Creating usable assets

Hi, I'm relatively new to Daz studio. I used to use Bryce many moons ago and recently took to Blender. I've started creating assets for a short animation I want to do. I'm using Daz Studio because I'm lazy and don't want to create a whole new set of poseable figures from scratch. I've already created some of the assets and use armorpaint to paint them, however I can't seem to import them with the uv maps generated. They just come out in the standard grey plastic skin. I've tried going into the editor settings to load the correct maps, but it doesn't look anything like the maps I've created. Is there some way of saving the obj file with uv map and colour scheme so that they can be imported to look exactly as they were meant to?

Comments

  • The OBJs from DS will, by default, have their UVs included. I'm not sure how Armorpaint works - make sure it iss et to use the UVs of the imported model, not generate its own. If yoiu do need new UVs you will have to work on the base resolution mesh (in the Parameters pane set Mesh Resolution to Base) and then you could import the modified mesh from Armorpaint, as long as vertex and polygon order/count were preserved, as a new UV Set through the Surfaces pane option menu - the lined/hamburger button in the top corner or right-click the tab.

  • An obj will usually include the UV data.  So the first question is,  did you create the model in blender and uv map it in there,  then export to obj and open in armorpaint?  Or did armorpaint generate the uvs for you?  If its the latter, then after you apply the aromorpaint textures you should save both the obj again at this point, and the various pbr texture files.  The you can manually import them into Daz studio. 

  • FirstBastion said:

    An obj will usually include the UV data.  So the first question is,  did you create the model in blender and uv map it in there,  then export to obj and open in armorpaint?  Or did armorpaint generate the uvs for you?  If its the latter, then after you apply the aromorpaint textures you should save both the obj again at this point, and the various pbr texture files.  The you can manually import them into Daz studio. 

    Ahh I see my problem, Armorpaint generated it's own uv map and not the one I used in Blender. I've only just got Armorpaint so I'm still getting to grips with it. Thanks for the tips.

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