Can geometry shells have a different uv map

HI,

Can geometry shells have a different uv map from the base Genesis 8.

I would like to add some extra material zones to the geoshells while still having basic G8 character textures on the base.

 

Cheerio

lululee

Comments

  • HavosHavos Posts: 5,404
    lululee1 said:

    HI,

    Can geometry shells have a different uv map from the base Genesis 8.

    I would like to add some extra material zones to the geoshells while still having basic G8 character textures on the base.

     

    Cheerio

    lululee

    Yes they can, but naturally the alternate has to be one of the uv sets that you have for G8, so a G8 geo shell could not have a G2F uv set, for example.

  • lululee1lululee1 Posts: 343

    HI Havos,

    Thanks so much for your valuable info.

       So I can take the base G8 uv map and add more material zones then with the base female uv on G8 and the new uv with material zones onto the geoshell and theoretically all will be well ?

    Cheerio

    lululee

  • Matt_CastleMatt_Castle Posts: 2,676
    lululee1 said:
    So I can take the base G8 uv map and add more material zones then with the base female uv on G8 and the new uv with material zones onto the geoshell and theoretically all will be well ?

    Someone more knowledgeable might have to comment, but while I've definitely used Geometry Shells with different UVs, I'm not sure it can use different material zones. For that, you might be better off using multiple geoshells (bear in mind they will need different offsets from each other in order to work properly).

  • HavosHavos Posts: 5,404
    lululee1 said:

    HI Havos,

    Thanks so much for your valuable info.

       So I can take the base G8 uv map and add more material zones then with the base female uv on G8 and the new uv with material zones onto the geoshell and theoretically all will be well ?

    Cheerio

    lululee

    Yes, if you create a new UV set with the one you amended, and assigned this uv set so that it is seen when you create a new G8 figure. The actual figure could then use the base G8 uvs, whilst the Geo Shell uses you alternate uvs.

  • lululee1lululee1 Posts: 343

    Thanks so much Havos. I really appreciate your help.

    Cheerio

    lululee

  • jestmartjestmart Posts: 4,449

    You don't need a new UV map to add material zones.

  • lululee1lululee1 Posts: 343

    Hi Jestmart,

    How would I add new material zones ?

    Cheerio

    lululee

  • HavosHavos Posts: 5,404
    jestmart said:

    You don't need a new UV map to add material zones.

    True that you can add new UV zones using the geometry editor, however this then imbeds the new UV in the saved file, which increases the size of the scene file, and the time it takes to save. That is fine for a change for just one scene,  but it would not be useful for anything you wished to distribute. Having a new UV is a better way to do this.

  • lululee1lululee1 Posts: 343

    Thanks so much Havos.

    I want to add a bodyglove geometry shell to G8. It is important that G8's uv's don't change so the user can use their character maps.

    I want to add new uv's just to the geo shell so I can have more material zones. I know I can add more geo shells on top of each other and use masks but for the user 1 geo shell would be preferable. I am adding the material zones in uvmapper.

      I am working with this tutorial https://www.youtube.com/watch?v=xV60954KqLA

    So far I am having problems adding it to the geo shell. It tells me the vertices don't match.

    They are fine with the G8 base but the geo shell is giving me problems or perhaps I am giving the geo shell problems.

    Any advice is appreciated.

    Cheerio

    lululee

     

  • HavosHavos Posts: 5,404
    lululee1 said:

    Thanks so much Havos.

    I want to add a bodyglove geometry shell to G8. It is important that G8's uv's don't change so the user can use their character maps.

    I want to add new uv's just to the geo shell so I can have more material zones. I know I can add more geo shells on top of each other and use masks but for the user 1 geo shell would be preferable. I am adding the material zones in uvmapper.

      I am working with this tutorial https://www.youtube.com/watch?v=xV60954KqLA

    So far I am having problems adding it to the geo shell. It tells me the vertices don't match.

    They are fine with the G8 base but the geo shell is giving me problems or perhaps I am giving the geo shell problems.

    Any advice is appreciated.

    Cheerio

    lululee

     

    I am not sure what you mean by only adding the UV to the geoshell. You can not add a UV to a geoshell alone, a geoshell simply has exactly the same list of UVs as the figure it is placed on. The important fact is that the geoshell can select a different uv from the list, as is being used by the figure. As such, you need to add the new UV to G8, and then select this one to be used by the geoshell after you have added it (the geoshell will likely need adding again after you have added the UV to G8.

  • lululee1lululee1 Posts: 343

    Hi Havos,

       I truly appreciate your patience with me.

    Just to be clear my sequence would be.

    Add "new uv" to G8

    Add "new uv" to Geo Shell

    Add original G8 uv back to G8

    Cheerio

    lululee

  • HavosHavos Posts: 5,404

    no, your sequence would be:

    Add "new uv" to G8, but leave the figure with the original uv

    Add geo shell to G8 and switch it to use the new uv

  • lululee1lululee1 Posts: 343

    Hi Havos,

      Ok,Finally  I understand.

    Thank you so much for taking your valuable time to help me with this.

    Cheerio

    lululee

  • jestmartjestmart Posts: 4,449

    Adding or subtracting material zones does not in any way change the UV mapping.  UV mapping is simply cutting and flattening a 3D object to a 2D map;  X, Y and Z to U and V.

  • lululee1lululee1 Posts: 343

    Hi,

    No new material zones are showing up when I load the new uv map only when I update geometry.

    Once I save the uv's from the update geometry and reload the new material zones are gone.

    Grrrhhh!

    jestmart

    So, are you saying I have to add the material zones in DS?

    If I add those material zones in DS how do I export them so a user can load them onto the geo shells?

    Cheerio

    lululee

  • Richard HaseltineRichard Haseltine Posts: 102,848

    A character preset will save the new surfaces, but that will affect both the base figue and the Geometry shell 9so standard materials presets wouldn't apply). Are you sure you can't achieve what you want through masks?

  • lululee1lululee1 Posts: 343

    Hi Richard,

       I think you're right. I'll just stick to masks.

    cheerio

    lululee

  • DripDrip Posts: 1,206

    I know, I know, old thread here, but.. Say, I want to use a standard G8 character, and would like to add a geoshell with a different UV stitching pattern, for example, with the seam on the frontside of the character instead of the backside, then I theoretically could through this same method?
    A trick like that would make it MUCH easier to add a large back tattoo to a character without having to minutely tweak the tattoo image to get rid of any signs of the seam. Generally, I'd prefer tattoos baked or in LIE, but for some cases, using a geometry shell with a trick like this would make life a lot easier.

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