G8 UVs

in The Commons
Is there any way to manually change the uvs on G8f or G8M to use each others skins without buying the uv swap product?
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Is there any way to manually change the uvs on G8f or G8M to use each others skins without buying the uv swap product?
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Not easily. They're not the same mesh so you can't just load the other mesh to get the UVs, you'd have to remap them yourself.
There is a product that allows this.
I'll drop by when I've found it.
Edit:
https://www.daz3d.com/genesis-8-uv-swap-male-and-female-base
... and it's on offer.
The question was "how to do it without buying the product" ;)
As far as a workaround that does not involve personally remapping the figures or buying the UV swap product...
Each of G8M and G8F have a clone shape that will (fairly) match them to the other figure's shape - it's used for the auto-fit process. If you dial this morph in to one of the figures, and export both matching shapes to a 3D editing program such as Blender, it is possible to do a texture bake from one figure to the other that will permanently transfer the texture layouts from one UV to another.
However, while this process is cheap and not especially difficult, it is definitely tedious. (And a darn sight more so than just using DS's integrated Map Transfer option, but that relies on having both UVs on the same figure).
So far, I've only really done it for cross-generational stuff or similar* where the Map Transfer cannot be used. (Although there are UV geografts that allow the use of older generation textures, and I have used them... sometimes there are reasons you need the maps on the default layout, such as when you need to use other geografts, LIE textures, things like Skin Builder or just mix textures between materials).
So I don't really recommend it. Unless you're really broke, I'd get the UV swap product.
* For example, I used it for this piece, where I found a Spiderman suit for XPS on DeviantArt, and posed/morphed its shape closely enough to G8F that I could bake the textures over to the G8F UV (including some processing to get a workable displacement map). The suit itself is a modified G8F mesh; I probably could have done it with a geoshell, but I wanted to use some dForce contraction to give it an elasticated look.