Need help to apply texture on imported obj file

I bought a knife (obj with textures) from renderhub. It is one object with base, height, metal, normal and roughness textures.
Import into DAZ went fine. Applied the uber base shader, but when I load the base texture into base color, the texture is all over the place and doesn't fit the 3D model.

What step did I miss?

Comments

  • felisfelis Posts: 4,438

    I can't really see why the textures doesn't match - if they are made for it.

    Try to select the surface in the Surface tab, and then switch Viewport to UV view. That is how DS sees the UV, and maps the textures.

    Does the UV resemble the textures you have?

  • lilweeplilweep Posts: 2,522
    edited May 12

    The process you described seems to be fine. Im assuming there is only one material zone for the whole model and youre applying texture maps to the correct material zones.  (Note: Daz will automatically apply uber to imported obj, so that step was unnecessary though).

    bear in mind some sellers are complete morons and even when you show them evidence that their UVs dont match their texture maps, they will gaslight you and say "it works for me".  Sometimes if a vendor offers a download in a variety of formats, such as obj and fbx, sometimes one format may have a fault with UVs but other formats will be fine, so would also suggest checking other formats like fbx if they have that as option.  If fbx doesnt load in DAZ, you can load it in Blender and then export as obj.

    Post edited by lilweep on
  • dream-weaverdream-weaver Posts: 134

    felis said:

    I can't really see why the textures doesn't match - if they are made for it.

    Try to select the surface in the Surface tab, and then switch Viewport to UV view. That is how DS sees the UV, and maps the textures.

    Does the UV resemble the textures you have?

    Ok, left side UV viewport, and on the right the base texture. Seems like they don't fit. Even rotating the texture wouldn't fit, right?

  • Richard HaseltineRichard Haseltine Posts: 101,367

    It might be worth opening the OBJ in another application (e.g. Hexagon or Blender) and looking at the UVs there - just in case it is an import issue due to some quirk in the file.

  • dream-weaverdream-weaver Posts: 134

    lilweep said:

    The process you described seems to be fine. Im assuming there is only one material zone for the whole model and youre applying texture maps to the correct material zones.  (Note: Daz will automatically apply uber to imported obj, so that step was unnecessary though).

    bear in mind some sellers are complete morons and even when you show them evidence that their UVs dont match their texture maps, they will gaslight you and say "it works for me".  Sometimes if a vendor offers a download in a variety of formats, such as obj and fbx, sometimes one format may have a fault with UVs but other formats will be fine, so would also suggest checking other formats like fbx if they have that as option.  If fbx doesnt load in DAZ, you can load it in Blender and then export as obj.

    Yes, with obj it's one object/zone. It comes actually with an fbx file too. Importing works, but the fbx file is one object with three sub-objects (handle, blade, handguard). I tried to load the texture onto the blade (just for testing) but the texture is exactly in the same way wrong as with the obj file.

  • dream-weaverdream-weaver Posts: 134

    Richard Haseltine said:

    It might be worth opening the OBJ in another application (e.g. Hexagon or Blender) and looking at the UVs there - just in case it is an import issue due to some quirk in the file.

    What about the import options with obj? I left everything at default, just changed the source to Maya (as the author said it comes from Maya).
    Would any of the options for axis conversion help? Those three boxes are unticked. Everything else is ticked.

  • Richard HaseltineRichard Haseltine Posts: 101,367

    dream-weaver said:

    Richard Haseltine said:

    It might be worth opening the OBJ in another application (e.g. Hexagon or Blender) and looking at the UVs there - just in case it is an import issue due to some quirk in the file.

    What about the import options with obj? I left everything at default, just changed the source to Maya (as the author said it comes from Maya).
    Would any of the options for axis conversion help? Those three boxes are unticked. Everything else is ticked.

