Load UV set - How it works? One hundred attempts and no result (((
bk_2628614
Posts: 9
Hello everyone!
I ask for help.
I keep in OBJ, but back I can not apply (load) new UV map.
This message pops up: The UV Map selected was invalid
Made hundreds of combinations of exports and imports.
Tell me pls, what export parameters combination should be? How to load modified UV?
Thank you very much in advance!
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Post edited by bk_2628614 on
Comments
Main points to remember.
Export from DS to OBJ at base resolution and hide all other objects. Scale may not matter but note the one you use.
Import the OBJ into your UV editor of choice. I can't tell you what parameters to use here - you haven't told us what tool you are using. When modifying the UV layout, you must not alter the number of vertices, or the vertex order. You can move vertices around in the UV, but nothing else. Save the modified modified layout as OBJ - make sure you don't save any other objects at the same time.
Import into DS, selecting the OBJ you exported from your UV editor. Scale may not matter but use the same one you used when exporting. Give the new UV set a name when prompted. It should load and in the UVs section of the Surfaces tab, the new name you specified will appear in the dropdown list for UV Set.
I suggest trying an experiment with something simple like a cube to verify the process, if you have not already done so. G8F has complicated UVs.
Thank you so much for the answer!
The first and important thing is to turn off (hide) even the eyelashes. Now I understand) I did not do it.
However, for example, imports/export to/from 3Dmax.
Please tell me the parameters.
Probably something is wrong with me.
In the attachment there are pop-up windows in 3max. Probably you will remember better :)
The question is closed.
My main problem was the eyelashes. It is strange that DAZ does not like his own eyelashes. Therefore, we must hide.
Next, create a surface and assign in Edit Tools.
Next, create a new template and associate it with the surface.
Then export to OBJ at the base resolution.
Then, to edit the UV map, it is better to use a simple program, for example UNFOLD3D
3d max, blender - give a shit. Once did not change the parameters.
In UNFOLD3D it happened the first time.
Thanks!
Glad you worked it out.
The eyelashes and the body are two separate meshes not one.
thank
Yes, but these are attached eyelashes. Standard (native) eyelashes of the base object (shape). That's strange, hide an object from the base set...
They are geo-grafts and are attached in Studio only because that is a feature built in to Studio.