Lessons Learnt: Unwrapping and moving textures from #Blender to #DAZStudio

Lessons Learnt: Unwrapping and moving textures from #Blender to #DAZStudio
This entry is part 13 of 20 in the series My X-Ray model project

This is another post where I demonstrate my mistakes and the lessons that I learnt. So yes, this post is mostly for noobs like myself who are learning Blender. The topic revolves around “unwrapping” a model, exporting it and then importing it into another application. Think of “Unwrapping” as the process where you peel the skin off an object so that you can paint it and stick it back on again. So the “skin” is saved in a picture file to be added later in other applications. The great thing about this is that you can make several copies of this skin (or texture) file and make each different and so changing the look of an object becomes as quick as loading a different skin. A bit like different themes on your computer desktop.

Firstly, here is the final successful process in diagrammatic form:

The most annoying mistake here was the first time around when I did not name the materials for each object (part 3 of step 1). I had been really good in naming each of my objects. This is a computer programming habit where good naming practice makes life easier when you are modifying your work at a later stage or when others are trying to figure out what you have done. In applications like Blender and DAZ sensible descriptive names also help you quickly identify the different components that you are working with.

Now I did not name the materials. The reason for this was several different experts online explaining that materials usually don’t work between different applications and that textures are the way to go. So I figured that I would just use textures and hence I totally ignored materials altogether.  However when I imported my OBJ file (i.e. the model that I had made in Blender) into DAZ Studio and proceeded to look for my sensible object names in the Surfaces tab… arghh!!!! No sensible object names! Only material001, material002 and so on.  So I had to go back to Blender and rename each material associated with objects to the same name as the object and now:

I guess the next thing I learnt isn’t so much a mistake as a personal preference when making objects in Blender. As you are aware, a model can be made up of several components. When I made my patient’s bench in prior posts I linked the several components together as one object in Blender. This meant that the entire object had only one texture file when I unwrapped it. However in making the C-arm I decided to go with each component having its own texture file, so I did not link them. Personally I have found this less confusing.

Anyway, thanks for reading and next post I can show you some of my textures for this.

Greg

 

 

 

Series Navigation<< A little work on the C-Arm of the model #BlenderTextures for the C-arm model #Blender #DAZStudio >>

2 Comments


  1. Great post Greg, looking forward to reading the next post and seeing your textures. I’m wondering why you’ve gone with bitmap texturing in preference to shaders. Are you going to be re-exporting out of Daz into another application?


    1. Thanks :) Shaders/materials do not always move easily between applications (at least that is my understanding). So I am hoping to go with something generic that can be used across several different applications. This is because I am considering getting to a skill level where I can sell my models for use in anything from game engines to artistic programs. So I need to be as generic as possible. This said, there is nothing stopping me for developing custom shaders for DAZ or whatever :)

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