Export Geometry & UV Map from UV View

CostelloCostello Posts: 97
edited December 1969 in Daz Studio Discussion

I have a piece of clothing fitted to a character and would like to further adjust the geometry in another 3d program (Cinema 4d) and then to work on the UV maps from various selected surfaces in Photoshop. I am new to trying to export individual pieces from DAZ and would like to get some help on the following...

1) Exporting geometry. I want to export just the clothing with all of the various morphs baked in, but without the figure.

2) I would like to export a surface selected UV map as it appears in the UV View. I've been selecting a surface and then right-clicking the Surfaces Tab but am not sure how to proceed from there.

I know these are probably pretty basic questions but I hope someone can point me in the right direction.

Many thanks.

Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    For 1) I've been closing/hiding the figure leaving only what is desired to be exported out as an .obj file visible.

  • CostelloCostello Posts: 97
    edited December 1969

    Thanks on #1. Is there a way to hide individual surfaces? I know you can just turn the Opacity off but that doesn't help when exporting.

    If anyone can help me on question #2 I'd be grateful.

    Thanks.

  • Dream CutterDream Cutter Posts: 1,224
    edited July 2013

    The question is difficult to nail down as the objective is not clear. The UV can be exported (to other mesh), as the texture maps. Texture maps are REFERENCED and identified in the surfaces tab, and each map has its own file reference, Shaders are procedural and not exportable as far as I understand.

    Perhaps you are referring to repainting UV or merging UV maps into a single UV layer? If so search forums for recent threads containing "TEXTURE ATLAS", the DS UV tool. Its enabled by dragging the Texture Atlas "Globe" icon from left panel to desired toolbar in right panel - in DS preferences.

    Post edited by Dream Cutter on
  • CostelloCostello Posts: 97
    edited December 1969

    Thanks. I'll check that out.

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    UV are coordinate textures. They are exported when you export an object an check the option
    As Dream Cutter said, the goal is not clear;

    Side note : Texture Atlas doesn't keep the original UV. It's goal is to simplify texture export to 3rd party apps

  • Richard HaseltineRichard Haseltine Posts: 102,344
    edited December 1969

    If you want to end up in DS you must keep the object together - that way you can load the modified UVs from the Surface pane option menu (lined button in the top corner, or right-click the tab) Load UV Set....

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    To export full UV maps or modify UV maps, you may need to export the clothing as one figure.
    if you export individual part, you can not re-apply your modifed UV maps for the clothing in daz studio.

    But if you just need each parts of UV maps to make original texture ,with surface gorup,
    at first duplicate the clothing,

    then usually I use geometry selection tool , select by surface gorups which I do not need the parts of UV and mesh,
    then hide selected surfaces. check you can see only polgions which you need.

    after that
    edit>delete hidden poligons .
    you may be asked (do you really want to delete etc)

    then export the new obj with correct options. it can keep the same UV map and surface grouping(material group)
    i sometimes use the way, if there are too many mat groups but I need only some parts of UVmap.

    (eg when I modify genesis2body texture, I often use this way. then get only UMmaps which I need .
    or poligons which I hope to directly paint meshes. to export full mesh, simply make me difficult
    to bake texture etc,,)

    geomeeteryedit.JPG
    1076 x 638 - 120K
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