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Question Blender clothing import problem

mutoe

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Recently I was learning to make vam clothing, MD -> Blender -> DAZ -> VAM, but the effect is as follows when I finally imported it.
Snipaste_2025-02-24_22-01-14.jpg


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?

2.jpg
 
Solution
After a few days, I finally solved the problem with the help of some friends, it turned out that when I exported from blender again, I specified the direction of the forward axis to be -Y and the up axis to be Z (I set it according to the direction of the forward axis of blender), and then I chose the blender format when I imported it in DAZ, it should be here DAZ “help “I performed the inversion.

After I exported using the default settings, DAZ also selected the default orientation and it finally worked. Thank you very much @hazmhox for your help and sharing, may we be happy every day~!
Another clue is that this seems to be related to global lighting. The above illustration is that global lighting is 0.1
If I change global lighting to 0 in VAM, it becomes all black,
When changed to 1, it "looks" as good, but the reflection will get weird, but it still works properly inside the clothes.

You try to ask about UV maps, will it affect it? I looked up the information and UV maps seem to have no directionality?
 
Upvote 0
The clothes mat/shader is two sided.

This is from Selene's underwears (you can zoom it)
selenes.jpg


There is nothing special about it, just a proper UV ( non overlapped for things that are not similar, but stacking is possible if the topology is the same ), proper normals and a texture set. The inside look just like the outside.

The character will induce shadows and your GI filtering can influence the result.

You should test with a proper texture set, even if it's a basic one, to ensure everything behaves normally. But looking at your UVs, it seems ok. You do have a weird "normal" (texture?) glitch in the middle front tho.
 
Upvote 0
The clothes mat/shader is two sided.

This is from Selene's underwears (you can zoom it)
View attachment 464445

There is nothing special about it, just a proper UV ( non overlapped for things that are not similar, but stacking is possible if the topology is the same ), proper normals and a texture set. The inside look just like the outside.

The character will induce shadows and your GI filtering can influence the result.

You should test with a proper texture set, even if it's a basic one, to ensure everything behaves normally. But looking at your UVs, it seems ok. You do have a weird "normal" (texture?) glitch in the middle front tho.
OK, anyway, thanks for your reply. I'll try to compare what's the difference between a model exported from MD to DAZ and a model exported from Blender to DAZ. Maybe I need to learn more about DAZ, not just as a transit station

(another topic, I'm a little curious about how your two-sided clothing is made :D )
 
Upvote 0
(another topic, I'm a little curious about how your two-sided clothing is made :D )

Nothing ^^

I mean, it's VAM shader that behaves this way. I just painted the texture in Substance : D
Or you mean the full process in Painter?
 
Upvote 0
Nothing ^^

I mean, it's VAM shader that behaves this way. I just painted the texture in Substance : D
Or you mean the full process in Painter?
Yes, I'm curious to know what is the general process of creating a costume from a famous costume author like you :)

Actually, before this question, I've gone through a lot of detours, for example, at the beginning, I didn't use the default character or Gen2 model (but based on one of my favorite vam models), which resulted in generating clothes that look like durians, and I've spent a lot of time looking for information and videos, and vam is a niche circle, and there is not much information on this subject, not to mention the tutorials based on my mother tongue (Oh, and I have to talk about my broken English, I should have studied it in school in the first place (x_x ).

Some of the existing materials either have a very simple process (MD -> DAZ) but average quality, or very complex, so complex that I can't reproduce it, so I wanted to try to go step by step with the most basic steps (just making the layout in MD and then optimizing the mesh in blender), and even then I had a lot of problems.

But the good thing is, a new day has begun (just got off work) and I will continue to work on this, wish me luck :D
 
Upvote 0
I've spent a couple hours on this again, and the problem may have been workaround, but the good thing is that I've found a few things to keep in mind

1. adjusting the normals in Blender to the opposite direction (red facing out, blue facing in) solves the problem of the backside facing out in the imported vam
2. when DAZ imports the obj file, don't select a file with the same name as the duf or it won't work (!!!)! That's the problem that should have gotten me going), and it's best to have different paths and names for each step of exporting things

I hope these two points will help any future partners who encounter the same problem~
 
Upvote 0
Yes, I'm curious to know what is the general process of creating a costume from a famous costume author like you :)

I'm probably not a "famous costume author" haha. The lingerie is the only thing I released, most of the stuffs I did are only on screenshots :p
VL_13 would be more a "famous costume author" ;)

But if you're refering to the lingerie... ima gonna give an answer I general give for pretty much any art I'm doing: I've no fucking clue what I'm doing like most people/artists.

This is probably a bit hyperbolic, but this means that there is no real answer to create art, besides pure technical methods which can give you better or faster results. But this comes with time and experience for everybody, if you put the time and patience into it.

The thing I'd suggest is to search a lot: inspiration, references, things you like and first and foremost "quality standards". When you like the level of quality of something, you should aim for that and do the best you can to achieve it. How you do it does not matter, you will refine your workflow over time... and you will over time, get closer to the result you're aiming for.

For the lingerie for instance, I snatched hundreds of references and created my own design myself. I don't really like "porting something", I like creating. And the fun thing with video games is that you can bend rules and physics, which can make everything more unique.

For the last update:

I created several vectors and converted them to alphas. Also searched for existing free alphas on the internet and manually did all the design in Painter with a lace generator I forked and modified from an existing one in Substance Designer.

Most of the work still is having fun and riffing in Substance Painter ^^
 
Upvote 1
After a few days, I finally solved the problem with the help of some friends, it turned out that when I exported from blender again, I specified the direction of the forward axis to be -Y and the up axis to be Z (I set it according to the direction of the forward axis of blender), and then I chose the blender format when I imported it in DAZ, it should be here DAZ “help “I performed the inversion.

After I exported using the default settings, DAZ also selected the default orientation and it finally worked. Thank you very much @hazmhox for your help and sharing, may we be happy every day~!
 
Upvote 0
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