Jump to content
3DCoat Forums

Michael 4 from DAZ importation....


Richard A.
 Share

Recommended Posts

  • Advanced Member

Hi,

I'm a total noob but have been interested in your program. Now that Michael 4 is released I'm interested in knowing how to use it but first I need to get the patient properly imported. Read on.....

I imported Michael 4 from DAZ3D into 3DCoat and well.... there are these messages that appear at the bottom every few seconds that slow down the program and I imagine that the size of M4 doesn't help. Is there a way to set things up (as in turning off the messages?) so this is not an issue?? I can not work like this. It's literally like being on a single processor again with 1 gig of RAM, yea, it's that bad.

Also, upon importation it seems to be reading the body sections as maps instead of the UV Map that DAZ gave us with M4, it's got everything broken down to separate maps right down to toe nails and fingernail maps. I really don't like this since exporting these, I'm afraid, I'm going to be piecing this all together in Photoshop. What would you suggest I do to get 3DCoat to read the mesh as expected and offer me size options then?? There are a total of 9 templates for M4 (Eyebrow, Face, Torso, Limbs, Teeth, Eyes, Lashes, EyeSurface and Genitals). Limbs has all nails included in it. Eyes combines all eye elements like Iris, Pupil, Sclera and so forth...

Thanks for your help!!

Richard ;-)~

Link to comment
Share on other sites

  • Advanced Member
i import mikeal 4 with no probleme

but before i prepare in c4d for eliminate a little tag of mat

OK, not understanding. Can you give me a run down of what needs to be done in order to get him imported into 3DCoat?? Like what do you check off when importing him, are you just importing in the obj or as you say prepare him in another program first? Why must or should this be done?? I don't have any high end program. I do have UVMapper Pro though so if it's something I can do in that program then instruct me please....

Thanks

Carrara 7 was released recently at DAZ and believe me the new 3D Paint engine isn't anything to get overly excited about according to the folks that are playing around with it. So I think I'll stick with trying to get a work flow going with 3DCoat!! :)

:brush: Happy Holidays to all!! :brush:

Link to comment
Share on other sites

  • Advanced Member

OK, I've not heard a lick from anyone besides Maya. I really thought this community was going to be helpful to those of us that are newbies. :rolleyes:

I do have a question that perhaps someone can help me with. Say I'm importing a Poser figure into 3DCoat such as Michael 4 or Victoria 4 from DAZ3D. Can someone at least post a screen grab of your settings from the "Loading Object" dialog?? That would be most helpful to me since I think this does determine how heavy the object is.

Thanks much

Richard ;-)~

Link to comment
Share on other sites

  • Member

Note : AFAIK 3D-Coat read the mesh as expected, the split in different maps is a choice made by DAZ but in the object they are only the materials zones

I use Miki2 in 3D-Coat but this is for drawing low-res clothes with the retopology tools for further work in Silo or C4D, since Miki2 is used only as reference i have a special version of the object with one material zone and selected 512 for the size.

IMO you must make a special object for using in 3D-Coat, you must merge together the materials who are in the same map, for V4 all materials starting with 1_ are in the first map so they must be merged etc... in the end you must have an object with 7 material zone correspondind to the 7 maps

You can merge materials in UVMapper

You can delete the unwanted geometries to make the mesh lighter, eyes, lashs, innermouth, teeth, deleting can be done in UVMapper too

In the end you probably have several special objects stripped down for a particular task, if you want to work on a face displacement map you don't need to import the legs and toes etc...

For the other settings i don't know, i plan to use the paint tools somewhere in 2009

Jean-Jacques Roh

Link to comment
Share on other sites

  • Advanced Member

Hi Zardock,

Yea, that's what I did in UVMapper Pro and the results are MUCH nicer but then how do I get the maps split back up again?? Eeeek!! I'd hate to do all this work and then realize that I'm stuck with a singular map. I actually just merged all of M4 together, deleted out the eyelashes, inner mouth (teeth and tongue as well) and all things "eyeball" since I can do those in Photoshop easily enough. I hate hate hate seams and in Photoshop it's just not fun looking over you work thinking it looks great and then seeing what a mess it is when wrapped around the obj. SO 3DCoat seems like a great app so far for getting over those humps.

Andrew, thanks for the link. :) I do have a suggestion for you for a future update. Can you set the program up so that folks can actually turn off Materials and not just Groups?? This would come in VERY VERY handy.

Also, I noticed when using the texture editor, when M4 was in his original grouping, was really strange acting. It's now showing the groups correctly (even though they are merged, they are still broken up and laid out separately). So using this dialog *IS* there a way to select a group (like the Head) and zoom in on it and work on it??

Thanks for the help folks, glad your here and trying to direct me!! :)

HAPPY NEW YEAR!! :)

Link to comment
Share on other sites

  • Advanced Member

Just a 'workflow' related tip that may help is, depending on your actual project goals you may be better off exporting the specific mesh area of interest only.

i.e. if working on a face only then exporting the head from Poser as a .obj would allow the benefit of increasing the heads mesh density on 3DC import, instead of having to fiddle with all that added complexity from an entire models mesh.

