Is there a Way to export the UV view from DS
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in The Commons
Well pretty much the title states the issue I pulled up UV view in the view port now can I export/or render this out ......I'd save it as a screen shot but haven't figured out how to do that in Windows10 yet ......
Comments
You can hit the "Print Screen" key on your keyboard, the use either Gimp or Photoshop (or other graphics program), go to edit-paste as new image. Then save the image.
You can also hit the start button in windows, type in "snipit" in the search and select snipit from the program list, then use the mouse to define the area you want to capture (click and drag a box around the area you want to capture), then save the image.
Hope this helps!
This would do the trick https://www.daz3d.com/uv-tailor
Thankyou very much Dustrider ,Amaranth I had to put that on the wishlist the cc is in a coma .....
A few more steps, but export the model as a .obj (if it's DS format instead of poser, which already has the obj in geometries folder) - open it in the free uv-mapper classic and get a uv map from there.
Or open the obj in blender and export full/partial uv-maps from there if you know your way around it.
ahhh so that's why I couldn't find the obj. it's in DS format !! well that's splains that thank you Silent Winter
Really wish there was a good solution for MacOS with this. I would love to be able export the UV maps of clothing items. It would make so much easier for me to edit in Photoshop then.
You can make everything else in the scene invisible and export the item as .obj, then you can make the UV map with UV Mapper Classic, that will let you specify exactly the pixel size you want whereas you can't with a DS screen capture.
What's different about Mac? UV-Mapper has a Mac version (also Blender) .
Side note, but many items come with a texture template now (at least newer ones from Daz). I've never downloaded them as I'm quite comfortable making my own if need be.
(Old thread but still pertinent according to a Google search. So I'll answer nonetheless as it can be useful to some)
If not from DS, do it from Blender.
Export your obj from DAZ. Load it in Blender.
Select your object. Edit Mode (Tab). Select all polygons (A, 8)
In the UV Editing Tab : UV > Export UV Layout > Format : PNG image.
And there you have it, an image sized as you want (1024, 2048, etc.) of your UVS with transparent background.
P.S : for screenshots in Windows 10, I'd advise Greenshot. Very handy, with options to grab a full monitor, all monitors, a unique window, portions of a window, a custom selection, etc. , and save it or send it straight to Word, Excel, Photoshop, or any externeral command (app) installed on your computer.
For a quick texture editing the "print screen Daz UV view" is easy and enough for simple tasks as adding or change a logo on a T-shirt.
For more features and precision the Blender solution is the one I use, but you have to be a bit familiar with Blender wich is not that intuitive.(my favorite place to blaspheme after Daz Studio!)
Who's ever been happy with Blender's Smart UV Project? But Blender offers lots of powerful features wich make it the best free 3D open source software.
You can also use this free Ds script allowing to export UV templates from Daz Studio:
https://sites.google.com/site/mcasualsdazscripts2/mcjtemplate
It does the same job as UV Tailor.
Hope this helps.
It was a help to me !!
For my own knowledge, what would be the purpose of exporting the UV map itself as just an image file? I've seen the UV map as it comes into Photoshop when I export the OBJ and paint tattoos in Mudbox. But I still wouldn't know what to do with the UV map. If I want to know what part of a texture goes where, I look at the texture maps...just seeing the UV outline wouldn't help with that so I'm kinda drawing a blank as to the use, lol.
Using the template as a guide is safer if people are wanting to share or sell the results, and seeing the mesh lines may be a clearer guide for things that don't have an obvious pattern. However, there are now a lot of options - free and not - for painting directly onto the mesh so templates are less needed than they once were.
Well that's when you cheat and go to the surface tab in DS and color each surface a different color look at it in wire frame to figure out what goes where ...
Clever @carrie58 - I had the same thought as @MelissaGT in that I stuggle to look at a UV map and know where to position things. As Richard says - there are things which allow painting directly on to the surface like Substance Painter (which I can neither afford nor would I buy anyway as it is subscription AND it is owned by Adobe). There are free alternatives but I have no idea how good they are as most of the comments about such techniques reference Substance.
I need to adjust details like nipples, belly buttons, etc often and a UVmap image helps with locating the correct placement (when there is no official template). Of course it needs to be the same size and orientation as the texture or it won't line up correctly. Then again, users that never edit textures have no need for this.
I also apply the template to the figure ,then take it into GIMP and place marks on the template to figure out where it is save then refresh the image in DS ,I'm a dabbler in both GIMP and DS so I do some odd work arounds to get what I want.....
Not sure what you mean by "apply the template to the figure". I have Affinity Photo which is much like Gimp or Photoshop and I would imagine putting the template on one layer (at reduced opacity) and the figure UV on a layer beneath and using the template as a guide.
Oh, silly me ... on thinking about it I know what you mean. You apply the template to the figure in the Surfaces tab so that you can see where to make your marks.
Yup yup
If you want to use the template as a guide-overlay you can set its layer blending mode to multiply, that way the black lines will be solid and the white spaces invisible.
You seem to have forgotten that Hexagon can let you send any Daz model file directly to it (actually sends a copy, so you don't need to send it back), can save a map from there and then just close Hexagon when done. Also Hexagon is free with Daz.
Have Hexagon ,haven't learned much on how to uuse it though ..it's mostly "oh wow !! how'd I do that .....hmmm ...oh crap!! that's not what I wanted to do ..how do I......$$^$^$778@%$##!!!sfg......."close program walk away from computer... decide to crochet for awhile
I edit textures all the time, but I've never used a UV map. I just use the original texture I'm editing as a template for placement. But whatever works, I guess. The UV map has the grid lines for placement and you can see where the nipples and belly button are. But for clothing it might be so obvious. There's really nothing in the UV map that says "collar goes here" or "left sleeve goes there". It also doesn't really help you lay stuff out that might need to go across a seam...that's where painting in a program like Mudbox (etc) comes in.
Yep, that's pretty much my response to Hexagon too. I work with 3D CAD most of the time at work, and Hexagon's way of working baffles me. Or maybe it's just the way people show how to work it. Either way, Hexagon and I fail to work together.
I'm that way with Blender. It has to be one of the most unfriendly programs I've ever tried to get a grasp on, lol.
So much of Blender's interface feels to me like it's different just for the sake of being different.