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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 08 10:28 pm)



Subject: DAZ UV's


ice-boy ( ) posted Fri, 27 May 2011 at 2:58 PM · edited Sat, 02 November 2024 at 4:11 AM

file_469252.jpg

why is DAZ using this kind of UV setup? please dont tell me so that you can render teh face in close up.

 

99% UV's are around the neck. so that you have the whole head sepearate,torso and arms and legs.DAZ figures have the front face and back side seperate.

 

do you see the texture on M4? its the same texture on the whole figure.  notice how the squares are bigger on the head?

 

now imagine you have a 4096  texture. the back side of the head will have a more blurry texture when rendered. this would be fixed if the UV's would be different.

 

you think they will change this for M5 and V5?


nruddock ( ) posted Fri, 27 May 2011 at 3:48 PM

Quote - Why is DAZ using this kind of UV setup?

It allows a higher pixel per UV density.
Essentially this allows smaller details to be part of the face texture. Dealing with the differing pixel densities of the maps for the various materials is just another thing that people creating textures have to deal with (just like seams in the mapping).


tantarus ( ) posted Fri, 27 May 2011 at 4:03 PM

This way its just PITA for texture artist, but they trained already to deal with that. Head can be decapitated at neck and cover squre map completely if mapped properly.




Open your mind and share the knowledge!


joequick ( ) posted Fri, 27 May 2011 at 6:11 PM · edited Fri, 27 May 2011 at 6:13 PM

I've always suspected that part of what motivates Daz's innovations is the need to make things more difficult for the layman and hobbyist.  If too many people are able to make their own textures, then boom, the torso, limbs and head are split into seperate uv maps and the seam count goes through the roof.  If too many people are able to model and rig their own clothing? Boom, it's time to upgrade to a whole new style of rigging.

 

Hey, weightmapping, now we can make shoulders that bend realistically!  Anton figured out how to do that with the old rigging system half a decade ago.  I don't even know that he needed jcms to do it.

@Daz3d
@ShareCG


RobynsVeil ( ) posted Fri, 27 May 2011 at 6:41 PM

Quote - I've always suspected that part of what motivates Daz's innovations is the need to make things more difficult for the layman and hobbyist. ...

When you consider that what makes a product strong is 3rd-party support, this approach seems to counter-evolutionary. Simple case in point: look at Alyson/Ryan/even  Miki 3 to some degree. Little or no 3rd party support, and they risk extinction, not because they are bad figures, but no one is interested in making stuff for them. Well, except for Miki 3, I guess - I have seen some lovely things made for her.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


ice-boy ( ) posted Sat, 28 May 2011 at 5:24 AM

Quote - I've always suspected that part of what motivates Daz's innovations is the need to make things more difficult for the layman and hobbyist.  If too many people are able to make their own textures, then boom, the torso, limbs and head are split into seperate uv maps and the seam count goes through the roof.  If too many people are able to model and rig their own clothing? Boom, it's time to upgrade to a whole new style of rigging.

 

Hey, weightmapping, now we can make shoulders that bend realistically!  Anton figured out how to do that with the old rigging system half a decade ago.  I don't even know that he needed jcms to do it.

i would love to see AM with realistic bending and shoulders. if of course someone can show it.  since AM is a very unrealistic looking male figure ;) heheheh


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