modifying an existing uv map
davesolo
Posts: 15
I would like to modify a genesis figure and create a custom uv map. How can one achieve this? I have lightwave, daz studio,and zbrush.
Comments
I do not know z-brush or Light wave, but you can export genesis obj with surface group
then import it to your modelor, keep mesh resolution,vertex order,vertex counts.
(as same as when you make gensis morph)
then Unwrap or customize UV in your modelor, after that export obj with the UV name .
newUVobj etc.
In daz studio, select genesis, in surface tab option menu> Load UV set,
select your obj. now you can choose your UV set in surface tab.
then save it from top menu. File>save as>support assets>UV assets.
take care, not overwrite default UV ^^;
Can you Load UV set from a High resolution exported Obj Figure?
I get the error "invalid" but it works with a base resolution figure
You need to use the base resolution or the geometry won't match.
Thanks for the help Kita. I exported the obj at base resolution, opened in zbrush. Then i used the uvmaster plugin. It works fantastic. You can paint the area that you want extra uv space for, then it unwraps and enlarges the painted area. Added the new uv map in daz and it works great. This forum is always very helpfull!
I was afraid if you hoped to change UV for HD morphed mesh,, ^^;
anyway OK,,, if I could help you a little,,
I hope to get z-bursh,, but hope to learn more blender brush at fist ^^;
Because,, I decided blender is my base 3d aprication,, to play with 3d
Then,, I feel IF daz offer user HD morph importer exporter,
We will be able to change UV with HD morphed mesh, as same as import HD morph ?
but I do not know ^^;
sorry not to mentioned about resolution lever,, I forget to talk about it,,
and thank you fixmepcmike to point it out clear)