A very dumb question about sharing MAT pose files or presets...
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I know this has been asked in the past, but the last time I've read anything about it was probably like two or three years ago and I really didn't retain more than a basic impression of what the rules were on this, mainly because I wasn't able to make MAT poses and MAT presets at the time... over time I've figured out how to do it and have collected a number of things that while mostly odd or humorous (depends on what you interpret as humor) may be useful to other people...
So here is the question...
What exactly are the rules when using models not made by one's own self...
Old DAZ models came with templates, which I assumed where for making your own textures... but could those final textures be shared as freebies?
For models that don't have templates I've been putting the original image map into photoshop, and then running them through a Filter Forge filter that basically turns it into a b&w line drawing (sometimes it works great, sometimes not so much) and basically that gives me a sort of template, I take that line drawing template layer and drop it into a separate Photoshop document (blank) and then on a separate layer above that one I create my own textures, using my own assets and when I'm done I delete the template layer and flatten the whole thing and save it as a JPEG.
I know that sounds like a really stupid way to do things, but I figured that was probably the cleanest way to assure I wasn't using anything other than reference points to make the new image file.
I was under the impression at one time that you had to actually remap the model in a UV mapping program and have your own UV maps of that model to make a shareable texture... but looking at some of the MAT poses and MAT presets I have, that others have made, that doesn't seem to be the case...
Anyway, I figured I should ask, since at some time soon I want start clearing older files off this computer and archiving them to storage hell, where I won't look at them for years, and if they could be useful I might as well share them.
Sorry if that is a stupid and often asked question, but if anyone could let me know what the rules are on that, I'd be very happy... I thank you in advance for taking the time to read this and if possible respond!
-Vic
Comments
Using the supplied templates, or making your own in IV Mapper Classic or the like, is fine - any textures you create on those are yours to do with as you wish, including giving them away as freebies. I'd be a bit dubious about using a modified version of the original texture as a guide, though I think as long as there were no pixels showing from it you'd be OK. You certainly don't need to remap the object.
Depending upon the model, you might find it much easier to download UV mapper classic and generate your own template. Since the prop is already UV mapped, it will show you the uvs when you load the obj file. You can also use Roadkill. It's free. Download the Maya version of it (has both the plugin for Maya and the stand alone in the installer).
You can create any texture you want using the templates provided or those you generate from the a uv mapper.
You can use or give away any textures you create so long as you don't violate copyright. If you use an MR for the texture, you are held to the terms of use for the MR. If you use Filter Forge to create the texture, then you are held to any terms it may have.
If it's been years since you looked at the files, you might want to go over them carefully to make sure you didn't accidentally use a copyrighted texture in the mix. This has happened more than once over the years here at DAZ, the older PoserPros and Rendo.
Thank you both!
I use a Mac, so UV mapper and Roadkill are not usable to me... I intend at some point to buy UVLayout by Headus, but when I have the time to really experiment and work with it... UV mapper for the mac was never really very functional for me, most of the features didn't really seem to work like the tutorials described them...
But, anyway... I'm very sure I don't have any textures from the original files in the final version, I decided to do it the way I did because I couldn't UV map and the layers, semi destructive filter and separate documents assured I was keeping what I made separate and "clean" just in case I came across the file after a long time had past... the first couple of files I made I actually would create a separate blank layer and then using the pencil tool, hand draw the template... when I bought filter forge I thought about using one of the cartoon filters to create the template... there is actually more to the process than I mentioned, but it really ends up giving only the faintest of an outline of the original shape... it probably isn't worth it if it is general practice to remap the model or generate a template via UV mapper.
I'll just stick them in a "Private" folder and forget about them.
Thanks!
Blender is free and can. I would assume, export a template. Also, check the Product Library page for the item (if it;s from DAZ) as that is where templates are being moved.
maybe name some of the models here and people can post UV maps of them, I think casual made a script for exporting the UV view from DAZ too, if not surface selection and snip tool should do it
Do you mean UV Mapper Classic?
There is a plugin called Import-Export UV Layout (not enabled by default).
Enable it.
In the UV Layout window you have at the top of the UVs menu "Export UV Layout".
In the bottom left part of the window which opens you have the options for the export.
For more info, see https://www.youtube.com/watch?v=21HZImdNY5k from about 07:00 on.
In DS select all the material zones on the object in the surface tab, switch your camera view to UVs (it's right under all the other cameras and lights in that pull down) take a screen capture. (whatever Mac's print screen function is.) Open photshop or gimp, make a new document, and paste your screen cap into it. Crop it to exactly the square edges.
(the border line it puts around it is kind of wide, you might want to overlay your new template on an existing texture for the object just to make sure you have it cropped right.. I don't know if it's inside, center, or outside of that square that's the correct place.. probably the inside, but best to check the first time you do it. Keep in mind that almost all textures will have a few pixels outside the actual UVs to avoid seams showing, so take that into account when figuring it out)
Do you mean UV Mapper Classic?
Very likely.
Thanks for all the replies! I'm gonna look into Casual's script and the Blender plugin. They both sound pretty useful!... and like a lot less work.