Substance Painter to DAZ Export Nightmare

Hi everyone. I'm kind'a new here and already started having problems. Let me start with my workflow.
I create my model and pose it in DAZ. I make two poses one as the T-Pose other is the final pose. Using Keyframes I create the transition animation aswell. Export the T-Pose and Final Pose as obj's while exporting the animation in the form of COLLADA file.

Open up Marvelous Designer, load up the T Pose and create my outfits on the pose. Switch to COLLADA file, animate the outfit and switch to Final Pose obj to make final adjustments. When I'm happy with the result, simply export the outfit as obj. 

There are no problems trough those steps. I can open up DAZ Studio and throw my outfit in and no problem there either. As I've designed it on the custom avatar and exported it after the last touches on Final Pose file, it fits perfectly.
So I decided to Step it up a 'lil bit and texture my outfits. For this purpose I open up my Substance Painter and throw my outfit obj in. No problem. Paint/texture as I desire. No problem either. I export my textures and mesh obj from SP and throw it back to DAZ, whole outfit is still grayed out. As I've searched the web I've discovered that we have to manually input those texture files to DAZ via surfaces tab.
Thats exactly where I struggle. I have no idea which maps I should've exported from SP and after that which map goes where.
When I try to dial them in manually, I always end up with bad results. It would be great if someone can point me to the right direction or better, quickly explain what exports to get from SP and where they go in DAZ. 

Thank you for reading people. Hope to find some answers here or else I will stop my journey here.

PS: Here are some examples

Substance Painter 


DAZ

Comments

  • Oso3DOso3D Posts: 15,090

    Assuming you are getting Metallicity, Base Color, and Roughness maps:

    Put Base Color into Base color (duh).

    Metallicity into Metallicity, set value to 1 (the map and value are multiplied)

    Set Glossy Color to white, Glossy Weight to 1, Glossy Roughness to 1 (and then plug in Roughness map).

    Height map into Bump. I usually skip Normals unless you are doing involved stuff.

    That should work for most stuff.

  • Thank you so much for your swift response. The problem is instead of Base Color I have Diffuse here. Also I do not see any Metallicity related thing here.
    I've attached a SS of my DAZ surfaces tab down below. You can see it for yourself and I guess it would be better this way.

    Screenshot_1.png
    378 x 412 - 22K
  • Oso3DOso3D Posts: 15,090

    Oh, you are doing 3dl. Duh.

    Base color goes in diffuse, then, and I have no idea about the rest.

  • Frankly, I have no desire doing 3dl and this is the first time I've realised I've been using it instead of IRAY. Thats why I've stated that I'm new to the 3D scene. Sorry to bother you again but do you know any guide that I can follow for the IRAY material/surface building?

  • An imported object will have the Daz Default Shader, which is 3Delight. If you are going to render in Iray, and want to use the PBR materials you have created, select the object and all its surfaces and apply the Iray Uber Base shader (Shaders>Iray in the presets tab of the Surfaces pane).

  • An imported object will have the Daz Default Shader, which is 3Delight. If you are going to render in Iray, and want to use the PBR materials you have created, select the object and all its surfaces and apply the Iray Uber Base shader (Shaders>Iray in the presets tab of the Surfaces pane).

    Thank you so much Richard Haseltine. This solved all my issues. Like I said I'm pretty new to this and it feels good to see such a supportive community.

  • People are very helpful around here.

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