I’m trying to export this asset to Daz studio, each row has a separated material that goes with a separated image texture so that different numbers are displayed along the postal boxes. I’m pretty new at baking and I wanted to make this as less complex as possible… What do you guys think is the best way to export this asset to Daz3d while maintaining the numbers?
For the unwrapping of the separated rows I used the “Projected from view” option, so it’s not a proper unwrap but I thought I wouldn’t need that for a material that is so simple.
Do I need to make a separated bake of each of the rows and then a common bake of the final result? Is it okay to use “projected from view” for the unwrapping or should I need to unwrap everything more specifically?
If you guys know of any other more simpler way to make this I’m all ears.
It is basically a FLAT plane, so project from view will work just fine, it is only if you have edges that are 90 off what you show would you need to add a new UV to include them ( could be a separate UV or UDIM tiles ( which Daz uses all the time) of just those edges ( best if you add seams to get them to UN-wrap on their own…
You do need to Bake the textures ( keep the project from view UV ) as I don’t think Daz will handle the color ramp and might fail ( don’t know for certain but better to get the textures down to a single image file for Diffuse, Roughness, Metalness and a Normal…)
It is always better to not include anything between the image files and you’re Principled (the normal map being the exception) to be sure it will import to Daz…
It’s not a flat plane, each of one goes inside in a 90 degree angle. Not sure how to proceed, baking fails because if I use “Project from view” this cause some overlaping that I’m not able to move. I don’t know if there is any addon or a solution to make this simple.
Yeah, I understand…I don’t know exactly how you modeled it but it would work like this …
Large flat areas ( Project from View ) all the areas facing the front…In the 3d view select only these…
Mark the seams on the edges of the parts that are 90 to those above… and select these and do a box unwrap…
Adjust UVs as needed with no overlaps…you can hand pack ( move and adjust, rescale, etc, ) the parts to use as much of the UV tile and adjust for texture direction …
set the UV for UDIM tiles ( probably just 2 tiles) the flat areas those facing front go in tile 001, and the box UV for the perpendicular parts go in tile 002…
add the textures in the material editor, and then you can bake the images using the UVs you just created…
Hi guys! I manage to bake finally the material into one image texture and is looking pretty decent. Apparently metal causes an important issue when baking that turns everything to black so I decided to use another material. Also I was getting an error “Circular dependency”. I finally found a yt video of the one and only Grantt Abbit ((1) Baking Multiple Textures onto One Map | No Plugins - YouTube) where it explains everything I needed.
For the unwraping it worked just fine to make it “Projected from view” and then select the Overlap and put it aside, image texture looks a bit weird but it fulfills its function which it’s more than enough in this case.
Now I’m fighting against Daz Studio because the image textures looses all its quality once imported, don’t know if you guys are familiar with this issue. In blender looks fantastic but once imported into Daz you can’t read the numbers at all (see pictures).
Apparently there is a common misaligment between Blender and Daz and you have to Upscale assets before importing to 1000%, in this case I have to upscale it 10000% to be on scale with the rest of the scene, don’t know if this is what’s causing the issue. Any thoughts?