it's the 3D Studio exchange format. Very often the meshes are made up of triangles. Most often exported from 3DSmacks.
DS has no import filter for it. You can use Wings3D to convert it, which is free, or Hexagon, which is inexpensive. Hexagon will allow you to get any materials into DS easier.
it's the 3D Studio exchange format. Very often the meshes are made up of triangles. Most often exported from 3DSmacks.
DS has no import filter for it. You can use Wings3D to convert it, which is free, or Hexagon, which is inexpensive. Hexagon will allow you to get any materials into DS easier.
Ok, I don't have any of those programs (and it sounds too hard for a newbie like me). But thanks anyway
It will load several different formats and allow you to save them as obj or even pp2 files (but I find saving them as pp2 to be pretty much worthless, unless they are already scaled and positioned).
that's one of the things I like about using Hex to do the conversion... I can get a decent scale before I get into DS and not have to export it again....
Select Wavefront OBJ, name the file whateverfile.obj
save the file.
open DAZ Studio
Goto File Import.
Locate whateverfile.obj and load it into DAZ Studio
select the object in the scene tab
zoom in on the object.
Place and scale the object till is what it should be.
Export the object to OBJ
Re-Import the object at it's proper scale.
You're a star! Thanks!
1) But the object is all white and has no surface
2) can I not save it as a DAZ prop of some kind (so I can see it in my content library)? I won't remember it's there if I leave it as an .OBJ (as they are invisible)
Does "UV mapped" mean it has a .JPG of a texture that comes with it to wrap around it?
If it came with a texture, then chances are it has a UV map. UV mapping is basically a way of 'drawing' a 3D object onto a 2-Dimensional texture, so that part of the image corresponds to part of the model.
If you put the bucket texture into the 'Diffuse Color' as a texture map, it should display correctly. You might have to tweak additional settings to get it to your tastes, but that will cover the basics.
3ds does not support UV mapping, only MAX texture coordinates.
They can be used with procedural shaders, but you need to UV map the object before applying a texture map
No, UV mapped means that it is mapped to take a texture map.
It only has one material zone set up and no materials specified. That's why it's loading as a solid white object. Also, when I did the conversion, there were lots of unwelded vertices, so it didn't want to play well with smoothing in DS. After welding the verts, converting to quads, UV mapping and assigning a couple of material zones, I came up with this....
No, UV mapped means that it is mapped to take a texture map.
It only has one material zone set up and no materials specified. That's why it's loading as a solid white object. Also, when I did the conversion, there were lots of unwelded vertices, so it didn't want to play well with smoothing in DS. After welding the verts, converting to quads, UV mapping and assigning a couple of material zones, I came up with this....
Wow! That looks pretty good. Can you upload the file for me, so I can use it? (As I have no idea how you did all that)
So if I understand this correctly, applying a texture to an object that hasn't been UV mapped would just make a flat silhouette of the particular view of the object, but filled in with just the flat texture?
Since there is no readme or EULA with the file, I'll have to assume the most restrictive terms apply and won't be allowed to upload it. I will, though drop the original uploader an email, through ShareCG and see what he says. Because since I've got it that far, I may as well finish it out as a prop.
As to not being UV mapped...all sorts of things can happen. Depending if the texture you are adding is an image based item or a procedural one. Image based have the most problems, especially if tiled. A plain color will usually work. Procedurals....most may work, but some won't. Displacement probably won't work, bumpmaps and normal maps may work, sometimes (again often depends on whether or not it's tiled). It's not just what you've described...a lot more can happen/not happen.
UV mapping is what tells the renderer to use a particular part of the texture on a specific part of the mesh.
Since there is no readme or EULA with the file, I'll have to assume the most restrictive terms apply and won't be allowed to upload it. I will, though drop the original uploader an email, through ShareCG and see what he says. Because since I've got it that far, I may as well finish it out as a prop.
As to not being UV mapped...all sorts of things can happen. Depending if the texture you are adding is an image based item or a procedural one. Image based have the most problems, especially if tiled. A plain color will usually work. Procedurals....most may work, but some won't. Displacement probably won't work, bumpmaps and normal maps may work, sometimes (again often depends on whether or not it's tiled). It's not just what you've described...a lot more can happen/not happen.
UV mapping is what tells the renderer to use a particular part of the texture on a specific part of the mesh.
Thanks for the info on UV mapping. I think I am beginning to get it.
