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Daz 3D Forums > 3rd Party Software > Blender Discussion

Creating Assets in Blender for Daz ?

inno3196inno3196 Posts: 2
June 2024 in Blender Discussion

I'm still a starter but I'm hoping to get good enough in 3d modelling and blender is my choice of software to learn. While at the same time Daz is definitely easier for rendering and posing with stuff and more friendly in that for me atleast.

The answers I've searched for hours has been really confusing so I'm here to clear my doubts.

Suppose I don't find the asset of my choice say a environment or anything. How would I go about creating it in blender and having it work in Daz. What are my options.

I know about exporting in .obj and applying textures one by one to it and then save it as a .duf file. It seems reasonable enough for small stuff, but let's suppose I plan to build a decently sized scene with forest and campground and decent amount of stuff. Is there no way to get the scene imported in Daz with textures?

I think I read .fbx can support textures but it's support in Daz is a hit and miss. So now i just wanna know how are people creating these assets to sell and what are the ways they get in into daz that's not scary.

most of the discussions I have been able to find have only confused me more and more.

Comments

  • crosswindcrosswind Posts: 9,548
    June 2024

    - No matter how big / complicated the scene is, it's formed by individual object. So there's no big different in terms of the workflow of creation.. just the workload and time vary.
    - Importer / Exporter of OBJ format file in DS just supports diffuse maps assigned, for the other type of maps, you always have to assign them to the surface slots manually. It's the same with FBX format.

  • markusmaternmarkusmatern Posts: 598
    June 2024

    To help getting the textures over from Blender to DAZStudio Multi Map Loader can be a big help. This works great when you have a good naming scheme of your textures and object parts. After defining your settings this process can be almost automatic.

  • inno3196inno3196 Posts: 2
    June 2024

    crosswind said:

    - No matter how big / complicated the scene is, it's formed by individual object. So there's no big different in terms of the workflow of creation.. just the workload and time vary.
    - Importer / Exporter of OBJ format file in DS just supports diffuse maps assigned, for the other type of maps, you always have to assign them to the surface slots manually. It's the same with FBX format.

    I see. So textures must be applied in Daz regardless. Thank You

    Any idea what settings I should use to make sure the obj file works. I remember something scale size being different and daz only wanting traingles? Would you be able to clarify it please. 

  • inno3196inno3196 Posts: 2
    June 2024

    markusmatern said:

    To help getting the textures over from Blender to DAZStudio Multi Map Loader can be a big help. This works great when you have a good naming scheme of your textures and object parts. After defining your settings this process can be almost automatic.

    I see. I'm still  starting to learn Blender so it's good that I have time to develop some common sense with naming object parts and textures hopefully. Thank you for the suggestion. 

  • crosswindcrosswind Posts: 9,548
    June 2024

    inno3196 said:

    crosswind said:

    - No matter how big / complicated the scene is, it's formed by individual object. So there's no big different in terms of the workflow of creation.. just the workload and time vary.
    - Importer / Exporter of OBJ format file in DS just supports diffuse maps assigned, for the other type of maps, you always have to assign them to the surface slots manually. It's the same with FBX format.

    I see. So textures must be applied in Daz regardless. Thank You

    Any idea what settings I should use to make sure the obj file works. I remember something scale size being different and daz only wanting traingles? Would you be able to clarify it please. 

    As for OBJ export settings, that depends your case but more or less the settings in the screenshot will do. If you make things with in real dimensions (e.g. a table's height is 0.75 meters), export with Scale 100.000.

    Well, if you make hard surface things, there's no absolute rule in terms of using triangles or quads but you better try to have clean mesh and avoid n-gon. If you make soft bodies that'll be used in DS, certainly go for using quads.

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