UV Mapping from Blender back to DAZ Studio

GeneralDeeGeneralDee Posts: 132
edited May 2015 in New Users

I am trying to match some custom skin textures I made in Photoshop to be seamless across meshes that do not share the same UV set. I have a body part that have default grey and only default UV set and the rest of the body is using V6. Setting the torso map to it shows up tiled and I needed to adjust the UVs to make the part match up.

I exported the entire model as obj into Blender. Then I used the UV mapping tools to line up the torso so the part blends in seamless. Next I tried exporting the selected part from Blender as obj so I can grab the UV to make a new set for the part (via surface tab>load UV Set). But when I imported into DAZ, the part was default grey with no texture on it as though it ignored the mtl file. I'm not sure if I exported the obj correctly. I did check to see if "write materials" was checked in the Blender export options. This is my first time trying this so I'm not sure if my export options are correct or even if I'm using the correct method to reach my goal. Anyone know the proper way to export and then import a body part with Blender for UV purposes?

The obj also did not come into DAZ at the right scale, it was much smaller than the original. Don't know if that matters at all but could use some guidance on the import scale options too. Thanks

Below is a pic of my obj export options used from Blender

OBJExportOptions.jpg
531 x 624 - 23K
Post edited by GeneralDee on

Comments

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    There may be an easier way. What figure are you using the textures on, and what figure were the textures made for?

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    A couple of things.

    Studio is particularly picky when it comes to mtl files...any spaces in the texture names and they won't load. The file path must be something pretty straight forward and basic...never had any luck with complex paths, even using the absolute path. Trying to do too much in the mtl file...won't load. Keep it basic and simple paths with no spaces in the names and it should work.

    As to scale...export and import scale in Studio need to match. They are set separately. Export at Studio scale and import at the same should work. What you import/export from Blender at doesn't really matter, because by default it is importing and exporting at the same scale. From the description it sounds like it was exported at something like Poser scale and imported at Studio scale.

    And like Vaskania said, there may be an easier way to do it.

  • GeneralDeeGeneralDee Posts: 132
    edited December 1969

    Let's just say the 2 parts really don't belong together. One is a toasty part and the rest is Victoria 6 to make a sci-fi character/creature. Don't want to go into too much detail here. I'm also learning this to find out how to deal with different UV sets on the same figure. Like getting a skin made for V5 to work on a V6 character etc.

    The mtl file have a simple short name with no spaces. I have a feeling its something I didn't do in Blender.

    When I exported from Daz, I left it at custom. I have no idea which preset to pick when importing back. Using Blender scale gives me a small object and using Daz gives me a dust mite.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited May 2015

    Does the toasty bits have a UV already for the texture you're trying to use on it? Daz Studio has UV switching that can be found in the Surfaces tab. Just click the object in the scene tab, then go to the surfaces tab and do a search for UV.

    Also, V5 textures work perfectly fine on V6 as V5's UV came with G2F.

    Post edited by Lissa_xyz on
  • GeneralDeeGeneralDee Posts: 132
    edited May 2015

    Vaskania said:
    Does the toasty bits have a UV already for the texture you're trying to use on it? Daz Studio has UV switching that can be found in the Surfaces tab. Just click the object in the scene tab, then go to the surfaces tab and do a search for UV.

    Also, V5 textures work perfectly fine on V6 as V5's UV came with G2F.


    Hope I understand your question.......the bits have only 1 UV set in the surfaces tab called "default UV". No other UV option. That's why I'm trying to make a new one for it. I don't want to use the texture map that came with it either. I'm making one from scratch in PS or would like to paint directly on the UV mesh in Blender if that's an option.

    I actually should've said v4 skin on v6 character. Sorry. I'm still new to this.

    Post edited by GeneralDee on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    When I exported from Daz, I left it at custom. I have no idea which preset to pick when importing back. Using Blender scale gives me a small object and using Daz gives me a dust mite.

    Use Studio scale for both export and import. In Blender it will be rather large, but don't scale it in Blender and you'll be fine.

    Talking about what you are wanting to do isn't much of a problem, it's posting pics of it that will get you into real hot water...

    Now all that said, if the item in question is already UV mapped, it would probably be a lot easier to use a 3D paint program to match/heal the seams. While Blender can do a lot it's 3D painting is still very basic.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    I actually should've said v4 skin on v6 character. Sorry. I'm still new to this.

    There's a simple way of doing this, depending on the skin you're choosing to use.

    Assuming the toast is mapped to V4, you can use this http://www.daz3d.com/victoria-4-for-genesis-2-female to use a V4 texture on G2F and everything will line up.

    Now if you're trying to use a V6 texture on the toast, and you have the above product I linked to, you can use the Map Transfer utility inside DS to transfer the V4 toast texture to V6 UVs.

  • GeneralDeeGeneralDee Posts: 132
    edited December 1969

    Thanks a lot for the help.

    Vaskana that look like a must have tool. Thanks.

    mjc1016 Looks like I have to start over for the sake of the scale import/export consistency. I will report if I have success.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Scale isn't so important for things like this...but it is best to get into the habit of making it consistent, because for morphs it is critical (don't know how many times I've forgot to double check that the import scale was the same as the export when bringing something in in MorphLoader). And while it may not be critical, it does make it easier if everything is consistent.

Sign In or Register to comment.