But please don't go to any trouble on my account with the prop. I am sure I can find another easily enough.
another converter that's easy to use and free is called PoseRay. It can convert from several formats to obj with out too much issues and keep the material zones. https://sites.google.com/site/poseray/
another converter that's easy to use and free is called PoseRay. It can convert from several formats to obj with out too much issues and keep the material zones. https://sites.google.com/site/poseray/
Comments
it's the 3D Studio exchange format. Very often the meshes are made up of triangles. Most often exported from 3DSmacks.
DS has no import filter for it. You can use Wings3D to convert it, which is free, or Hexagon, which is inexpensive. Hexagon will allow you to get any materials into DS easier.
Ok, I don't have any of those programs (and it sounds too hard for a newbie like me). But thanks anyway
It is not hard and even a newbie can do it with enough patience and reading, I'm just saying. :)
download wings3d from wings3d.com
Install
Open Wings3D
goto FILE/IMPORT
look for your 3DS file, select and load it.
goto FILE/EXPORT
Select Wavefront OBJ, name the file whateverfile.obj
save the file.
open DAZ Studio
Goto File Import.
Locate whateverfile.obj and load it into DAZ Studio
select the object in the scene tab
zoom in on the object.
Place and scale the object till is what it should be.
Export the object to OBJ
Re-Import the object at it's proper scale.
Even easier...
http://www.sharecg.com/v/47408/View/11/Poser/PropViewer-3.2
It will load several different formats and allow you to save them as obj or even pp2 files (but I find saving them as pp2 to be pretty much worthless, unless they are already scaled and positioned).
that's one of the things I like about using Hex to do the conversion... I can get a decent scale before I get into DS and not have to export it again....
You're a star! Thanks!
1) But the object is all white and has no surface
2) can I not save it as a DAZ prop of some kind (so I can see it in my content library)? I won't remember it's there if I leave it as an .OBJ (as they are invisible)
Save As/Support Asset/Figure Prop Asset
You can edit the material groups with the polygon group editor in DS
Assuming the item was UV mapped - it may not be. Do you have a link?
http://www.sharecg.com/v/7486/View/5/3D-Model/BUCKET
Does "UV mapped" mean it has a .JPG of a texture that comes with it to wrap around it?
http://www.sharecg.com/v/7486/View/5/3D-Model/BUCKET
Does "UV mapped" mean it has a .JPG of a texture that comes with it to wrap around it?
If it came with a texture, then chances are it has a UV map. UV mapping is basically a way of 'drawing' a 3D object onto a 2-Dimensional texture, so that part of the image corresponds to part of the model.
If you put the bucket texture into the 'Diffuse Color' as a texture map, it should display correctly. You might have to tweak additional settings to get it to your tastes, but that will cover the basics.
3ds does not support UV mapping, only MAX texture coordinates.
They can be used with procedural shaders, but you need to UV map the object before applying a texture map
No, UV mapped means that it is mapped to take a texture map.
It only has one material zone set up and no materials specified. That's why it's loading as a solid white object. Also, when I did the conversion, there were lots of unwelded vertices, so it didn't want to play well with smoothing in DS. After welding the verts, converting to quads, UV mapping and assigning a couple of material zones, I came up with this....
Wow! That looks pretty good. Can you upload the file for me, so I can use it? (As I have no idea how you did all that)
So if I understand this correctly, applying a texture to an object that hasn't been UV mapped would just make a flat silhouette of the particular view of the object, but filled in with just the flat texture?
Since there is no readme or EULA with the file, I'll have to assume the most restrictive terms apply and won't be allowed to upload it. I will, though drop the original uploader an email, through ShareCG and see what he says. Because since I've got it that far, I may as well finish it out as a prop.
As to not being UV mapped...all sorts of things can happen. Depending if the texture you are adding is an image based item or a procedural one. Image based have the most problems, especially if tiled. A plain color will usually work. Procedurals....most may work, but some won't. Displacement probably won't work, bumpmaps and normal maps may work, sometimes (again often depends on whether or not it's tiled). It's not just what you've described...a lot more can happen/not happen.
UV mapping is what tells the renderer to use a particular part of the texture on a specific part of the mesh.
Ok I will take it back not so easy with this one for a newbie...I apologise.
Nice work mjc.
Thanks for the info on UV mapping. I think I am beginning to get it.
But please don't go to any trouble on my account with the prop. I am sure I can find another easily enough.
another converter that's easy to use and free is called PoseRay. It can convert from several formats to obj with out too much issues and keep the material zones.
https://sites.google.com/site/poseray/
cool! Thanks