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n00bi

Member
Nov 24, 2022
477
562
your problems has just started my friend :)
now you need to rebuild every material so its best for blender, set up your own lighting etc.
If you exported as fbx. don't embed the textures..
anyway I am not using blender so .. hihi.. somone else has to guide you though this :D
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
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Hey... So.. Get back to the future.. we are not living in the 80's anymore :ROFLMAO:
So joke aside. why use obj when there is fbx which is far superior and well supported in most 3D tools.
It's a far more modern format suited for the tasks done today in 3D



What is: and such?
don't tell me you want to set up all these morphs your self manual again?
There are many reasons to use fbx over obj
you can export morphs with fbx. not sure how you do that with obj
View attachment 4383422
Depends on what you are doing. FBX can be a real pain in some situations, and when I import my creations to Daz, I don't usually want them to be a disjointed mess. I have had bad luck with some fbxs, I don't really trust them with Daz. Unity, sure, but Daz? Not a chance.

As for morphs, you use morph loader pro. Export a version of the obj in each shape, making sure each one has the same number of faces.
Here is an example of a tail I made.
Succutail2.gif
 
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n00bi

Member
Nov 24, 2022
477
562
Depends on what you are doing
Right. if it works for you sure why not. i am not going to say, always use fbx.
if your workflow involves using obj, who cares as long as the result is good.
me personally prefer fbx tho.

Nice morph you did there. what is it?
looks like the tip of a arrow? i see a heart, a diamon a starfleet badge.. Cupid's Arrow? :p
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,469
33,893
Right. if it works for you sure why not. i am not going to say, always use fbx.
if your workflow involves using obj, who cares as long as the result is good.
me personally prefer fbx tho.

Nice morph you did there. what is it?
looks like the tip of a arrow? i see a heart, a diamon a starfleet badge.. Cupid's Arrow? :p
Yeah, if it works, it works. XD

It is a succubus tail, butt plug. XD 4 tails in one.
Succutail 01d.jpg Succutail 01i.jpg
I have a series of them, where it is designed to have the tail come out from the right location, rather than the asshole.
 
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Vanaduke

Active Member
Oct 27, 2017
765
3,127
Thanks for the tips guys. Followed your instructions - imported as an object. Lashes fixed but now the eyes are missing. lol

Trying to find a way to fix the lighting. Why so much bloom and no natural light?

Screenshot (52).png
 
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n00bi

Member
Nov 24, 2022
477
562
Trying to find a way to fix the lighting. Why so much bloom and no natural light?
I think you have issues with the materials aswell.
looks like your going for a James Bond - Goldfinger theme for the girl :p
Way too metallic.
Also your eyes are not missing. the material is not applied/adjusted properly with the textures.
the Cornea, EyeMoisture needs to be transparent

Also regarding your lighting.. you need to learn at least what a 3 point Lighting setup is.
its basically the bare minimum to get a good render. and check light setting to see if they make shadows. /hard or soft etc.
you should go watch some tutorial on howto setup some basic lighting.
 
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n00bi

Member
Nov 24, 2022
477
562
Thanks for the tips guys. Followed your instructions - imported as an object.
Whos, hopefully not mine :D

One thing i forgot to say.
How the material is exported with your model is depending on how you export from Daz.
It's depending on if you use Daz standard Exporter or a Bridge exporter.
I have not used the but it has some quirks for Cinema4d.
maybe the blender bridge is suffering from the same. idk.

If you just use the standard exporter, example Fbx in Daz.
It will not try and make any fancy materials/textures.
iirc. you just get the color/diffuse textures. maybe some bump/normal too.

I am using the Daz to C4d Exporter and its trying to be fancy by adding textures to reflection channels etc and not use the color channel at all.

Example picture.. ignore the light & background difference.
On the left is how the dress looks like when using the standard exporter as the fabric is suppose to look.
On the right is when using the bridge, looks like a dress made out of red mylar.
1735435080788.png

I have omitted the figure as i am in the process of making it into a RedShift material.
But in my case. i have to redo every material anyway. so i don't care how the materials are exported from daz.
Only reason i use the bridge is because of the auto rig feature it has.
 
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Vanaduke

Active Member
Oct 27, 2017
765
3,127
So, uhm, I have an update with my eyelashes dilemma. Finally added textures/mats (?) through shaders but don't know which nodes to adjust and ended with lost eyelashes. lol

Screenshot (65).png
 

n00bi

Member
Nov 24, 2022
477
562
but don't know which nodes to adjust and ended with lost eyelashes. lol
For a node based material system.. the texture should go into the alpha.. and into the color channel just set a black color for the lashes.

