How does a user install surfaces?

edited April 2015 in New Users

I just installed DAZ Studio and I think it's really good, but I don't know how to install surfaces. Can someone give me a step by step please? I've never used it before now.


OOPS- sorry I didn't clarify before now, I meant to put the name in, but didn't double check the message *facepalms*:

Post edited by kelly_leigh_crutcher on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    Which programme - DAZ Studio? I'm not sure what you mean by installing surfaces - are you wanting to apply textures to a model, or to open the Surface pane? The latter is under Window>Panes(Tabs)>Surface. To apply a texture, bearing in mind that images need to be specially distorted to wrap around a model in most cases, use the Surface selection tool (from the Tools menu) to click the area you wish to change, then in the Surface pane Editor tab click the little box to the left of the Diffuse Colour control and from the menu click Browse..., then find and select the image you want to use.

  • edited December 1969

    thanks :) I meant apply custom textures to a model. So far I'm just looking at a blank gray character model.

  • frank0314frank0314 Posts: 14,313
    edited December 1969

    you need to load in a texture map to the body part you want textured in the surface tab.

  • srieschsriesch Posts: 4,241
    edited March 2015

    If the product was purchased and intended for DAZ Studio or Poser, typically (but not always) there will be one or more materials already created for it. You would simply select the item in the scene, then in the Content Library you would locate one of the materials originally designed for it and double-click that content thumbnail to apply the material. (If you wish to supply the name of the object in question, somebody might be able to give you exact instructions if they own the same product.)

    If your object is a primitive, imported, or simply designed without a texture, there are several things you can do.
    One option is you can select one or more surfaces using the surface selection tool, then apply a shader to those surfaces. You can purchase shaders, some are available for free, and some you probably already have included in your default content.
    Another option is you can create your own image-based texture for your object via a 3rd party application (UVMapper, etc.) If you are just learning how to use the application, you probably don't want to do this right now, save that option for later since it involves additional work.

    EDITED TO ADD: Whoops, missed one step. If you wish to modify an existing image-based material by taking the current one and changing it in Photoshop or another application, you would select that surface, then in the Surfaces(Color) pane you would browse to the thumbnail for the Diffuse parameter, copy the image, make your changes, then change that thumbnail to your new image. (It is important that you put your image in the proper location though. Due to the way DAZ Studio handles things, you need to save it within a content folder that you have mapped (told DS where it is), plus the filename or subfolder must be unique or it is possible for the image to be randomly swapped to another one. I usually just create a subfolder named after the product folder name, but you can choose another way.))

    Post edited by sriesch on
  • edited April 2015

    I'm still learning how to use it. What third party applications are compatible with DAZ? I have FireAlpaca and GIMP 2 and was wondering if they'd work in any way.

    Post edited by kelly_leigh_crutcher on
  • SixDsSixDs Posts: 2,384
    edited December 1969

    As Richard and the others have said, textures or texture maps can be applied to 3D model meshes for which they were made. If you wish to create your own texture maps or edit existing ones, there are a great many image editing programs that can be used to do so, including the G.I.M.P. and FireAlpaca (although I have never used the latter one). Having said that, complicated models, like a human model, must be "unwrapped" first. Think of removing the peel of an orange and flattening it out so you can paint it blue, then wrap it back around the orange. If you are using plain colours, like the default grey skins that Genesis or Genesis 2 load with, then you can use any solid colour, tileable image, but for more complex stuff you need that unwrapped skin (called a UV map) in order to get the various bits applied in the right places on the model. You could take an existing texture map and edit it in those programs, but you are better starting with a blank UV map if you want to create an entirely new texture. UV maps are often available for the various models and typically are in .jpg or .gif formats.

    If you wish to know more there are plenty of tutorials around on texturing, but you will want to start with a primer on textures and UV maps to grasp the basic concepts prior to diving in.

  • Cris PalominoCris Palomino Posts: 11,682
    edited December 1969

    Also, to make sure people know what you're using, try to use the name of the program (Studio, Hex, Carrara) instead of the company name. It's a common mistake and most do mean Studio, but it's helpful to be sure we're all on the same page. :)

  • edited April 2015

    Oops- my fault, thought I had put the program name in as well but I hadn't until now. thanks for letting me know so I could fix it :)

    Post edited by kelly_leigh_crutcher on
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