M. T. Dremer profile image

How to Make Custom MATs for DAZ Studio

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To make a truly custom mat for a 3D figure, it is a complex process that would require a lot of hardware and artistic talent. However, if you’re like me, you’re just in this for fun and you aren’t trying to market 3D mat files to the public. If so, then there are a number of options available to you that will allow you to customize those figures you purchased for your favorite 3D modeling program (as always my tutorial is for DAZ Studio but I’m sure something similar could be accomplished with Poser). Please note that any modifications you make to original files should not be re-marketed or re-sold in any way, as you would likely be infringing on copywrite laws. The methods I describe below are strictly for personal use.

For those unfamiliar a mat is best described as a skin for your 3D model. When viewed as its most basic file form it’s just a two dimensional picture; strategically placed and flattened on a canvas so that it fits the model properly when applied. For this article I will focus on three different types of mats: the transparency mat, the texture map and the bump map.

(Both transparency and bump are usually referred to as ‘maps’ but you’re going to be creating them and applying them the exact same way as you would a texture mat. So if you see me refer to them as a mat or a map, for the sake of this article, it’s pretty much the same thing.)

Black and White transparency Map. (I added the holes.)
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Black and White transparency Map. (I added the holes.)

Transparency MAP:

I’m starting with the transparency map, rather than the texture mat because if you’re going to create custom texture mats, then creating the transparency map first will really make things easier.

The first thing you’ll want to do is locate the mat files for the figure or prop that you want to customize. To find these they are usually located under C: > Program Files > DAZ > Studio > content > Runtime > textures > (name of object). Remember, whether you’re customizing a figure you purchased or downloaded for free, keep in mind that you’re using their original files as the base for your custom mat. So you don’t want to be a jerk and try to re-distribute the edited files as your own. If you find that you really enjoy making mats out of other peoples’ figures, you can contact the creator of the original and ask for permission.

Once you have located the mat files you should be able to open them with an image editing program. I’m using photoshop, but any program that allows you to use layers should be sufficient. Open the file that is strictly black and white. For example, if it is a mat for a pair of pants, you should see the pants flattened out on a 2D surface. One will have a texture, another will be a greyscale of the texture and one will be solid white and solid black. (Sometimes there are more, but try to find the solid black and white). This is the transparency map. It defines where the texture shows up on the 3D model and where the texture is invisible to reveal whatever is beneath it. So, for example, if I were to draw a black hole on the knee of a pair of pants it would show up invisible on the model in DAZ Studio, making it look like a hole in the jeans. Black = transparency and White = visible. Once you know this and you have the file in your image editing program you can add black or white to alter the shape of the figure.

It is important to note, however, that adding white beyond the original boundaries of the image likely won’t produce any results because the 3D model has its own boundaries that it adheres to and probably won’t display any additional texture beyond the boundaries you see. Drawing with blacks and whites within these boundaries will produce your best results.

Also, since the image is flattened, you have to be mindful of how everything is going to connect. With the pants example, if I make a rip that goes along the left knee, I have to remember the back side of the pants as well and try to match up the rip on that side of the image so that it seems to match in a 3D environment. Similarly, not every pair of pants will connect in the same spot. In my example, when I was trying to put a rip over her knee, it ended up being more on the side because I didn’t place it close enough to the crotch lining of the map. It can be a lot of trial and error to get everything to match properly.

Some possible uses for this method are: turning a long sleeve shirt into a short sleeve shirt or a tank top. Turning jeans into ripped jeans or shorts or giving a dress an entirely new shape. You can get really creative with it.

My custom texture. Not that great but it'll do.
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My custom texture. Not that great but it'll do.

Texture MAT:

Once you have your transparency map then you have the boundaries you need to work inside of. Technically you can apply any un-edited picture to a 3D model and have it look fairly good, but this is an opportunity to customize that texture to this specific model. For example, if I wanted to turn the jeans into khakis I could take the khaki texture and paste it below the black parts of the transparency mat. This is why layers are important in your image editing program. You can set the black parts as a separate layer so that the texture you paste into the image is below it and you don’t have to worry about cutting anything out or erasing any lines that go over. (If the black parts of the image are not on their own layer you can use the selection wand, hold the shift key, then click inside of every white space. Then go up to select and inverse and create a layer based on this selection. It will make a layer just of the black area, leaving the white space open (and transparent) so you can paste as many textures below it as you want).

Since you know where the edge of the pants is you can further customize this texture. For example, you could use the burn tool to make the edges darker so that the seams of the pants might look less worn (or more worn) than the front and back. You can also add more textures like grass stains on the knees or a belt or buttons. Once you’ve finished you have a custom texture that no one else has. Just make sure to save a version of the file that you can still edit (in the case of photoshop a .psd file) and a jpeg. DAZ Studio won’t recognize it if it isn’t a common file format like jpeg and by saving the other one you can always go back and make minor tweaks to the texture.

The map doesn't look like much but when applied it can really make a render pop. For an example of a finalized bump map, look at the enlarged title picture for this article. If you look closely at her shirt you can see the raised fibers. Cool stuff.
See all 8 photos
The map doesn't look like much but when applied it can really make a render pop. For an example of a finalized bump map, look at the enlarged title picture for this article. If you look closely at her shirt you can see the raised fibers. Cool stuff.