    Those shouldn't affect UVs, just the way that the XYZ values for vertex coordinates are handled

  • richardandtracyrichardandtracy Posts: 5,729
    Some packages allow U and V values less than 0 or greater than 1. DS does not accept this in my experience and takes the decimal places only. This can go quite badly in DS.
  • dream-weaverdream-weaver Posts: 134

    Richard Haseltine said:

    It might be worth opening the OBJ in another application (e.g. Hexagon or Blender) and looking at the UVs there - just in case it is an import issue due to some quirk in the file.

    I'm not really familiar with blender, I could just import the obj into blender but I don't know where to go from there.
    I guess in case of that knife it's not my fault that the texture doesn't fit.

    BTW, it's this one: https://www.renderhub.com/jordan3ddesigns/kabar-knife

  • felisfelis Posts: 4,438

    1) File > Import

    2) On top menu select 'Modelling'

    3) In modelling, press A (all)

    4) On top menu select 'UV editing' and see what the UV looks like. If the UV is outside the square, that is the issue,

    If so, try to post an image of what the UV looks like.

  • lilweeplilweep Posts: 2,522
    edited May 12

    dream-weaver said:

    Richard Haseltine said:

    It might be worth opening the OBJ in another application (e.g. Hexagon or Blender) and looking at the UVs there - just in case it is an import issue due to some quirk in the file.


    I guess in case of that knife it's not my fault that the texture doesn't fit.

     It's probably their fault as should be pretty straight forward. Make sure when importing obj to daz you read UV coordinates.

    I notice they did upload it to Sketchfab correctly though. There is a feature on sketchfab, where you can see which part of texture map lines up with which part of model: https://sketchfab.com/3d-models/combat-knife-69fa4e1c13124776bf3a00a244e35b4a

    Images from sketchfab
     

    UV.JPG
    3186 x 1479 - 356K
    UV2.JPG
    2391 x 939 - 98K
    Post edited by lilweep on
  • Richard HaseltineRichard Haseltine Posts: 101,367

    richardandtracy said:

    Some packages allow U and V values less than 0 or greater than 1. DS does not accept this in my experience and takes the decimal places only. This can go quite badly in DS.

    Generally UVs work on the fractional part only, adding an integer sets up tiling (if the mapping spans tiles) or UDIMs (if the mapping is contained in offset unit squares) - both of which work in DS.

  • dream-weaverdream-weaver Posts: 134
    edited May 13

    felis said:

    1) File > Import

    2) On top menu select 'Modelling'

    3) In modelling, press A (all)

    4) On top menu select 'UV editing' and see what the UV looks like. If the UV is outside the square, that is the issue,

    If so, try to post an image of what the UV looks like.

    Thanks, went through the steps and the UV is exactly dead center in the square.

    Post edited by dream-weaver on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,289

    that UV map is an utter mess

    it overlaps so there is no way a texture would work properly and the texture supplied looks like it is ovelapping too, it should be 2 maps and the sword should have 2 surfaces to actually work

    I would use the geometry editor to select and assign surfaces and use nice shaders myself if you want to use the object 

  • FirstBastionFirstBastion Posts: 7,771

    the uv map in this image,  looks correct for the texture posted in the 4th entry.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,289

    FirstBastion said:

    the uv map in this image,  looks correct for the texture posted in the 4th entry.

    yeah but they bought it from Renderhub with that first messed up map crying

    which quite frankly is a piece of S...

  • felisfelis Posts: 4,438

    dream-weaver said:

    Thanks, went through the steps and the UV is exactly dead center in the square.

    If the UV looks fine in blender, I would suggest to save as an obj with a new name, and then import in Daz Studio.

    Maybe there is something with the original obj format, that DS don't like. 

  • dream-weaverdream-weaver Posts: 134

    Well, the UV map looks the same as in DAZ, but it is dead center in the square.

  • felisfelis Posts: 4,438

    That sounds like the UV map then is messed up from the original.

    Not that I really can imagine what has happened.

    I can then only suggest to contact the seller.

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