few questions about texturing

I'm trying to create some clothing items but I can't find a definitive answer to some of my questions like:
1- how big is a good size for UV maps? most of items I checked had 2000x2000 or 2500x2500, is there a good reason to not make them bigger?
2- is thinkness necesary for the clothing that have fairly thin fabric?
3- If I export my UV as png with some transparency, can daz/iray show that transparency or it should be a separate map?
4- my .obj files have tiled texture but in daz they don't show correctly is there an easy way to import them as they where?

Comments

  • 1. Images can be any size you like, you can even vary the proportions. The UV coordinates are just a measure of how far along the horizontal and vertical dimensions, whatever they are, to look for the map. Although there's an expectation of large images, you should adjust them by how large the item is expected to be in the render (especially with iray, which doesn't down-sample automatically).

    2. I'm not sure what you mean here - are you talking about the modelling?

    3. DS will use PNG transparency, but I have seen situations in which it fails to work as expected. Using a separate mask image is more flexible, and possibly more reliable.

    4. Tiling iss et, on a material level, in the Surfaces pane and, for Iray shaders, on a per-image basis in the Image Editor dialogue. The latter won't show in preview but will render.

  • drinformationdrinformation Posts: 117
    edited October 2016

    I'm not sure what you mean here - are you talking about the modelling?

    1- the thickness of clothing I make, should I add some thinkness to the model before importing it to daz?

     DS will use PNG transparency, but I have seen situations in which it fails to work as expected. Using a separate mask image is more flexible, and possibly more reliable.

    I added a png with some transparency as diffuse color but it seems the holes where covered by something and it didn't look half transparrent like other programs. must be the problem you mentioned, this adds lots of extra and boring work >_>

     Tiling is set, on a material level, in the Surfaces panel and, for Iray shaders, on a per-image basis in the Image Editor dialogue. The latter won't show in preview but will render.

    2- my tiled image where set to 1x1 tilling upon import, is there a setting to make the material load as it was and not set to default?

    new question:
    3- should I be concerned about poke troughs when I load items from other vendors? I know user can change the collision target to the (pants in this case) and get ride of them but whenever I've tried that it just made the figure poke trough. no matter which item and what vendor. I never seen an item that fit correctly.

     

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    Post edited by drinformation on
  • new question:
    4-  should I convert the mesh to Quad? is it better for some reason?

  • Where transparency is concerned, don't trust the preview - at least if there are overlapping layers.

    Most of the other questions are really matters of taste - Daz does require that items not have raw edges but it's enough to wrap an edge over, no need to thicken the whole outfit unless that is required for the way it is intended to be used.

  • what about the poke trough? I doubt anybody wants the cloths poke trough eachother. should I create a new topic reguarding my problem with cloths poking trough eachother? because I can't find the correct settings to have overlaping pieces of clothing without messing up someplace else.

  • No, poke through should not be allowed to pass. Obviously the creator should try to minimise poke-through, however that figure is posed and it's not always possible to avoid poke-through with posing.Check to see if there are adjustment morphs that may help with that.

  • I don't think there is anything to solve poke troughs on the pants unless it digs trough the figure and I made the shirt, I know there is no extra morphs.
    this means I should predict which piece of clothing goes on top and make some morphs for them, it's kind of sad to see daz don't have something essential like multi layered collision
    thanks Richard ^_^ looks like youre spending most of your time answering people in this forum, very kind of you ^_^

  • You're welcome.

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