MpSPQJXOfA.png

1735559850044.png

Not sure if it works somwhat the same in Blender.
Also a tip.. If you want to increase the thickness of the lashes.. you can simply just increase the gamma.. instead of going about messing in Gimp or PS.
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,469
33,893
For a node based material system.. the texture should go into the alpha.. and into the color channel just set a black color for the lashes.

View attachment 4390601

Not sure if it works somwhat the same in Blender.
Also a tip.. If you want to increase the thickness of the lashes.. you can simply just increase the gamma.. instead of going about messing in Gimp or PS.
Well, in Blender, you have the color going into the color (or like you said, color it), and the opacity into the alpha.
1735559555591.png
 
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n00bi

Member
Nov 24, 2022
477
562
So it works basically the same.
I dont have to input that Ramp into my color input. i just use it as a "Gradient" effector,
I can set the color directly in the RS Material like you do if i want to :)
Same with the color correct node. i just use it to Up the gamma a bit on the texture for a tat bigger lashes.
 
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Vanaduke

Active Member
Oct 27, 2017
765
3,127
Well, in Blender, you have the color going into the color (or like you said, color it), and the opacity into the alpha.
View attachment 4390644
Hi, where to find opacity in the material panel on the lower right? Hopefully this finally concludes my dilemma.

Also, how to show missing configuration for the material panel? I need the Opaque blend mode from settings but mine's missing such configuration. Tnx

From Youtube clips:

Screenshot (66).png

Mine's:

Screenshot (67).png

For a node based material system.. the texture should go into the alpha.. and into the color channel just set a black color for the lashes.

View attachment 4390601

View attachment 4390660

Not sure if it works somwhat the same in Blender.
Also a tip.. If you want to increase the thickness of the lashes.. you can simply just increase the gamma.. instead of going about messing in Gimp or PS.
I got a lot to learn seeing this. Haha.
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,469
33,893
Hi, where to find opacity in the material panel on the lower right? Hopefully this finally concludes my dilemma.

Also, how to show missing configuration for the material panel? I need the Opaque blend mode from settings but mine's missing such configuration. Tnx

From Youtube clips:

View attachment 4390739

Mine's:

View attachment 4390742
Yeah, you need to do it on the shading tab & plug into the alpha, but it looks like you got it. Grats!
 

n00bi

Member
Nov 24, 2022
477
562
I got a lot to learn seeing this. Haha.
We all have to start somewhere. altho i have to say, you're starting big.
I would start learning the tool at 1st with just a simple Cube.
learn how edit the mesh. learn how to uwmap it
learn how to apply textures to each face and so forth.
but hey.. this will work too.. just will take some time.

also. i am not sure why you are using a skin node for the eyelashes.
skin is meant for skin.. that be anything from the skin on a football to human skin.
eyelashes is not skin its hair.
For the eyelashes you don't need to do all the fancy stuff you need to do to make skin look good and realistic.

Edit.

I see you are using UDIM ?
Yx5oWtMxjD.png

I am not sure how UDIM is done in Blender.
Some like using udim, i am not a big fan of it. but to use it properly in C4D The Texture names should be properly named.

Whats nice about using udim is it allows you to use a single material that is using all of textures for misc parts of the body.
But udim may also come and bite you in the ass.
Quick example in C4d using udim for just the color/diffuse channel.
Wait.. gif loading:
udim.gif

Also take a note that the viewport is not showing the textures properly when i use udim in the material. may not be the same in blender.
My point is.. if you are using the udim method. make sure the texture names are done properly.
And the order you index them, you need to look at the uvmap for that.
but daz exports the "index" with the images. the names are just a mess.
 
Last edited:

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,469
33,893
We all have to start somewhere. altho i have to say, you're starting big.
I would start learning the tool at 1st with just a simple Cube.
learn how edit the mesh. learn how to uwmap it
learn how to apply textures to each face and so forth.
but hey.. this will work too.. just will take some time.

also. i am not sure why you are using a skin node for the eyelashes.
skin is meant for skin.. that be anything from the skin on a football to human skin.
eyelashes is not skin its hair.
For the eyelashes you don't need to do all the fancy stuff you need to do to make skin look good and realistic.

Edit.

I see you are using UDIM ?
View attachment 4391982

I am not sure how UDIM is done in Blender.
Some like using udim, i am not a big fan of it. but to use it properly in C4D The Texture names should be properly named.

Whats nice about using udim is it allows you to use a single material that is using all of textures for misc parts of the body.
But udim may also come and bite you in the ass.
Quick example in C4d using udim for just the color/diffuse channel.
Wait.. gif loading:
View attachment 4391998

Also take a note that the viewport is not showing the textures properly when i use udim in the material. may not be the same in blender.
My point is.. if you are using the udim method. make sure the texture names are done properly.
And the order you index them, you need to look at the uvmap for that.
but daz exports the "index" with the images. the names are just a mess.
Yeah, it doesn't like UDIMs.
 
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