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Subject: Another Blender newb who needs help.


Molina00 ( ) posted Fri, 22 June 2007 at 5:29 PM · edited Mon, 23 December 2024 at 7:56 AM

Greetings all.  As the title indicates, I am a newbie to Blender (and basically 3D art in general) and I need some advice.  

So I made something in Blender.  Right now it's just the basic silvery/gray saved as a .blend file.  I just have no idea on where to go from here.  I've heard I need to use something like Gimp or Photoshop to texture stuff, I have both, so what do I need to do to get my creation to where I can texture it?  

I was also wondering if there was a way I could import a 3D figure, like V3 or M3, into Blender and create some clothes around them.  And if not then what do I need to do to get a model for clothes creation?

I literally just got into this 3D graphic stuff like 8 days ago so I'm still pretty much clueless right now.  I posted this at the Daz forums but got no reply, so hopefully some of you fine folks will be able to help me.    😄


nruddock ( ) posted Fri, 22 June 2007 at 6:01 PM
DramaKing ( ) posted Fri, 22 June 2007 at 6:49 PM

What did you make? I'm not sure to help you without knowing what you did. Some pictures would help.

Right now you should mainly try using the material settings to texture your models. Blender has a number of shaders for you to use. You can also use Paint.NET, a free, open-source paint program.

Now for the DAZ figures, you should probably avoid them for now. I don't know of any way to import them, and there is no native support.

P.S. I love your English!

It is better to do one thing well, than to do many things and excel at nothing.


Reddog9 ( ) posted Fri, 22 June 2007 at 7:34 PM

I've imported DAZ figures before.. You can export them from DAZ as OBJs.. then import them into Blender via the same format. I believe the Z and Y axis are reversed so you need to rotate the objects 90 degrees and back again when you're done creating. I believe Blender's import script will take care of this now. I've attempted to do this before, however.. the problem I ran into was, to use an object as clothing with DAZ / Poser, you have to mate it with a poser file that defines the body parts that the various parts of the clothing mates up with. I never owned Poser. From what I've heard, I believe you can import obj's with Poser to create new objects or clothing. I attempted to do this by hand by recreating their text files. I was able to make a killer whale which I could pose and use in DAZ, but it took a lot of effort. It's fairly simple to create items/clothing that are used with only one body part in DAZ by importing your object and attaching it to that body part. ie. a Helmet or glasses. This was how I was creating my Stormtrooper outfit a while back. Stormtroopers

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Fri, 22 June 2007 at 8:00 PM · edited Fri, 22 June 2007 at 8:03 PM

file_380858.jpg

> Quote - What did you make? I'm not sure to help you without knowing what you did. Some pictures would help. > > Right now you should mainly try using the material settings to texture your models. Blender has a number of shaders for you to use. You can also use [Paint.NET](http://www.getpaint.net), a free, open-source paint program. > > Now for the DAZ figures, you should probably avoid them for now. I don't know of any way to import them, and there is no native support. > > P.S. I love your English!

 

Probably not very original, but then I'm a newb.  I started out making a sword.  I tried selecting the UV faces or whatever like it said in the wiki tutorial, but it didn't come out very good.  Maybe I made it wrong, I don't know.  I've attached a rendered pic of it. 

Quote - I've imported DAZ figures before..
You can export them from DAZ as OBJs.. then import them into Blender via the same format. I believe the Z and Y axis are reversed so you need to rotate the objects 90 degrees and back again when you're done creating. I believe Blender's import script will take care of this now.

I've attempted to do this before, however.. the problem I ran into was, to use an object as clothing with DAZ / Poser, you have to mate it with a poser file that defines the body parts that the various parts of the clothing mates up with. I never owned Poser. From what I've heard, I believe you can import obj's with Poser to create new objects or clothing.

I attempted to do this by hand by recreating their text files. I was able to make a killer whale which I could pose and use in DAZ, but it took a lot of effort.

It's fairly simple to create items/clothing that are used with only one body part in DAZ by importing your object and attaching it to that body part. ie. a Helmet or glasses. This was how I was creating my Stormtrooper outfit a while back.

