I had that crate, but had not used it.
Put it somewhere, not necessarily in your DAZ folder structure; I keep .obj's in a separate folder.
In this case I imported the .obj at 150% and the result is showing. (I think 170% is even better, but that's up to you)
Eventually you can delete the Poser, the .max and the two Blender ones.
It wont be going into a DS content directory, or a Poser Runtime, as it wont be seen in either of them, instead you either "file > import" the OBJ from where ever you extracted it to, or you extract it into a folder that you then add to DS as an "Other Import Format" directory, this option will allow you to see the OBJ in the Content Library tab.
Put it somewhere, not necessarily in your DAZ folder structure; I keep .obj's in a separate folder.
They're .obj files, put them in a folder in your /Runtime/Geometries/ folder. Or do what I do, bundle the .obj and .mtl files, and all the texture files in the "maps" folder, into a folder in your /Runtime/Textures/ folder. This will make things easier, D|S expects to look for these files somewhere in its Runtime folder structure; if you put them elsewhere it can cause problems later. In this case I imported the .obj at 150% and the result is showing. (I think 170% is even better, but that's up to you)
Eventually you can delete the Poser, the .max and the two Blender ones.
The size problem is because you didn't use the Poser version, that is pre-sized to import properly into Poser and (if you use the Poser import preset) into D|S. Delete the plain .obj file and rename the Poser file to match the name of the .mtl file.
Note that quite a few of these items include alternative textures in the maps folder, and usually bump and specular maps as well. These models are really good, and they're easy to use, but they are not click-click-render, you have to learn how to use them and how to set up the materials properly.
Note that quite a few of these items include alternative textures in the maps folder, and usually bump and specular maps as well. These models are really good, and they're easy to use, but they are not click-click-render, you have to learn how to use them and how to set up the materials properly.
And then, once they are set up, they can be saved out as props/etc into the 'regular' Studio content structure, so they will show up 'normally'.
Install the Maps/Textures to a DAZ Studio> My DAZ 3D Library (Or what ever your folder is)> Runtime> Textures> Folder named for the Textures on the item.
Import the POSER version of the object file (after renaming it so it Calls the .mtl file) with Poser default ticked on the Import menu.
Once the Item loads Select it in the Scene tab and OPEN the Surfaces Tab, Go to the Diffuse (and any other channels that load a texture) and use the Drop down image selector to BROWSE to the same texture file in your TEXTURE folder you made so it is now the texture on the item.
Do this for EACH material zone on the item. Once All textures are swapped to the textures in your Runtime Textures do..
Save As> Support Asset> Figure/Prop Asset. Create a Folder if needed to SAVE into, this SHOULD be inside your DAZ content folder but ABOVE the Runtime folder, I suggest the Default props folder. Once saved as a DUF prop assest the Object file is no longer needed. Now go Right back into Surfaces Tab, do a Select ALL on the Material zones. Do Save As> Materail(s) Assest to a Sub folder of the Prop folder.
You now have a DAZ Studio version of the item to load and A material file to load on the Object file if needed. I would keep it in my content just to have. Place the object file in your Runtime> geometries> folder in a folder named for the item.
Install the Maps/Textures to a DAZ Studio> My DAZ 3D Library (Or what ever your folder is)> Runtime> Textures> Folder named for the Textures on the item.
Import the POSER version of the object file (after renaming it so it Calls the .mtl file) with Poser default ticked on the Import menu.
Once the Item loads Select it in the Scene tab and OPEN the Surfaces Tab, Go to the Diffuse (and any other channels that load a texture) and use the Drop down image selector to BROWSE to the same texture file in your TEXTURE folder you made so it is now the texture on the item.
Do this for EACH material zone on the item. Once All textures are swapped to the textures in your Runtime Textures do..
Save As> Support Asset> Figure/Prop Asset. Create a Folder if needed to SAVE into, this SHOULD be inside your DAZ content folder but ABOVE the Runtime folder, I suggest the Default props folder. Once saved as a DUF prop assest the Object file is no longer needed. Now go Right back into Surfaces Tab, do a Select ALL on the Material zones. Do Save As> Materail(s) Assest to a Sub folder of the Prop folder.
You now have a DAZ Studio version of the item to load and A material file to load on the Object file if needed. I would keep it in my content just to have. Place the object file in your Runtime> geometries> folder in a folder named for the item.
Jaderail's steps are a bit clearer/more concise than what I was writing up. But I usually do one more thing, before making a Materials preset for the item...do a couple of test renders in 'basic' (no extra lights, just the default camera light), three point (key, fill, back) and an 'environment' light and make some adjustments. Then save it out. Also, I'll make one for any alternate textures included...or something like the crate...make a couple of different color presets.
I usually make a folder in Geometries for the maker and use subfolders for each item...and I often stick a copy of the readme in with the obj.
Comments
I had that crate, but had not used it.
Put it somewhere, not necessarily in your DAZ folder structure; I keep .obj's in a separate folder.
In this case I imported the .obj at 150% and the result is showing. (I think 170% is even better, but that's up to you)
Eventually you can delete the Poser, the .max and the two Blender ones.
It wont be going into a DS content directory, or a Poser Runtime, as it wont be seen in either of them, instead you either "file > import" the OBJ from where ever you extracted it to, or you extract it into a folder that you then add to DS as an "Other Import Format" directory, this option will allow you to see the OBJ in the Content Library tab.
The size problem is because you didn't use the Poser version, that is pre-sized to import properly into Poser and (if you use the Poser import preset) into D|S. Delete the plain .obj file and rename the Poser file to match the name of the .mtl file.
Note that quite a few of these items include alternative textures in the maps folder, and usually bump and specular maps as well. These models are really good, and they're easy to use, but they are not click-click-render, you have to learn how to use them and how to set up the materials properly.
And then, once they are set up, they can be saved out as props/etc into the 'regular' Studio content structure, so they will show up 'normally'.
Install the Maps/Textures to a DAZ Studio> My DAZ 3D Library (Or what ever your folder is)> Runtime> Textures> Folder named for the Textures on the item.
Import the POSER version of the object file (after renaming it so it Calls the .mtl file) with Poser default ticked on the Import menu.
Once the Item loads Select it in the Scene tab and OPEN the Surfaces Tab, Go to the Diffuse (and any other channels that load a texture) and use the Drop down image selector to BROWSE to the same texture file in your TEXTURE folder you made so it is now the texture on the item.
Do this for EACH material zone on the item. Once All textures are swapped to the textures in your Runtime Textures do..
Save As> Support Asset> Figure/Prop Asset. Create a Folder if needed to SAVE into, this SHOULD be inside your DAZ content folder but ABOVE the Runtime folder, I suggest the Default props folder. Once saved as a DUF prop assest the Object file is no longer needed. Now go Right back into Surfaces Tab, do a Select ALL on the Material zones. Do Save As> Materail(s) Assest to a Sub folder of the Prop folder.
You now have a DAZ Studio version of the item to load and A material file to load on the Object file if needed. I would keep it in my content just to have. Place the object file in your Runtime> geometries> folder in a folder named for the item.
Jaderail's steps are a bit clearer/more concise than what I was writing up. But I usually do one more thing, before making a Materials preset for the item...do a couple of test renders in 'basic' (no extra lights, just the default camera light), three point (key, fill, back) and an 'environment' light and make some adjustments. Then save it out. Also, I'll make one for any alternate textures included...or something like the crate...make a couple of different color presets.
I usually make a folder in Geometries for the maker and use subfolders for each item...and I often stick a copy of the readme in with the obj.
All good advice. I only covered the basic conversion. Do the above for a FULL item that will be very usable.