Help?
So I'm doing my first ever modle of a shirt useing Hexagon and found that modleing wasn't to hard however after transfering it to daz, I now know that I suck at textureing. Can someone who is good with it help out?
Post edited by truck1972 on
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So I'm doing my first ever modle of a shirt useing Hexagon and found that modleing wasn't to hard however after transfering it to daz, I now know that I suck at textureing. Can someone who is good with it help out?
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I'd love to help, but I'm terrible at UV mapping so far, its probably that I'm trying stuff that is too complicated, but anyway I hate seeing pleas for help going unanswered... You might want to try asking this question in the Hexagon forum or perhaps asking for some guidance as to where one could find really good tutorials on what you are trying to do... I'd also perhaps post a screenshot of the model, as people who might wish to help may be more inclined to do so if they knew what it is they would be getting into.
Also, Hexagon has good UV mapping capabilities, but there are other programs like UV Layout, Ultimate Unwrap and 3D Coat that do more of the work for you... Or at least have features that make it easier to get cleaner results, in addition there are programs like Blacksmith 3D and Substance Painter that allow you to Texture paint your model once you have it mapped... And they paint across seams, which is a real bonus.
Good luck.
It also helps to have a more informative title so those interested might zoom in ...
Anyhow ... first really big help for making nice uvmaps is to have the model created "symmetrical" as much as possible. That is why people will model half and use symmetry to get the other side done.
Some also use Blender for uvmaps but I do use Hexagon sometimes with some guidance from 3D Coat.
Shirt ... plane and/or cylindrical maps to start ... doesn't much matter as one then has to make seams for the unfolding process.
Then one has to re-position and resize the islands better 'cause Hexie likes to drop everything to touch the bottom of the page for some reason - possibly just to show that it can.
After the new .obj is exported out, then I recommend another utility such as D3D UV-Viewer, save out "square" templates. Those are then used in an image editor to paint on making the texture images to be applied in D/S.
Lots to learn and have fun with :-)
Actually, that's a good point about the title... Initially I thought you were trapped in an industrial freezer with hungry Velociraptors outside watching a YouTube video on how to pick industrial freezer locks... Then I saw the question mark and thought maybe you weren't sure if they were hungry velociraptors or friendly velociraptors and maybe you were wanting to clear that up before they got in, so as to avoid any embarrassing misunderstandings or painful disembowlment that may arise. I found that it's usually the amount of drooling that they do which indicates how hungry they are and whether or not they are wearing, and or handing out friendship bracelets at the time in question. Also, Velociraptors are the fox size dromaeosurids, if you have lock picking raptors, you are probably dealing with Utahraptors which are actually not that hard to gauge... Generally they are gonna just eat you, so there is really nothing to be formal about... Either just run away or just salt yourself and if you are feeling particularly helpful, rub yourself with a bay leaf/ balsamic vinaigrette marinade as it helps the raptors digestion. I personally prefer to run away, but not every agrees on that.
Well, anyway... Good luck.
Love your commentaries ... and the readmes that have gone out with your products. Think I've downloaded those whether I needed them or not just to read the readmes. Humour is the best medicine going these days.
If you can, make surface texture zones on your model, then when you get to DS you can use shader packs to make your model pretty until you learn the basics of texturing in Photoshop and such. :-)
That's my tip.