Thanks a lot for the information.  I don't have Poser either.  I've been trying to find a copy of Poser 5 for $50 bucks or so but unsuccessfully.  Very nice looking stormtroopers btw.


Reddog9 ( ) posted Fri, 22 June 2007 at 8:39 PM

I've tried making a sword or two.. yours looks better than mine did. What I would do with something like that is.. load it into DAZ, position it into the correct position for the corresponding hand, then save it with DAZ Studio. Then you can reload it in DAZ and just position it under the correct hand in the list to attach it. (I haven't used DAZ in awhile, so forgive my lack of the correct terms.) It may automatically re-attach it when you reload it. Can't remember.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Fri, 22 June 2007 at 9:10 PM

Quote - I've tried making a sword or two.. yours looks better than mine did. What I would do with something like that is.. load it into DAZ, position it into the correct position for the corresponding hand, then save it with DAZ Studio. Then you can reload it in DAZ and just position it under the correct hand in the list to attach it. (I haven't used DAZ in awhile, so forgive my lack of the correct terms.) It may automatically re-attach it when you reload it. Can't remember.

 

Loading it into Daz was one thing I didn't know how to do.  I tried saving it as an .obj file and I don't believe that worked.  Maybe I did something else, or something wrong, I don't know.  Is that the right file extension though?  If I just knew how to texture the thing so it wasn't just a gray looking thing.  It was supposed to look like Zelda's sword from Twilight Princess.  Didn't come out quite like it, but considering it was my first time I was happy with it. 


haloedrain ( ) posted Fri, 22 June 2007 at 9:52 PM

Attached Link: http://www.blender.org/tutorials-help/manuals-books/

You don't have to have a paint program to add textures to your models, you can also use blender's procedural textures.  Those won't export with the models and they often don't look as realistic, but it's good to get the hang of blender texture basics before diving into images and uv mapping.

Blender noob-to-pro is a good resource, as pointed out above, as are the online manual and the tutorials on the blender website.  Also check out the links in the blender forum header.


DramaKing ( ) posted Fri, 22 June 2007 at 10:46 PM

I've been trying to find a copy of Poser 5 for $50 bucks or so but unsuccessfully.  

Try eBay. I've seen v. 6 for under $30 before.

Also, there's a fairly recent Blender image in the gallery with a DAZ model. If you look for it, it should be fairly easy to find.

The UV face select probably isn't necessary for a simple sword. UV mapping  maps the textures on the mesh in the correct fashion. All you need to do is set some metallic settings in the Materials rollout.

It is better to do one thing well, than to do many things and excel at nothing.


Reddog9 ( ) posted Sat, 23 June 2007 at 12:13 AM · edited Sat, 23 June 2007 at 12:14 AM

If I remember correctly, you'll want to look for the import feature within DAZ. I've done it several times before. You can UV map stuff in blender, export them and import into DAZ and the textures should work correctly. If I can in the morning, I'll try to get you some kind of tutorial on how to load it into DAZ.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sat, 23 June 2007 at 8:29 AM

Quote -

I've been trying to find a copy of Poser 5 for $50 bucks or so but unsuccessfully.  

Try eBay. I've seen v. 6 for under $30 before.

Also, there's a fairly recent Blender image in the gallery with a DAZ model. If you look for it, it should be fairly easy to find.

The UV face select probably isn't necessary for a simple sword. UV mapping  maps the textures on the mesh in the correct fashion. All you need to do is set some metallic settings in the Materials rollout. 

I forgot to mention that I have been trying to find on for PC.  I don't have a Mac, and that seems to be what most of them on eBay are for.

Thanks to all of you for the advice.  This is going much better than it did at the DAZ forums.


Reddog9 ( ) posted Sat, 23 June 2007 at 9:05 AM

I made this shield in Blender and used it in DAZ to produce this picture: display_1121305.jpg

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


DramaKing ( ) posted Sat, 23 June 2007 at 9:36 AM

Bravo
The shield looks a little bent, though.  

It is better to do one thing well, than to do many things and excel at nothing.


