Any addon or workflow to get a single texture map for the whole body?
dream3
Posts: 20
Hey guys!
I just need a simple 2k-8k texture of my whole daz figure but it has been extremely painful to find a solution for that. Everything is so complicated and results mayb vary.
Does anyone know of a simple addon that would accomplish that? Or perhaps a straightforward workflow in Blender? (I tried baking with cycles but it only bakes the face texture for some reason...)
Not really looking for quality or ultra realistic stuff, just to get the job done.
Thanks!!!
Comments
I don't know if it works with newer figures, but Texture Atlas is included in DS.
if you can UV map it to one unwrapped texture you can also load that UV under surfaces and use map transfer
finding documentation is proving difficult this new site software, I just get placeholders
only ancient stuff
more recent
https://www.daz3d.com/forums/discussion/184696/tutorial-from-map-transfer-to-material-presets/p1
oh wow, thanks! though that seems extremely complex :(
I was really hoping for a more simple workflow
You can do it pretty painlessly in Blender if you're familiar with the uv tools. You do have to be aware of how the size of the uv island affects texel density though since you'll need to resize the islands to make them all fit in the 0,1 space. As far as baking in Blender, it cannot bake UDIM tilesets yet, only 0,1. The way around that is to keep sliding the uvs over by 1 and bake each time until you get them all, or just not use Blender to bake. ;) Be aware, your existing textures would also cease to work properly if you change the size of the individual islands.
It's a few years old, but here's a video made by the guys at Substance about uvs and density. Substance Painter Tutorial – Model Preparation 01: UV Mapping and Texel Density - YouTube
im a bit familiar but not to that extent I guess. Can you explain how to get all the tilesets into one 0,1 tile?
Just google "ITF Devkit" and install it and use one of the UV presets. There's a single UV option.
You can combine the four body textures into one in photoshop.
At ~ 4:30
@lilweep That works too. I don't know why I didn't think of it as I have those kits. lol
damn its not really working for me. i click on the single tile button but it messes up woth the position of the texture in the charcter. using on g8
It does not change the existing texture to fit in the new UV. That is not what it is desighted to do. Did you watch the video? You need to do the opposite of what he shows. He shows splitting a custom texture to fit the 4 separate base male UV UDIMs. You need to.combine the 4 existing base male skin textures in Photoshop instead.
Yes I watched the video but I dont understand how his texture has all parts already together into one single texture tile. How did he get to that? I see the point of him wanting to break it apart though.
In his video it seems to be the default state of his G8M texture. Are you saying he put them together before the video in photoshop? I would imagine there is a more simpler way to compress and resize them inside DAZ, a way to disable UDIM i guess.
He created the skin texture in another program, using his own UV with all parts in the 0-1 space. Then he used Photoshop to split it into the 4 separate UDIM sections that DAZ Studio uses for the G8 UV. You want to go the opposite way - combine 4 G8 UDIM sections into one UV. So instead of splitting in Photoshop, you composite.
If you want to do it in Daz Studio, use the Texture Atlas and live with its limitations.
Ah I see now. I thought the addon would convert the udim tiles into a single tile by itself. This workflow is too complex, it would take me a lot of time to do the photoshop part 4 times over multiple characters.
Need another solution still!
well free goodluck
paid I do this
convert textures to vertex colours in Ultimate Unwrap 3D
use the UV plugin in Zbrush to unwrap it (with some seam guides painted)
export an obj (for creating the new UV in DAZ)
subdivide it a lot
convert polypaint to texture
or
use the multi map exporter plugin to export the diffuse texture map
you might be able to do all of this in Blender but I don't have the skills
this is just what I know
I can do it all in Ultimate Unwrap3d too but Zbrush I get an 8K map
UUW3D limited to 4K