Single Texture Map for Genesis…
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Single Texture Map for Genesis Figures

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I remember either reading (but it may have been a video) of a way to make (convert?) Genesis 3 figure textures into a single map without the various figure zones. It may have been one of the vendors that frequest the Studio forums, but I can't remember. Am I hallucinating or does anyone else remember something like this?
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N.G.S. Anagenessis 2 - Revolution? http://www.daz3d.com/n-g-s-anagenessis-2-revolution
It's my understanding that while this product elimates the textures included other than the diffuse, it still needs the separate textures for torso, face, limbs, etc
Texture atlas would normally do it, but with the new UDIM mapping on genesis 3 figures, not sure if it would work since you would have to export the textures and collapse them and them bring the model back in
I'd be surprised if Texture Atlas would have trouble with UDIM. That said, while I have Texture Atlas I have no idea how to open it and check :/
Any way you make the unified UV map, you can then use the Map Transfer utility in Studio to then convert from any other UV map to your new UV map. SickleYield has an excellent tutorial on it on her DA page: http://sickleyield.deviantart.com/journal/Tutorial-The-Map-Transfer-Utility-368686796
It's actually pretty trivial to make a unified UV map in Blender if you can flail your way through the User Interface, since Blender basically has a "make unified UV Map" button. If you can find it.
- export the OBJ from studio,
- import into blender (File: Import, Wavefront OBJ, make sure to look at the Import OBJ settings at the bottom left of the ugly File Open window and set it to Keep Vert Order and tick on Poly Groups)
- figure may come in laying on their back: doesn't matter for this purpose.
- click on figure so the border turns gold instead of orange-red.
- press TAB to go into edit mode
- if everything is lit up gold, good. Otherwise hit CTRL-A to select ALL the things.
- get yourself into the UV/Image Editor mode: There's a button at the very bottom left next to the View menu that looks like a cube with up-down arrows. You'll see the UDIM layout.
- CTRL-A again to select ALL the things.
- Optionally: UVs Menu -> Average Islands Scale
- Required UVs menu -> Pack Islands.
Bam. Unified UV map. Now export.
File -> Export - Wavefront OBJ -> make sure Include Edges and Write Normals are unticked (just extra file size) and that Include UVs IS ticked, since you need that.
Now import your new UV object back into Studio:
With your figure still selected in Studio, go to the Surfaces tab and pick the "hamburger" menu button (the four lines menu thingy)
Pick Load UV set
Find your OBJ
Name it whatever.
Boom.
yep, just checked and Texture Atlas doesn't work with the new mapping. Your Blender method might work with exporting, collapsing UVs and re-importing with a new UVset.
Oh hey, there's the TA button! Thanks for pointing that out :)
That seems to be working OK to me? It doesn't repack the individual islands the way Blender would for maximum efficiency, but it seems acceptable for a one-button operation that doesn't need a round-trip into another application.
I'd uncheck the cornea and eyemoisture myself because they usually don't actually have assigned textures, and can get away with just using refraction. But that's just a personal prefernce.
If you notice the only texture that have a UVmap is the head. The other parts are outside of the atlas UV area because of the UDIM mapping
Oooooooh, gotcha. Learn something new every day!
You'll definitely want to go with the Blender -> Map Transfer route then. You can do the map transfer in Blender too but it's a real bear to deal with - worst part is that it doesn't do all the channels at once :P I use it when I'm getting an artifact in Map Transfer. You get artifacts in Blender too, but they're different artifacts so I can usually blend them together in GIMP for a better result. That's a lot of work if you're looking for a smaller map to do a quick render in IRay or LuxRender or something though.
Export the figure as OBJ, with the Collapse UV Tiles option checked. Then reimport that and run Texture Atlas on it, then export as OBJ and load as a new UV set for the figure.
Thanks, all. Syndaryl, thanks for taking the time to do the Blender tut. I don't use Blender at the moment (I have ZBrush), but I'm filing this away for future reference. I could have sworn I saw something on how to do it in ZBrush somewhere (maybe YouTube). I know the zones are different in G3 figures so I'm thinking the process may be different than with Genesis or Genesis 2.
Are you exporting at the base resolution and in the case of Genesis 8 removing the eyelash geograft?
I'm going to use an old pic I made for a different post to show my point. IMHO there is only one choice to skin a genesis model. Zbrush. I know, I know. I hate zbrush. Its interface is like they purposefully tried to confuse you. But OMFG where the F stands for fantastic can zbrush map a mesh.
Probably the reason I hate zbrush so much is that its so awesome at so many things so I have to use it and feel bad about myself. Its like Satan programmed it. But I'll ask you, which skin would you rather paint on in Photoshop?
Post Edit: I realized I had the zbrush skin of the awesome g2 bodysuit which is basically the same as the body of the genesis 2 model without head, feet and hands. So this is zbrush UV master after I made it pretty. Notice how the seams are all in the back and in the inner arm and leg. And it is just as nice with the gen 2 model.