Bump MAP:

The bump map gives your texture that added bit of flair. When using a bump map, your image will render that figure with certain parts of the texture raised and reacting to the lighting. For example, if it was a cloth fiber texture, a proper bump map would make it really look like cloth, as opposed to cloth painted on a flat surface. It’s really easy to make a bump map. Once you have your texture mat finished, open the jpeg (so that the image is flat) and desaturate it (remove all color so that it is grayscale). Then invert it so that the black becomes white and the white becomes black. Then save it as a new file. In this case the blacks whites and everything in between tell DAZ Studio what parts to raise, which parts to sink and how much to do each of them. You can adjust it in the bump options in DAZ Studio, but it all starts with this picture.

Enlarge to see all the surface options you'll need to know.
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Enlarge to see all the surface options you'll need to know.
And here is our final product (her pants). Not everything lined up perfectly, but tweaks are easy once you see it on the 3D model. (I forgot to apply the bump map, so to see an example, look at the title picture of this article.)
See all 8 photos
And here is our final product (her pants). Not everything lined up perfectly, but tweaks are easy once you see it on the 3D model. (I forgot to apply the bump map, so to see an example, look at the title picture of this article.)

Applying Your MATs:

I briefly described this process in my introductory article about 3D art, but I’ll mention it again here because it is a crucial part of this process.

Open the figure you created a new mat for and click on the ‘surfaces’ tab in the left hand menu. If this tab is not visible, go up to the top and select ‘view’ > ‘tabs’ > ‘surfaces’. Now you should see the tab on the left.

From the surfaces tab search down the list for the figure you want to change. Some times there are multiple parts to a single figure so just click on the parent selection (the first name in the list for that figure) and it will select the entire object. Next look at the menu below. The first option you should see is color. You can change the basic color of the object here, but we don’t want that, we want to change the mat so click on the arrow to the right of the color selection (or the default picture in the box below the color box), then click on ‘browse’. Now find the folder where you saved your texture and when you find it, click open. This will apply your texture to the object.

In the same menu go down to find transparency and bump and repeat the same process with each of your pictures. You may have to adjust the bump strength so that it shows up properly in the render.

Then you’re done! You have your own custom texture, transparency and bump map for your item. This allows for a greater degree of customization to figures you have purchased or downloaded for free, thus letting your creative imagination run wild. I’ve provided some additional examples below of my own customized textures so you can get an idea about how these might work for you. (In the shadow dancer picture I added a few objects, but you can still get an idea of how the original was changed, I just thought it looked better with the other things.)

*Also note that even though all my examples are articles of clothing, it can be done to almost any object loaded into your scene, so long as you can locate the mat files.

See all 8 photos
See all 8 photos

 Last updated on May 23, 2010

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Comments 10 comments

anifreak 4 years ago

this was really helpful, downside not all textures come with a black and white maps well not like th one your showing. some can be inverted but not all of them, so i made my own with a photoshop program by copying one of the maps selecting the background and filling it black then copying the selected background, deleted the whole image and pasted the copy and i had my own black and white.


M. T. Dremer profile image

M. T. Dremer 4 years ago from United States Hub Author

You're right, not all of the objects come with a black and white transparency file. I've run into this problem myself and I used basically the same method you did. If you can get a hold of the texture file then you can play around with it enough to get the shape of the object for use as a transparency map. It gets really hard when the object uses a completely square texture. Then it's all guesswork. :p

Thanks for the comment, I'm glad you pointed this out.


DramaLlama 3 years ago

Just use UVmapper when that happens.


M. T. Dremer profile image

M. T. Dremer 3 years ago from United States Hub Author

DramaLlama - Yes, UVmapper helps to create mats. I haven't used it much, but from what I understand it creates a flat grid of a 3D object which you can then use as the basis for mat parameters. Thanks for the reminder!


Pete Wolfe profile image

Pete Wolfe 2 years ago from NJ

Nice article, thank you for the information. I just learned something today.


M. T. Dremer profile image

M. T. Dremer 2 years ago from United States Hub Author

Pete Wolfe - You're welcome, and thank you for the comment! I hope you have fun making your own mats!


Melissa 21 months ago

Wish you would go into more detail. I get the maps and stuff...but no one even goes into detail into how to lay out a texture. I can't find 1 decent tut in saying how to lay a whole new texture in a UV map, like a whole new skin for Daz models.


M. T. Dremer profile image

M. T. Dremer 20 months ago from United States Hub Author

Melissa - This is the only method I know of for creating texture maps for existing models. I assume the process is different for the people who originally made the object. Mine is really more of a work-around for casual users who probably don't have the complex 3D modeling programs used in the original creation of these things. Unfortunately, that means I'm restricted to working within the bounds of the transparency map. If I tried to create the texture map from scratch, it would almost never match up with the object in a 3D environment. Not all models come with a transparency map, but there are programs out there that can break down an object file and give you its 2D shape for use with textures. Sorry that I couldn't be of more help.


Stryder012 4 months ago

Thanks for the info... Very helpful article.


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M. T. Dremer 4 months ago from United States Hub Author

Stryder012 - Thank you for the comment and the compliment!

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