Exporting a figure with ALL maps in the mtl file?
RAMWolff
Posts: 10,343
Exporting a figure with ALL maps in the mtl file?
I am working on fixing seams right now but the main maps are fine there are some weird things going on in the "internal" maps like bump, normal ect..... I use 3DCoat for all the skin works but never had to fix those kinds of areas as they always exported properly from my little program I use (online here: https://cpetry.github.io/NormalMap-Online/ (I pay the guy a little on a monthly basis as I like this way of exporting those kinds of maps) but for some reason I got some bad feedback about seams. While I think they are VERY minimal I won't be granted a PASS until they are resolved. So the 3DCoat forum mods suggested I just export the OBJ and the MTL should have all those and will load them all automatically into 3DCoat. That didn't happen
I did turn off all the body parts I wasn't going to need before exporting from DS, I only needed the skin and nails but upon looking over the exported OBJ in my UV Mapping program ALL of the surfaces came along for the ride so had to do allot of clean up and of course when I saved it out any info in the MTL file was lost in relation to included maps. I wish there was a way to hand write an MTL file but it's probably ALLOT of work and I have 4 maps (Diffuse, Bump, Normal, Gloss) to include for each body part.
So my question is basically this: Is there a way to properly export from DAZ Studio with ALL maps in place that I need and exclude parts that I don't need? Or is there a pay for script in the store that you can link me to that will do what I need done? Hell, maybe I already have it but just can't remember.
Thanks so much
Richard

Comments
.mtl is a very basic specification, it simply doesn't know about a lot of more advanced properties.
OK. Well it was suggested elsewhere that I try FBX as 3DCoat supports that but when I tried that the figure was zeroed out (I had his limbs spread out for those hard to reach places) and FBX only exports the basic diffuse maps as well so unless there are specific options I need to check and uncheck in the export options dialog I'm kinda stuck here as I need an export that will include ALL the maps so I can get these areas fixed up.
I'm surprised that someone in the scripting world hasn't created a for sale or freebie script that exports an OBJ with all the needed options that a content maker could need.
It might help to simplify your question, for your own benefit, and others.
To me, it seems like your actual question is: After importing a posed Obj into 3D Coat, how do I add the maps from Daz that I wish to edit in 3D Coat?
This is a question about how to add maps into 3dCoat. It is a 3d coat question. Whoever on the 3dcoat forums cant even tell you how to add a map into their map-painting programme sounds incredibly inept. In Substance Painter you would just drag it into the library pane.
You dont have to export surfaces when you export an obj from daz by the way. There is an option in the export dialogue...
Removed.
My question was correct. Is there a way to export Genesis 8 Male from DAZ Studio with ALL the maps exported with it and have it open up in 3DCoat WITHOUT having to manually import maps. If it can't be done natively then maybe there is a script (free or pay for) that will do this for me from DAZ Studio?
Hope that's a bit more clear!
First thing to do is open the MTL in any text editor (it's ascii) and check to see if any textures are listed.
The exporter needs to be able to identify the surface channels (diff, spec, amb etc) before it will add any textures to the MTL.
In DS 4.15 only the Diffuse channel is recognised if you are using an Iray shader, so only the Diffuse texture is added to the MTL.
I doubt if a script will help any as the Wavefront format is ancient and only supports a handfull of channels, so you'll probably have to add them manually in 3dcoat.