Molina00 ( ) posted Sat, 23 June 2007 at 10:04 AM

Quote - I made this shield in Blender and used it in DAZ to produce this picture:

 

Wow!  I love that shield.  I can only hope I'll be able to make stuff like that someday.

As for using stuff in DAZ, I exported my sword as an OBJ file then imported into DAZ but it didn't show up in the workspace.  It showed up in my scene and surfaces tab but nowhere else.


Reddog9 ( ) posted Sat, 23 June 2007 at 10:13 AM

You'll have to do some trial and error to import it at the right scale. Sometimes it comes in so big, Mike will be standing inside of it, or so small, it's just a dot. Try adjusting the percentage when you import it. I just tried it, there is a Blender option on the import menu.. then set your own scale. I'm not sure at the moment what the Blender to DAZ ratio is. Also, you have to rotate 90 degrees on the X axis..

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sat, 23 June 2007 at 10:25 AM

file_380891.gif

I don't know if this helps any, but here is what the settings were when I selected the blender scale option.  I used different options and different scales but couldn't get anything to show up.  I have the OBJ file still in my blender program files, so should it work importing into DAZ from there?


Reddog9 ( ) posted Sat, 23 June 2007 at 12:56 PM

I finished the tutorial. Go easy on me, I rushed through it for you, but I think it's clear enough to figure out. And yes.. most likely a spelling error or two. Sword from Blender to DAZ Studio Depending on how large you modeled the sword originally in blender, importing it at %5000 as it shows in your image there, will be way to big. I haven't figured out the Blender - Daz ratio yet. Also, you'll need to make sure your surface normals are facing the correct way, or it might be invisible withing DAZ Studio.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Reddog9 ( ) posted Sat, 23 June 2007 at 12:59 PM

Quote -
Wow!  I love that shield.  I can only hope I'll be able to make stuff like that someday.

The shield was really easy. It's only a few dozen faces with a large scale image applied to it as well as to the bump map.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


haloedrain ( ) posted Sat, 23 June 2007 at 1:18 PM

Wanna put that in the blender 3d tutorial area here too?  Pretty please?  More people might find it that way :)


Reddog9 ( ) posted Sat, 23 June 2007 at 1:23 PM

Quote - Wanna put that in the blender 3d tutorial area here too?  Pretty please?  More people might find it that way :)

Can do.. I've got to go right now.. might not make it in there 'till Sunday night.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sat, 23 June 2007 at 1:24 PM

Quote - I finished the tutorial. Go easy on me, I rushed through it for you, but I think it's clear enough to figure out. And yes.. most likely a spelling error or two. Sword from Blender to DAZ Studio Depending on how large you modeled the sword originally in blender, importing it at %5000 as it shows in your image there, will be way to big. I haven't figured out the Blender - Daz ratio yet. Also, you'll need to make sure your surface normals are facing the correct way, or it might be invisible withing DAZ Studio.

 

Thanks a lot.  I really appreciate the help.  I'll try it later and see how it goes.  
Also, what are surface normals? :blushing:


Reddog9 ( ) posted Sat, 23 June 2007 at 1:37 PM

Ahh.. usually.. only one side of a face is visible and the other side is invisible. I think it use to go by following the vertices around in a clockwise direction, that side would be the visible side. While editing your model in Blender, you can make the surface normals visible. There's an option button availble. It creates a blue line extending out from the visible side of a face. With this on, you can tell if all your faces are pointing in the right direction. Sometimes, when you model something in pieces, and stick it together, some faces end up pointing towards the inside of your model. This is visible when you see 'black' seem lines along some edges of your model. Going to edit mode, selecting all the vertices and pressing "CTRL-N" will flip all normals to the outside (Usually). If your model gets complex, this may not work (I've had problems with this in the past). You can select individual faces and flip normals one at a time if need be. I'm not sure, but having the object 'center' in the correct place, may affect the 'Flipping of vertex' normals. Have a great day everyone.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sat, 23 June 2007 at 6:09 PM

file_380917.jpg

Your tutorial was actually pretty easy to follow.   It took me all afternoon to make this thing with it.  I'm not terribly happy with how it turned out, but I guess it's okay for a new guy. 

