Marvel Mods

XML and MUA - Common Items => Knowledge Base - (not for questions) => Tutorials => Topic started by: phenom on June 05, 2016, 07:11PM

Title: Daz3d Studio to MUA: Proof of Concept
Post by: phenom on June 05, 2016, 07:11PM
So I really wanted to convert nicer models for some characters that aren't showing up in games, but I'm not practiced with 3d Modeling. I knew that Daz Studio and Poser were often used to create figures in Unity, so I wanted to see if they could be back-ported to MUA. Although the process wasn't as straight-forward as using downloaded game character models, I was successful in converting to IGB and getting model to show up in game!





(http://pinkphenom.weebly.com/uploads/1/1/2/9/11291698/3096871.png?1465173268)
(http://pinkphenom.weebly.com/uploads/1/1/2/9/11291698/1465173296.png)
Finished Model in DazStudio
Converted IGB Model

Some of these steps may not apply to you, depending on your familiarity with 3d modeling or texture mapping and such as.

After you've finished the model in Daz Studio:

I do not have a screenshot of this model in the game, as I did not scale it properly before creating the biped and so it was HUMONGOUS. However, it *did* load and that gives me hope! Now that I've proven to myself it can be done, I will finalize some character models and get them nicely converted to MUA!

Some Things I Discovered
Title: Re: Daz3d Studio to MUA: Proof of Concept
Post by: andersonbrazil on June 08, 2016, 05:52PM
Really has a way to make the transparent textures in 3DS max5. I'll post soon a tutorial teaching how to do this. But what I have not figured out is how to merge the transparency feature with reflection.
Title: Re: Daz3d Studio to MUA: Proof of Concept
Post by: Dr. Bruce Banner on June 09, 2016, 05:13AM
Andersonbrazil is right .You only have to adjust the opacity of the right texture and of course you have to use the multi/sub object option in the material editor window :

(https://befunkycartoonizer.s3.amazonaws.com/C3390185-1465474020158190large.jpg)

Title: Re: Daz3d Studio to MUA: Proof of Concept
Post by: phenom on June 10, 2016, 02:05PM
Oh awesome! Thanks for tips you guys. I've also found that I can select geometry in Daz Studio by surface, which allows to remove parts of the mesh more cleanly within Daz before exporting. Also plan on fiddling with this Decimator tool to make the overall mesh smaller resolution.

With this, the opacity is set to the complete texture, right? I was thinking more of having an item have both a diffuse map and a transparency map ie. so the parts that weren't transparent would be colored by the diffuse map. That would make the process of fixing the corneaReflection much faster since I'd be able to just apply the diffuse and opacity map to the entire OBJ rather then select out the pieces that need to be transparent. I think those pieces also end up being colorless too, which is why I'm trying to educate myself on the process. It seems like I should just be able to stack them on one material.
Title: Re: Daz3d Studio to MUA: Proof of Concept
Post by: Dr. Bruce Banner on June 13, 2016, 02:02AM
You can select editable mesh in 3DSMAX with the options below, just click on the geometry :

(https://befunkycartoonizer.s3.amazonaws.com/C3390185-1465806029555895large.jpg)

If you choose the element one, you can select different parts of the mesh.
And you're able to do a lot of things with the selected one.
For example you can detach it from the mesh , or just simply delete it :

(https://befunkycartoonizer.s3.amazonaws.com/C3390185-1465806943147055large.jpg)

If the mesh is in high resolution you can use the Optimize modifier to reduce the vertex count.

As I wrote, you have to use the multi/sub object option if you want to make a transparent part .
But I don't want to take the point out of a joke ... when Andersonbrazil share the tutorial, it will be obvious .

...