Help with importing texture maps into Daz from Marvelous Designer
I made some clothes in Marvelous designer (MD) and I want to take them into Daz so that I could create a render using them. However, in the process of importing them into Daz, I was faced with a series of choices and I'm not too excited with any of the final products I was able to achieve with them. I'll include a tldr and and a longer explanation of my issue after it.
TLDR: When importing clothes into daz I'm left with 2 choices. Choice 1 (left side of picture) has it's pros and cons (good surface reflectivity, bad geometry). Choice 2 (right side of picture) has the inverse problem (bad reflectivity and good geometry). I'm wondering if there is a way to work around it or solve it some other way.
VERSION 1 (LEFT SIDE) The first choice I'll mention (which I'll just refer to as V1) was exporting the clothes with "unified uv maps" which means two things in the case of my post.
1) The appearance of the .obj that shows up in Daz is rather flat . As you will see in the left side of the picture below, the geometry of the shirt is just averaged and there are no distinct seamlines separating different sections of the garment like there were when they were still in MD. The topstitching is also just a flat part of a jpg.
2) The benefit of this version is that it comes with more maps and as a result, the reflectivity of the shirt looks better in V1. The models are both in a pure white void so that might explain why there is so much reflection. Only Version 1 comes with both a metalness (metalicity) and a glossy roughness map.
VERSION 2 (RIGHT SIDE) The second choice was exporting with "non-unified uv maps" which means two things in the case of my post.
1) The .obj that shows up in Daz is more accurate to what was is MD. With this version, you retain the sections of the garment separated by thickness level and seamlines and the topstitching is even a 3d representation.
2) If you look closely at the relections on the shirt are all types of wonky. There are just random shiny specs scattered throughout the shirt that I just don't like. I believe this has something to do with the fact that going the V2 route does not give you the option for a metalness/metalicity and glossy roughness map. *I can't use maps from one version on another*
Comments
Is this OBJ export? How are you applying the materials? What do the wireframes look like (set the Viewport to one of the Wire modes, using the sphere icon next to the camera/view picker button at top-right)?
Yes, I am importing the clothes into Daz as OBJ's. after they are in I go to the surfaces tab with the shirt OBJ selected and individually apply the maps that I either bake in Marvelous Designer or come as a preset from a MD library. The two versions in wire frame and texture shaded mode appear to be the same from a distance but you can see the the subtle differences in geometry when zoomed in. The one on the right has a more pronounced 3d shape to it (like it was in MD).