Recently I was learning to make vam clothing, MD -> Blender -> DAZ -> VAM, but the effect is as follows when I finally imported it.
Logically speaking, both sides should be white, but I got that only the inner side is white, and the outer side seems to be covered with a layer of shadow.
The operation steps are as follows
1. First use MD to shape the board, and then export obj (in fact, it is normal to directly export obj to DAZ in this step and then import into VAM)
2. Import OBJ to Blender (In this step, it is abnormal to export Obj from Blender, then DAZ, and then import VAM)
3. Use Quad Remesh to re-topology, optimize the mesh, make the material, and then export obj (at this step)
3. Import it into the DAZ (the clothing is completely white at this time), and then directly save sentence
4. Import it into VAM and you will get the image as shown in the picture
The Blender version used is 4.3.2, the DAZ version is 4.22 Pro, and the VAM is 1.22.0.12
It looks like the normal map is reversed, but I am sure the normal direction in blender is correct (blue facing outward, red facing inward), and I don't see anything about normal in DAZ, and some guys know it is Why?
Logically speaking, both sides should be white, but I got that only the inner side is white, and the outer side seems to be covered with a layer of shadow.
The operation steps are as follows
1. First use MD to shape the board, and then export obj (in fact, it is normal to directly export obj to DAZ in this step and then import into VAM)
2. Import OBJ to Blender (In this step, it is abnormal to export Obj from Blender, then DAZ, and then import VAM)
3. Use Quad Remesh to re-topology, optimize the mesh, make the material, and then export obj (at this step)
3. Import it into the DAZ (the clothing is completely white at this time), and then directly save sentence
4. Import it into VAM and you will get the image as shown in the picture
The Blender version used is 4.3.2, the DAZ version is 4.22 Pro, and the VAM is 1.22.0.12
It looks like the normal map is reversed, but I am sure the normal direction in blender is correct (blue facing outward, red facing inward), and I don't see anything about normal in DAZ, and some guys know it is Why?