Also you may want to experiement with the free makehuman software which exports human .obj files with a simple 'one texture map' - it is also better than poser IMO in that you can export young/old fat/skinny etc styles meshes with just one or two clicks.

For example:

post-1094-1230774736_thumb.jpg

Link to comment
Share on other sites

  • Contributor

Poser and DAZ human forms.

Look, -------

they are no way the ideal and come with a lot of baggage and incompatability problems--still!

We older Carrara users are not excited about the closer connection with those two apps/products.

There are better/more compatable human form making apps about (Quidam!)--and a lot of free stuff as well.

Poser is now offered at $30--the appropriate price/value for this app--- as a plugin ----to Carrara!

Brian

Link to comment
Share on other sites

  • Advanced Member
Poser and DAZ human forms.

Look, -------

they are no way the ideal and come with a lot of baggage and incompatability problems--still!

We older Carrara users are not excited about the closer connection with those two apps/products.

There are better/more compatable human form making apps about (Quidam!)--and a lot of free stuff as well.

Poser is now offered at $30--the appropriate price/value for this app--- as a plugin ----to Carrara!

Brian

NOT wanting to start a flame war but I think Poser ( I am talking v7 here) has more value than $30. It has a very useful walk-editor that IMO functions much better than 3dsmax's Biped tools, it has semi-useful talk designer for analysis and auto talk keyframe from speech wav's and I honestly have great respect for the OUTPUT of its renderer. Not the speed or convenience mind!

Carrara beats it for speed no questions. I believe Poser suffers from quite a large amount of vista & gfx card related crashes for a sizeable number of people.

Just my opinion mind.

Link to comment
Share on other sites

  • Contributor
NOT wanting to start a flame war but I think Poser ( I am talking v7 here) has more value than $30. It has a very useful walk-editor that IMO functions much better than 3dsmax's Biped tools, it has semi-useful talk designer for analysis and auto talk keyframe from speech wav's and I honestly have great respect for the OUTPUT of its renderer. Not the speed or convenience mind!

Carrara beats it for speed no questions. I believe Poser suffers from quite a large amount of vista & gfx card related crashes for a sizeable number of people.

Just my opinion mind.

YES!

No flame war!

I have Poser 7 also. Was it put out so that the growing compatability of Poser stuff with DAZ/Studio and Carrara could no longer exist?

I still spit blood at paying for the Poser7 upgrade.

Hey, all the stuff I collected with Poser5 and 6, and more!, is in my Carrara Browser AUTOMATICALLY!----I never need to open Poser again!

Brian

Link to comment
Share on other sites

  • Advanced Member
YES!

No flame war!

I have Poser 7 also. Was it put out so that the growing compatability of Poser stuff with DAZ/Studio and Carrara could no longer exist?

I still spit blood at paying for the Poser7 upgrade.

Hey, all the stuff I collected with Poser5 and 6, and more!, is in my Carrara Browser AUTOMATICALLY!----I never need to open Poser again!

Brian

heh, we may have created internet history with the first ever poser-carrara-daz discussion that didn't end in tears ;)

I must admit on the Daz Carrara forums at least, the amount of times I wished there was a button that filtered out posts about Daz Content is pretty high. I do get a bit uppity about the impression/focus on Carrara as a content rendering engine...

I haven't upgraded to C7Pro, mainly as I feel my painting desires are being happily handled by 3DC.

Link to comment
Share on other sites

  • Member
Hi Zardock,

I actually just merged all of M4 together, deleted out the eyelashes, inner mouth (teeth and tongue as well) and all things "eyeball" since I can do those in Photoshop easily enough. I hate hate hate seams and in Photoshop it's just not fun looking over you work thinking it looks great and then seeing what a mess it is when wrapped around the obj. SO 3DCoat seems like a great app so far for getting over those humps.

HAPPY NEW YEAR!! :)

Merging all together is not a good solution, you need to keep separate the maps

Mode detailed setup :

I use V4 but this is probably valid for M4

Load in UVMapper the V4 object named blMilWom_v4b.obj

Select all materials starting with 4_ 5_ 6_ 7_ and delete

Save the object under a new name, check the options 'Export as single group'

Reload this object, so UVMapper can update the material list

Select all material starting with 1_ and Tools -> Assign to -> Material -> 1_map

Select all material starting with 2_ and Tools -> Assign to -> Material -> 2_map

Select all material starting with 3_ and Tools -> Assign to -> Material -> 3_map

Save this object

1_map 2_map 3_map can be replaced by your favorite material name

Load this object in 3D-Coat, below are the options i have chosen, maybe try with Keep Cluster:

On my laptop HP nw9440 Core 2 Duo 2.33Ghz Nvidia FX1500M the loading take less than 10 seconds

post-1265-1230800205_thumb.jpg

Paint V4, try to be more creative than me :rolleyes:

post-1265-1230800434_thumb.jpg

Export all maps to be used on your application :

File -> Import/Export textures -> Save textures

Select All textures, on the file requester type the prefix, i have used test for the color maps

post-1265-1230800775_thumb.jpg

Open V4 in your application and apply the maps to the corresponding material zones

How they look on DS :

post-1265-1230800759_thumb.jpg

Link to comment
Share on other sites

  • 1 year later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...