Texture Orientation Issues

Hey all! I need help with texturing a crop top that I am using for a cheerleader outfit. I received the OBJ file for the crop top in another thread and then used UV Mapper classic to create a template. I finally figured out how to create the masks and use layers and saved my final texture out as a Png file. I attached the PNG below. I imported the Crop top OBJ scaled it to fit G3 exported as OBJ the imported back in and used transfer utility to fit to G3 no problems. When I tried to load the texture into the diffuse channel (Base Color) it loaded in diagonally as show on the second picture below. I have had an issue with texture map orientation before where I had a wood grain map that had the grains running horizontally and I needed the vertical  so I changed the orientation of the PNG in gimp and imported to diffuse channel again but the orientation of the grains was still horizontal.

   What in the world is the deal with texture orientations in DS? 

g8f_topstrapfull.png
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cheer top.png
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Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,465

    DS does not do rotations in the general diffuse tab

    you can do it using LIE I believe 

  • MelanieLMelanieL Posts: 7,791

    And is your .png texture file exactly the same shape, size and orientation as the UV map you got from UV Mapper Classic?

    Where did the obj file come from? (can you post a link to the thread you got it from?)

  • kwanniekwannie Posts: 870

    LIE only allows flipping verically or horizontally  there is no rotation function that I am aware of. I can't understand  what would cause it to come in at a diagonal if the it is just a flat PNG in Gimp.

  • kwanniekwannie Posts: 870

    Oooops, I stand corrected there is a way to rotate in 45 degree increments in LIE, but the texture remains at a diagonal even if I change to 90 drgrees in LIE.

  • MelanieLMelanieL Posts: 7,791
    edited October 2019

    When I say "the same size" I really mean the same ratio of height to width - UV Mapper normally creates square texture templates, but your .png is rectangular. This would explain why the texture is stretched when applied, though not why it is also upside down. Could you show us what the template created in UV Mapper looks like?

    Post edited by MelanieL on
  • kwanniekwannie Posts: 870

    I'll do better than that, I attached the OBJ file, the UV map  and the PNG again. If you can tinker with this and let me know I would appreciate it.

    7z
    7z
    acc123a82eff43e988df857370e5ae.7z
    53K
    zip
    zip
    Crop Top UV.zip
    20K
    g8f_topstrapfull.png
    1024 x 512 - 17K
  • MelanieLMelanieL Posts: 7,791

    Slight problem - I can't unzip the .7z file. Could you attach either a .zip version or just the .obj (no .mtl needed) file please?

  • kwanniekwannie Posts: 870

    Ok Melanie it is attached, would let me just attach the OBJ file so I zipped it.

    zip
    zip
    g8f topstrap.zip
    74K
  • MelanieLMelanieL Posts: 7,791
    edited October 2019

    Well this is how Blender sees the UV for that crop top.

    As you can see it's quite a different shape to yours. I think this is what DAZ Studio is expecting to see in the diffuse colour slot (with your colour and logo filled in of course).

    The second image is how UV Mapper sees it (coloured by material) for me - same shape.

    It's not a very pretty UV map - your best bet might be to re-map in UV Mapper. The third image shows a remap using the "Cylindrical" option - you then need to save the UV Map (to use in your image editor to recreate your desired texture) AND save the model (as shown in the screenshot) with that new UV. Then I'm afraid you'll need to load this modified .obj into DAZ Studio and refit with the transfer utility.

     

    kwannie Crop Top UV in Blender.jpg
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    kwannie Crop Top UV in My UV Mapper.jpg
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    kwannie Crop Top UV Mapper Remap and Save.jpg
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    Post edited by MelanieL on
  • MelanieLMelanieL Posts: 7,791
    edited October 2019

    To avoid going through that import - transfer utility - save as ... in DAZ Studio, I think you can just use the revised .obj from remapping in UV Mapper to create a second UV Set for that crop top. I'm not 100% sure how to do that (I don't have DAZ Studio installed on this laptop I'm using, so I can't check) but it's something like Edit - Geometry - Load UV set then point it at the revised .obj file.

    I found this post about how to do it: https://www.daz3d.com/forums/discussion/comment/637772/#Comment_637772

    Post edited by MelanieL on
  • I think you remapped it and exported a template, but you didn't export the remapped OBJ and use that to make the clothing. The template just tells you how the UVs were laid out, it doesn't apply the UVs to the model - they are part of the model itself.

  • kwanniekwannie Posts: 870

    Thanks melanie,

      Ok, I'm a bit slow with understanding texturing so let me see if I'm tracking. I did use UV Mapper clasic andd got the same results as you, then I did use the cylindrical option to get the UV map I sent you. So what you are sying is that the OBJ I loaded is still looking for the original UV layout and not the cylindrical one? I was looking for a one shoulder crop top to use with an MMD cheerleader animation (Sing and Smile) and someone graciously gave me this one  but you are right, I do need a more appropriate mesh. I have already thought about using blender to change the geometry a bit, but yet again that is something I am very weak in.

  • MelanieLMelanieL Posts: 7,791

    Yes, that's exactly it. You need to save the .obj from UV Mapper because the UV's are encoded in that .obj fille, so if you have changed their layout you need to save the changed information.