About the part on adding a specular map, would I load that through the Texture tab instead of the original image?


haloedrain ( ) posted Sat, 23 June 2007 at 6:52 PM

Quote - Can do.. I've got to go right now.. might not make it in there 'till Sunday night.

Yay! Let me know when it's up there so I can go approve it.


Reddog9 ( ) posted Sat, 23 June 2007 at 6:59 PM

Quote - Yay! Let me know when it's up there so I can go approve it.

It's in. Since my site may not be up 100%, I'm looking at making some PDF versions of them so people can take them with them if they wish.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Reddog9 ( ) posted Sat, 23 June 2007 at 7:09 PM

Quote - Your tutorial was actually pretty easy to follow.  
It took me all afternoon to make this thing with it.  I'm not terribly happy with how it turned out, but I guess it's okay for a new guy.

That looks pretty good. :) I can see some nice detail in it. I suppose the toughest part is trying to find a nice clean image to start with. > Quote - About the part on adding a specular map, would I load that through the Texture tab instead of the original image?

Umm.. (Trying to do this from memory) .. From the same 'material', add the spec map as a new image, then go back to the materials section.. you should see it listed below your 'texture' image. Click the spec maps name, then go to the 'Map to' (?) tab, and select only the 'Spec' button. Basically, do the same as you did for the Color and Bump maps, only apply this one to the "Specular" only. They will all be contained under the same "Material"

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sat, 23 June 2007 at 7:16 PM

I don't think the image was the problem.  It seemed like a good quality pic to me.  
Thanks again for all your help, and if you were to put together a pdf of your tutorial, I would definately be interested in it.


Molina00 ( ) posted Sat, 23 June 2007 at 7:44 PM

Quote - > Quote - Your tutorial was actually pretty easy to follow.  

It took me all afternoon to make this thing with it.  I'm not terribly happy with how it turned out, but I guess it's okay for a new guy.

That looks pretty good. :) I can see some nice detail in it. I suppose the toughest part is trying to find a nice clean image to start with. > Quote - About the part on adding a specular map, would I load that through the Texture tab instead of the original image?

Umm.. (Trying to do this from memory) .. From the same 'material', add the spec map as a new image, then go back to the materials section.. you should see it listed below your 'texture' image. Click the spec maps name, then go to the 'Map to' (?) tab, and select only the 'Spec' button. Basically, do the same as you did for the Color and Bump maps, only apply this one to the "Specular" only. They will all be contained under the same "Material"

 

I must not be doing something right, because the only change I'm noticing is the handle turning gray.  I load the grayscale image in the Textures tab, go back to Materials and click the Spec button in the Map To tab but that's what it gives me. 


jestmart ( ) posted Sat, 23 June 2007 at 9:25 PM

Based on the models I've imported from Blender to DAZ|Studio the scale would seem to be 1Blender Unit = 1centimeter in Studio


DramaKing ( ) posted Sun, 24 June 2007 at 4:17 PM

  

I must not be doing something right, because the only change I'm noticing is the handle turning gray.  I load the grayscale image in the Textures tab, go back to Materials and click the Spec button in the Map To tab but that's what it gives me.  

Go to Materails<Material<Spe. Then you can change the specularity color and levels. However, the specularity is further affected by the second drop-down list in the Shaders rollout.

It is better to do one thing well, than to do many things and excel at nothing.


Molina00 ( ) posted Sun, 24 June 2007 at 4:18 PM

Still having trouble with the importing.  I made a new sword today, of which I am happier than with the one I already posted in here, but it still isn't showing up in DAZ.  I exported from Blender as an OBJ, imported it to DAZ using several different scales ranging from 100%-5000% and it never showed up.  Do I need to move the OBJ file into a DAZ folder or something?  I am at a loss here.


Reddog9 ( ) posted Sun, 24 June 2007 at 4:33 PM

Quote - I must not be doing something right, because the only change I'm noticing is the handle turning gray.  I load the grayscale image in the Textures tab, go back to Materials and click the Spec button in the Map To tab but that's what it gives me. 

