Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Ah, I see. That's good to know. I have a new feature in realityPaint which does this for generic objects.
Just so I know what DAZ Studio's feature is capable of... does it do one map at a time, or can it do the whole character? Are there issues with the UV seams, or does it handle them well? Limitations?
Any and all insights you may have would be greatly appreciated,
Dave
There are minor issues with the seams but easily fixed in photoshop, but it translates more accurately than texture converter2. Plus its free:) Bulk translations do cause issues so its best to do one map at a time. But I am curious to see what you are cooking up:)
As it turns out, I completed the feature this evening and it will be in tomorrow’s update. I am pleased that it went so smoothly ( often rare in software dev ). Essentially, this is what it’ll do…
As long as the two models have the same polygon and vertex structure, you can transfer textures between the two.
There will be a video demonstrating this new feature available by tomorrow as well.
This will be the first update containing this feature, and I will evolve it based on the needs of the community, so everyone’s input would be appreciated :D.
Dave
WOW! Thanks! Will make it very easy to fix any seam issues!!
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Phew... I can't believe it's been a 17 hour day. I've been working since 7:00 am. Some times, you just have to give'er :D
If I'm understanding correctly, it sounds somewhat like UV2UV. I doubt that I'd be ambitious enough to be messing with Vickie's UVs but I can see how it might be extremely useful for props.
"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken
Here is the procedure...
You need to have one copy of the OBJ file with the texture maps that you want to transfer WITH the matching UV's loaded into realityPaint. It should look "normal"
You need a second copy of the OBJ file with the v4 UV mapping, AND you need to have the maps setup on it. They could be blank, or ther could be existing maps that are designed for the v4 mapping.
Use the "Move Object" transformation tool to move one away from the other, so you can see both objects clearly.
Then paint on the second object, and see the textures come over from the first.
#2 is the most important step... so make sure you have the correct UV mapping and the correct maps assigned to materials (e.g. no body maps on the head, etc. )
If you are still having problems, please post a few screen shots so we can see what is happening.
Dave
I wish there was an easy way to do this procedure. I did not read thoroughly and accidentally bought a Merchant Resource skin for V5. I thought it was V4 so I'm stuck with a Merchant Resource that I cannot use.
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
No, it does not create seams... The seamless painting is as good as if you were painting in realityPaint from scratch. When the transfer is complete, you may want to use the "Bleed UV seams" brush to bleed the color outward so the seams won't become obvious in the low resolution texture preview.
Hope this helps, please let me know if you have any more questions :D
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Hey Everybody,
I rarely post in this forum, but I really need to know who’s interested in being able to do this…
Say you have a model ( e.g. a DAZ Genesis character ) with textures designed for one UV mapping. Then you have the same model with a different UV mapping. Would you like to be able to easily transfer the textures from one to another? Would this be useful to you?
I personally have not used the Genesis characters, but I do understand that one of the key features is the ability to use different UV sets. Do you already transfer textures from one UV mapping to another? Issues?
Dave
Just to be clear, I'm talking about a feature that will create new texture maps ( image files, jpg, etc) that fit the NEW uv maps, based on the original texture maps and original UV mapping.