MistyLaraCarrara opened this issue on Dec 24, 2016 ยท 30 posts
MistyLaraCarrara posted Tue, 03 January 2017 at 2:18 PM
ironsoul posted at 3:16PM Tue, 03 January 2017 - #4293822
AsteroidLady posted at 9:09PM Wed, 28 December 2016 - #4293818
Ironsoul, that was a good idea, but was there a follow-up thought that I'm not seeing? I think exporting as FBX does in fact produce normal UVs (I'm guessing from the texture maps that I had it save to the folder, I don't know how to determine this in a more technical way) but the M4 UVs still do not cover the entire figure, there are gaps where the geografts were.
Would welcome a plain language explanation of why. "Because a surface cannot utilize more than one UV map" comes off as a nonsequitur to me in that context, following only that they "divide the surfaces differently." My understanding of UV maps in general is that they are different ways of dividing the surfaces. Wouldn't each point on one map still correspond to a single point on the other map? Obviously the answer is "no," but why not?
The thought was if people can get G3 into Carrara the export process must convert the single UDIM space into separate parts and UV maps, for example if V4 was UDIM an export would produce a model with separate groups and UV maps for face, torso and limbs which Texture Transformer might then be able to read but I'm just speculating. Not sure what you mean by the geografts missing textures, are you applying the "Legacy UVs for Genesis 3: Genesis Pack" before exporting? If so I was thinking more of exporting the native G3. I found the following article helpful - Maxwell texture mapping - UVs and UDIMS
thank you for the link. had no idea what UDIM meant before.
basically, i think it's saying the udim allows texture maps of different resolutions on one mesh.
so to make M4 take a g3m texture, would have to sample down the hd texure or sample up the rest. ?
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