I'll try to help you out with the Spec Map. Sounds like, if your handle color is turning gray, it's being applied to the 'Col' map. I realize it is confusing at first, but once you start learning your way around, you find out how much you can do with Blender. I've added a PDF Version to the Tut. The link to the PDF is at the end of the Tutorial. (Cleaned up my spelling too.) pdfsmall.png Sword Tutorial w/ PDF Version at the bottom

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Reddog9 ( ) posted Sun, 24 June 2007 at 4:40 PM

Umm... one other possibility could be.. where your model is in relation to 0,0,0. If you model it in Blender at say.. 200,200,0.. I believe that is were DAZ will import it at. Try moving to absolute center in Blender. You can also try, exporting a Daz character out to OBJ, import it in to Blender, without resizing it. That will show you what size to create your model and where it should be located at. Bare in mind, DAZ Characters have a LOT of faces, and will slow down your Blender extremely. You could work with 2 different layers, DAZ Character on one and your sword on another. That way, you can turn off the DAZ character when your not using it for reference. I can help you narrow it down later, my Daughter is playing 'Tamagotchi Town' on my Laptop which is were I have DAZ Studio loaded.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sun, 24 June 2007 at 5:45 PM · edited Sun, 24 June 2007 at 5:50 PM

Nevermind.  I found my sword in DAZ.  It was near microscopic. lol

Thanks so much for all of your help.  It is very much appreciated.


Reddog9 ( ) posted Sun, 24 June 2007 at 5:56 PM

Quote - Nevermind.  I found my sword in DAZ.  It was near microscopic. lol

Thanks so much for all of your help.  It is very much appreciated.

You bet..Glad you found it. I'm working on your Spec Map info.

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sun, 24 June 2007 at 6:24 PM

file_381060.png

I had to scale up about 5000% for it to fit Mike's hand.  Anywhere, after all the time I put into I ought to show it off a little.  I need to figure out how to get the dark edge on the blade tip out though.  It showed up in Blender before I even finished making the thing.


DramaKing ( ) posted Sun, 24 June 2007 at 6:29 PM

Quote - Nevermind.  I found my sword in DAZ.  It was near microscopic. lol

Thanks so much for all of your help.  It is very much appreciated.

 

Glad everything worked out for you. I had a similar experience importing a Gmax scene into Cinema4D through a roundabout process. I almost didn't find it, either; it was so small.

It is better to do one thing well, than to do many things and excel at nothing.


Molina00 ( ) posted Sun, 24 June 2007 at 7:10 PM

Quote - > Quote - Nevermind.  I found my sword in DAZ.  It was near microscopic. lol

Thanks so much for all of your help.  It is very much appreciated.

 

Glad everything worked out for you. I had a similar experience importing a Gmax scene into Cinema4D through a roundabout process. I almost didn't find it, either; it was so small.

 
Thanks.  It was kind of funny really.  I was panning around the whole workspace trying to find my sword, then I saw something so tiny flash by I almost missed it.  Turned out to be the box around the sword I had selected. :laugh:

I was also wondering, what is it about my english that you love? 😄


Reddog9 ( ) posted Sun, 24 June 2007 at 10:00 PM

I came up with a flow chart for you to try and show how to apply your texture to different options, like Color Map, Normal Map and Spec Map. The Spec map can be difficult to see unless you have a light reflecting off of your object at just the right angle. The sword is looking pretty good. I'd almost bet that the dark spot on the tip may be from a surface normal facing the wrong direction. Hope this helps. Texture/Material chart

Reddog9
Tutorials, Samples and Models
www.blender3dclub.com


Molina00 ( ) posted Sun, 24 June 2007 at 10:14 PM

Quote - I came up with a flow chart for you to try and show how to apply your texture to different options, like Color Map, Normal Map and Spec Map. The Spec map can be difficult to see unless you have a light reflecting off of your object at just the right angle. The sword is looking pretty good. I'd almost bet that the dark spot on the tip may be from a surface normal facing the wrong direction. Hope this helps. Texture/Material chart

 

Thanks.  I'll check that out tomorrow, and see if I can't fix my blade too.

I was hoping I would get some help here but I wasn't expecting such great help.


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