    The mesh is fine, just the original UV map isn't very texturing-friendly.

  • kwanniekwannie Posts: 870

    Thank you so much Melanie,

        would you happen to know about the other issue I was talking about where the wood grain of the texture map insists on appearing vertical (with the lines of the wood grain being strait up and down) as opposed to the horizontal orientation that is actually in the texture PNG? Its gotta be the orientation of the geometry when the UV map was made right?

  • MelanieLMelanieL Posts: 7,791
    edited October 2019

    Which model and which wood grain shader or texture set? Some wood shader preset sets have both a horizontal and a vertical preset, which is helpful, but only if the model is mapped in a way that will take tiling textures.

    ETA: Sorry I need to go now - I'll look in again tomorrow.

    Post edited by MelanieL on
  • kwanniekwannie Posts: 870

    I was trying to use a wood texture on the Asian Theater stage base. I just used PNG of a wood panel in the diffuse channel

  • kwanniekwannie Posts: 870

    Thank You Richard,  yep I didn't even know I could export an OBJ from UV Mapper. I was just using the UV map to create a texture but it was not matching the OBJ I had.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,465
    kwannie said:

    I was trying to use a wood texture on the Asian Theater stage base. I just used PNG of a wood panel in the diffuse channel

    Well for you explaination of that you need to actually look at Aslan Theatres UV

    which you can do in DAZ studio selecting surfaces in UV view 

    its probably an atlas of planks and bits laid out on one map as Jack Tomalin tends to do that not a full texture square each bit

    no easy answer other than open the template or a copy of one of his textures in Gimp and apply wood textures to fit each one there, copy paste as floating layers rotate resize skew then anchor

  • kwanniekwannie Posts: 870

    Thanks Sadkitty, Gimp would do it without messing with UV mapper.

  • MelanieLMelanieL Posts: 7,791
    edited October 2019

    I just tried adding some wood shaders from this shader presets product: https://www.daz3d.com/decorator-kit-neutral-shader-presets-for-iray - it has both horizontal and vertical textures.

    I selected the Aslan Theatre in the scene pane, then the stage floor in the surfaces tab and applied the shader presets. It seemed to work fine for me - attached are two quick pics, sorry they are grainy as I didn't let them run for long - but I hope you can see the grain well enough.

    The stage floor UV is almost square - well actually it's the shape of the stage with bits cut off in the corners - but a tiling texture should be working OK. I really don't understand why it isn't working for you.

    ETA: Actually seeing those pics in the forum I really can't see the grain clearly myself! Sorry - I'll try to make something clearer.

    Aslan-Theatre-Stage-Wood-Vertical.jpg
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    Aslan-Theatre-Stage-Wood-Horizontal.jpg
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    Post edited by MelanieL on
  • MelanieLMelanieL Posts: 7,791

    Here's a clearer example - this time I used a bare wood planks texture from textures.com, the original (horizontal) then a rotated-in-Photoshop (vertical). All I did was change the Base Colour map and apply tiling at 4x4.

    Could you maybe show what you did that didn't work?

    Base-Wood-Planks-Original-Iray.jpg
    768 x 576 - 299K
    Base-Wood-Planks-Rotated-Iray.jpg
    768 x 576 - 188K
  • kwanniekwannie Posts: 870

    Thanks Melane, I really like the wood planks texture. I was trying to add the vertical texture to the front of the stage just below the foot lamps. If you see the moulding or trim at the top of the base front I would like the grain to run horizontally and the more rounded portion of the base front I want to run vertically.

  • MelanieLMelanieL Posts: 7,791
    edited October 2019

    Sorry for the delay in replying - I was out all day yesterday.

    Right, well the stage front is mapped "sideways on":

    This means that to get vertical planks you need to use a horizontal texture and vice versa! Here's my texture.com planks example.

     

    Mapping-StageFront.jpg
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    Horizontal-Wood-Planks.jpg
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    Vertical-Wood-Planks.jpg
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    Post edited by MelanieL on
  • MelanieLMelanieL Posts: 7,791
    edited October 2019

    If you want to have horizontal grain on the top part and vertical on the lower part you would need to either:
    a) Take the texture template into you photo editor and apply grain in the places and directions you want; or
    b) Split the material zones so you can apply textures which run in different directions to those zones.

    You can do (b) in DAZ Studio using the Geometry Editor tool. Select the facets of the model that you want in one direction, create a new Surface entry with those facets, copy the surface settings from the original to the new one (it will retain it's existing UV map) and apply the shader/texture you want. Here's one I did - the yellow-ish part in the first pic show what I selected in Geometry Editor - I then created the new surface (Tool Settings - right click on the "Surfaces" entry and "Create Ndew Surface from Salected..." - and called it "FrontEdge"

    Geometry-Editor-Selection-Create-New-Surface.jpg
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    New-Surface-Render.jpg
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    Post edited by MelanieL on
  • kwanniekwannie Posts: 870

    Outstanding Melanie!! I knew the geometry editor could do this but I just never tried it before. Thank you so much!  Wow, I'm sure I have so many more questions that I'm sure you would be able to answer. You have been a such great help!

  • MelanieLMelanieL Posts: 7,791

    Happy to help - hope you're able to get to what you want.

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