ and you will find it easier to select the needed groups in ZBrush.

  • edited December 1969

    Got it. Thanks a bunch!

  • wdsmith1959wdsmith1959 Posts: 60
    edited December 1969

    I am pretty confused as to how to do multiple UV's in DAZ 4.6. I don't use ZBrush, GoZ, whatever. I am just using Hexagon and DAZ 4.6 in create uniform items. I cannot get the button textures nor the chinstrap textures to load onto my shell jacket. I would greatly appreciate someone walking me through how to resolve this problem. Thank you.

    tk237 said:
    Thanks for the reply,

    I think I follow you on the file backup. My concern was where the files to a custom character, such as morphs, materials, textures and possibly lighting would be going.

    AS far as the UV/texturing, I get what you’re saying about the Zbrush groups/polygroups. However, I’m not entirely clear about what you’re suggesting that I do with the initial obj export from Daz.

    “You need to export an OBJ from DS, ideally with the matching material zones
    combined into one (so all those starting 1 are combined into one zone, all
    the 2s into another and so on) using the Polygon Group Editor or a modeler”

    What do you mean by 1’s and 2’s? Is this something that will be in the file names of the textures themselves? How would I know which is which? Also, by separating the 1’s and 2’s into 1 UV region do you mean actually moving or re-arranging the UV islands of a certain type so that they all fit on one template? In regard to breaking compatibility with other Genesis figure maps I’m not quite sure how this would be different from actually remapping, other than saving time from not having to do completely new un-wraps.

    shellJacket_test1DAZforum.jpg
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    foragecapRenderDAZforum.jpg
    2000 x 1414 - 480K
  • wdsmith1959wdsmith1959 Posts: 60
    edited December 1969

    As you can see, the chin strap on the forage cap should be black leather and the buttons should be brass. The buttons on the jacket should also be brass. One other problem I'm having is in replicating the wool texture of the clothing.

  • ChoholeChohole Posts: 33,604
    edited December 1969

    As you can see, the chin strap on the forage cap should be black leather and the buttons should be brass. The buttons on the jacket should also be brass. One other problem I'm having is in replicating the wool texture of the clothing.

    Your cuffs below the braiding and the collar should be a different colour as well, denoting the different groups, Infantry, Cavalry or Artillery.

    Also, especially for Officers uniforms I used to use wire braid in a gold colour for the sleeve braiding and the collar flashes.

    Wool texture, this is the wrong colour, but does give you an idea Wool Texture

  • wdsmith1959wdsmith1959 Posts: 60
    edited March 2014

    Yes, buff is for staff, yellow for cavalry, red for artillery, and blue for infantry. I was using this particular figure to test my sleeve rank, etc. I'm just having difficulty getting the chin strap on the forage hat, and the buttons to have the correct texture maps. It does get a bit complicated, but at least I am making some progress :-) , compared to where I was just a week ago . Thank you for the homespun texture. I'll try to use that and change the color. Some of the Confederates later in the war used what was called "jean cloth" which was homespun combining cotton and wool.

    chohole said:
    As you can see, the chin strap on the forage cap should be black leather and the buttons should be brass. The buttons on the jacket should also be brass. One other problem I'm having is in replicating the wool texture of the clothing.

    Your cuffs below the braiding and the collar should be a different colour as well, denoting the different groups, Infantry, Cavalry or Artillery.

    Also, especially for Officers uniforms I used to use wire braid in a gold colour for the sleeve braiding and the collar flashes.

    Wool texture, this is the wrong colour, but does give you an idea Wool Texture

    Post edited by wdsmith1959 on
  • ChoholeChohole Posts: 33,604
    edited December 1969

    Yes, buff is for staff, yellow for cavalry, red for artillery, and blue for infantry. I was using this particular figure to test my sleeve rank, etc. I'm just having difficulty getting the chin strap on the forage hat, and the buttons to have the correct texture maps. It does get a bit complicated, but at least I am making some progress :-) , compared to where I was just a week ago . Thank you for the homespun texture. I'll try to use that and change the color. Some of the Confederates later in the war used what was called "jean cloth" which was homespun combining cotton and wool.

    chohole said:
    As you can see, the chin strap on the forage cap should be black leather and the buttons should be brass. The buttons on the jacket should also be brass. One other problem I'm having is in replicating the wool texture of the clothing.

    Your cuffs below the braiding and the collar should be a different colour as well, denoting the different groups, Infantry, Cavalry or Artillery.

    Also, especially for Officers uniforms I used to use wire braid in a gold colour for the sleeve braiding and the collar flashes.

    Wool texture, this is the wrong colour, but does give you an idea Wool Texture

    Yes never easy. I have previously kitbashed existing items to get my uniforms. Some more wool texture.

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    One of the things to try...and is often easier to do...use a seamless tiling texture instead of trying to map a texture to the pieces. It's a lot easier to keep the 'scale' of the weave that way. In DS the tiling will affect the diffuse, opacity, specular, bump and displacement maps. It doesn't tile normal maps (and I don't think it tiles reflection maps, either).

    The only problem with it, is that overlays/patterned appliqués/embroidered 'doo-dads' that are applied to the texture map will also tile. There are two ways around that...use a 'geoshell' to hold the add-on (DS 4+) or create even more material zones (works best for things like stripes).

  • wdsmith1959wdsmith1959 Posts: 60
    edited December 1969

    What I am running into is that the weave of the fabric texture isn't even showing up on my figures. It is much too pixelated and I do not know how to fix this. I also don't fully understand the "checkerboard" thing.

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