Digital Art Zone

 
     
material zones
Posted: 22 December 2012 05:31 AM   [ Ignore ]
Active Member
RankRank
Total Posts:  380
Joined  2011-12-14

I imported a prop that’s an OBJ into DS. But there are no colours or textures, it just a whitish/grey colur, which means altering it in DS. Changing the colours/textures is easy enough, but there’s a long list of them and they don’t hve names, just Material 1, material 2 and so on. If they had names such as Sail 1 and Decking 1 and so on, it would be much faster. Is there a way of clicking on bits of the prop to find out the material number it corresponds to?

Profile
 
 
Posted: 22 December 2012 05:38 AM   [ Ignore ]   [ # 1 ]
Addict
Avatar
RankRankRankRank
Total Posts:  6500
Joined  2005-08-15

Yes, use the Surface Selection Tool (Alt+Shift+M) from the toolbar at the top, or from the Tools menu.

The different surfaces will light up yellow as you hover over them, have the Surfaces pane open, and when you click on one of the yellowed areas, the appropriate surface will be selected automatically in the Surfaces pane.

It is a very handy tool at times.

Profile
 
 
Posted: 22 December 2012 05:44 AM   [ Ignore ]   [ # 2 ]
Active Member
RankRank
Total Posts:  380
Joined  2011-12-14

Thanks JimmyC, this will save me a LOT of time!

Profile
 
 
Posted: 22 December 2012 07:38 AM   [ Ignore ]   [ # 3 ]
Power Member
Avatar
RankRankRank
Total Posts:  1881
Joined  2012-03-24

anduuuu,,,rolleyes

if you right click the surface on obj in 3d view, with surface Selection tool,
you can see many option, which can help us to selece what we hope only -^^ b
eg you can select surfaces by color, by diffuse color map etc, which have samje value,,

surface Selection tool and surface tab editor conbination work very well.

Image Attachments
sst.JPG
Profile
 
 
Posted: 22 December 2012 07:44 AM   [ Ignore ]   [ # 4 ]
Addict
Avatar
RankRankRankRank
Total Posts:  6500
Joined  2005-08-15

Thanks kitakoredaz.

I had forgotten about that, makes it even more useful.

Profile
 
 
Posted: 22 December 2012 11:32 AM   [ Ignore ]   [ # 5 ]
Active Member
RankRank
Total Posts:  380
Joined  2011-12-14

Thanks for the advice guys. This will certainly help me when using freebie OBJ’s that often don’t label the zones specifically. Cheers!

Profile
 
 
Posted: 22 December 2012 12:15 PM   [ Ignore ]   [ # 6 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4545
Joined  2007-09-13

Also if you have the obj, mtl and the texture files in the same folder it’s more likely to import textured.

You need to make sure that in the import dialog ‘Read surfaces’ and ‘Read Material Library’ are checked…if one of them isn’t, it doesn’t matter where the mtl and texture files are.

You can also open the mtl file in a text editor and make sure that it is ‘path neutral’...meaning that there are no hard coded paths to the texture files like C:\some directory\some user\texture folder\texture.jpg.  If there is, edit the file to remove all but the texture name…then make sure the obj, mtl and texture files ARE TOGETHER. Of course you could create that file path and place the textures there…

 Signature 

1432 old posts

My ShareCG gallery.

Just because something costs a lot, doesn’t mean it’s the best…

It just means it’s expensive.

Profile
 
 
Posted: 22 December 2012 01:23 PM   [ Ignore ]   [ # 7 ]
Active Member
RankRank
Total Posts:  380
Joined  2011-12-14
mjc1016 - 22 December 2012 12:15 PM

Also if you have the obj, mtl and the texture files in the same folder it’s more likely to import textured.

You need to make sure that in the import dialog ‘Read surfaces’ and ‘Read Material Library’ are checked…if one of them isn’t, it doesn’t matter where the mtl and texture files are.

You can also open the mtl file in a text editor and make sure that it is ‘path neutral’...meaning that there are no hard coded paths to the texture files like C:\some directory\some user\texture folder\texture.jpg.  If there is, edit the file to remove all but the texture name…then make sure the obj, mtl and texture files ARE TOGETHER. Of course you could create that file path and place the textures there…

I’ve never paid much attention to the import dialogue, I’ll do so in future though.
I’ve started using the surface selection tool, and it works as you guys said, but the larger zones seem a little “flat” or stretched. My understanding is that this is something to do with Bump map/strength, but I have never used these functions before. Is there a simple way to use them? Or am I barking up the wrong tree?

Profile
 
 
Posted: 22 December 2012 05:27 PM   [ Ignore ]   [ # 8 ]
Addict
Avatar
RankRankRankRank
Total Posts:  6500
Joined  2005-08-15

If you have a bump map loaded, an easy way would be to change the Bump Strength to zero, or the map to ‘None’, and see if it makes any difference.  Stretching of textures is generally caused by the UV Mapping.

When you have the surface area selected, change the camera view to ‘UV View’, and that should show you what the UV Map looks like.

 

Profile
 
 
Posted: 23 December 2012 06:42 AM   [ Ignore ]   [ # 9 ]
Active Member
RankRank
Total Posts:  380
Joined  2011-12-14
JimmyC_2009 - 22 December 2012 05:27 PM

If you have a bump map loaded, an easy way would be to change the Bump Strength to zero, or the map to ‘None’, and see if it makes any difference.  Stretching of textures is generally caused by the UV Mapping.

When you have the surface area selected, change the camera view to ‘UV View’, and that should show you what the UV Map looks like.

What if there isn’t a bump map? Would loading one help? I don’t know anything about them really.

Or UV maps either, come to think of it.

Profile
 
 
Posted: 23 December 2012 07:50 AM   [ Ignore ]   [ # 10 ]
Addict
Avatar
RankRankRankRank
Total Posts:  6500
Joined  2005-08-15

I’ve started using the surface selection tool, and it works as you guys said, but the larger zones seem a little “flat” or stretched. My understanding is that this is something to do with Bump map/strength, but I have never used these functions before. Is there a simple way to use them? Or am I barking up the wrong tree?

I am not sure what you are seeing here?  Is it when you apply a texture that you think the mats look stretched?

If there is no bump map loaded, then there is no bump applied, so that is not it.

The UV Map provides a template for creating your own textures, and is all or part of the object flattened out in a 2D view so that you can paint on it in an app like Photoshop or Gimp, apply that to the Duffuse channel, and it changes the material on the object.  If you apply a material as say a JPEG image to an object, and the object is not UV Mapped, then it will almost certainly not fit correctly.  The process of UV Mapping tells the program (DS4P) where to put the texture so that it lines up with the model.

Profile
 
 
Posted: 23 December 2012 03:03 PM   [ Ignore ]   [ # 11 ]
Active Member
RankRank
Total Posts:  380
Joined  2011-12-14

Here is a picture of a sailing ship OBJ I put in DS4. The texture on the deck loks stretched. Under Bump map it just says “choose map” and under UV it says default.

Image Attachments
ship_deck.jpg
Profile
 
 
Posted: 23 December 2012 04:33 PM   [ Ignore ]   [ # 12 ]
Administrator
Avatar
RankRankRankRank
Total Posts:  14064
Joined  2003-10-09

You will get alternatives for the UV mapping only if the maker provided one, and that requires the item be in DS native format. What you may be able to do is use the tiling setting to repeat the texture, but that will work only if the texture is uniform across its extent - if there are different wood patterns for different parts on the same template then the repeated image will be very odd.

 Signature 

DAZ Studio Frequently Asked Questions

Index of free DAZ Studio scripts and plugins list

Profile