Texture Atlas
Mike65
Posts: 24
Hi Folks
Texture Atlas seems to be able to create "baked UVs" - which makes export to 3dsmax ie. easier.
But how do I apply the new Texture Atlas UV's to my model in Daz in the first place?
Thanks,
Mike
Comments
To elaborate:
Texture Atlas is obviously able to collect all unwraps for a figure (torso, head, arms, legs etc) and merge them into a single, new uv for the figure. It can even render out in a size of my choice. But how do I assign the new uv's for the figure?????
Sigh....and thanks...
Mike
Take a look at the Surfaces Tab, find the 'uv set' ... there should be something there for the Texture Atlas skin.
File > Save As > Support Assets > ... select the one for new uvset. Put a check in the ONE box for that uvset. D/S will autofill the rest as required.
...........
eta: it's been awhile since I've done this ... if you have to first make the uvset, then export out the .obj file [do not write groups], then bring that .obj file back in via the option to do so under Edit and create the new uvset.
Thanks a lot, will give it a try...
Mike????
Ok, so I can create a new uv-set with Texture Atlas. Saving it seems to also be a piece of cake.
But! I cannot apply the new uvs to my G8 figure. Been trying to export plus load through obj and messing around with uvs in the surfaces tab, but it simply doesnt work. If you can "save a uv asset" - why on earth isn't it possible to load it? Been a max user for 20 years, and I'm quite amazed that the simplest tasks are so difficult in daz...
Thanks,
Mike
Any changes made on the Surfaces Panel can be saved and loaded to the figure - File > Save As > Material Preset. Uncheck EVERYTHING except the option to load the uv set. My apologies on forgetting to omit that step.
eta: Making a step-by-step tutorial, no need to export out .obj files :-)
Here's the tutorial. Walk through project so no steps are missed ;-)
Thanks a lot, Catherine. I'm sure everything works at your end, but sadly I simply cannot make it happen.
I've tried everything, but I think that the number of steps involved while having things selected / not selected or checked / unchecked - while saving everything in the right order - among Daz' gazillion folders - makes me fail.
Not quite sure what to do, other than keep trying. One thing is for sure: I have never seen the new uv's work on a figure yet. Not in Daz, not in 3dsmax with an exported OBJ. I do appreciate the tutorial. Will give it another try, when my hair grows back out :o)
Kind regards,
Mike
oh I know I know ... that's Genesis 8 ... collapse the uvset BEFORE using Texture Atlas!!!!!
....
I'll guess the next question ... think I already have a tut for that ... back in a minute.
.........
Tutorial I was looking for appears I've retired or lost it ... not a problem. Concept is to make a uvset with the existing uvset [i.e. the one using the desired texture] to have that set but as 'collapsed'. Using D/S alone one can export out the .obj being sure to put a check mark in the collapse geometry box, NO groups, size don't matter. Then bring back the .obj via the Edit dialog to load the new uv set. Give it a recognizable individual name. i.e. Victoria8_collapsed or whatever. Save the new uvset. Be sure that it is applied to the figure, then run that through the Texture Atlas. Should work.
Thread post: this requirement for collapsing the uv set exists for both the G3 and G8 figures.
In reading through my old post, I notice that also one should apply a basic 3Delight shader to the figure [i.e. not Iray]. If one holds down the Ctrl key while applying the shader, one can choose 'ignore textures' ...
n.b. when making morphs, uv sets, anything, for the Genesis 8 characters - remove the eyelashes first. Base resolution for morphing too [any figure].
............
eta: if the .obj for making a collapsed uvset doesn't work correctly via exporting it out/in via D/S. Then try sending it over the bridge to Hexagon, export out the .obj from Hexagon. Bring that export into D/S via the edit load new uv set.