Texture problems with newly created props (AutoCAD to 3DSMax to Hexagon to Daz)
I've been trying to create new props for the 3D render community, but I've run into a bit of a snag. Here's my workflow...
I generate the props as solids in AutoCAD. I use solids because they maintain a simpler topology and produce a consistent outer surface with less risk of generating unseen internal geometries. (Boolean operations FTW.) Also, I'm experimenting with 3D printers, and I need to create solid or surface items in order to translate to an STL.
I export the models via 3DS Max Design to OBJ format.
Once I have the items in Daz, I can send them to Hexagon and do a UV unwrap. I'm able to make decent seams and get a "skinning" that would make things relatively easy in 2D image editing software. I save the OBJ to store the UV. I can even verify that the UV is saved by re-importing the OBJ into Hexagon and 3DSMax and examining the UV...they are identical. I've even exported the model into Adobe Photoshop CS6 Extended and done painting directly on the surface, then checked the diffuse map which Photoshop generated. Marks made on the 3D layer correspond to their expected locations.
Now here's the problem...whenever I try to apply a texture in Daz studio it doesn't show up. NOTHING shows up. I've even tried a random texture, even a random PICTURE. I only get the same gray exterior. The diffuse won't show anything in preview or render. I can change the color, opacity, and reflective qualities, but the texture map won't show up. I've checked the normals (all pointing outwards from the "solid" interior).
It's driving me nuts. It's like the software says the UV is in the right place and the data is in the OBJ, but no texture is showing up.
If I have to start back from my CAD drawing, no problem...I still have all my files so I can still re-build the model.
Comments
You did replace the OBJ you imported initially with the one you UV Mapped?
If you mean I saved over the initial OBJ with the OBJ I UV-mapped, then yes. Unless there's a glitch in the save system...but when I opened up the OBJ after saving and examined the UV map, the map I had made was still there. I presume that means that the save was successful.
Edit: I also opened up the same OBJ in 3d Studio Max design and did a UV map unfold...the same map was displayed in the editor window.
If you save the item from DS, as a scene or a scene subset, or as a prop asset, then DS creates its own geometry - it doesn't keep referring back to the OBJ file. So any changes you made, such as new UVs, won't be seen unless you replace the item in your saved scene with a freshly imported copy of the OBJ or you load the modified OBJ as a new UV set for the existing item (assuming the mesh is otherwise unchanged).
If you save out the UV template and then paint Directly over it and save that as a Texture file in your DAZ Studio folder structure. I would use >Runtime>Textures>My Texture>The Texture.jpg for example. And you then Import your UVed object file and select it in the Scene tab, open the Surfaces Tab and use Diffuse Browse and load your Template texture what do you get? The New texture should apply, be sure in the Diffuse Channel of Surfaces you set the color to white once your texture file is loaded. THAT should apply properly.
It looks like you've checked all the obvious things, but there are also some not so obvious things that can trip people up. I do sometimes get .obj imports needing a bit of materials tweaking before textures will apply properly; some of the Surfaces parameters listed below can import with values that are all wrong for D|S (this might be a result of all the steps in your conversion process: can you export directly from AutoCAD as an .obj file?).
When you add a texture to Diffuse Color, what are the values for Diffuse Color colour (not a typo), and Diffuse Strength? If these are not white and 100%, they will affect how the texture renders even if everything else is OK.
Glossiness controls the size of the specular highlight; small values give a large, smeared highlight. If it's too low the highlight will smear out over the entire texture. Specular Color and Specular Strength will also affect the final render, set Specular Strength to 0% to turn it off..
Don't experiment with applying textures to Opacity or Reflection until this is sorted out, just make sure Opacity is at 100% and Reflection Strength is at 0%.