Can't modify Millenium Cat's UV via Hexagon nor Carrara 8.5

KGKG Posts: 0
edited December 1969 in The Commons

Hi guys

I need to modify the UV of the Millenium Cat to add more Texture space to the eyes and a couple more adjustments

I have tried with Hexagon and Carrara with no success,

The main problem is when trying to Load the new set of UV from a modified OBJ

I have tried using the Hexagon Bridge but I can't get the mesh groups visible (it appears as only 1 object) and I think this is because it is meant for Morphs, so no bridge.

Then I imported to Hexagon as OBJ and I was able to make my changes and exported as OBJ but the UV set won't work , I checked and
Hexagon is modifying the Surfaces, specifically the Fur , it changes the poly count . This happens even if I just round-trip the OBJ to Hexagon without making any changes, ( I kept unchecked all the export options that seem to group or optimize , so it shouldn't change anything) , probably a bug,

Then I tried Carrara, and just tried the round-trip of the OBJ (DAZ-Carrara-DAZ Load UV's, but Carrara exports the OBJ with an additional face group with the same name as the file I imported, I deleted that extra face group (with 0 verts) and tried again, still doesn't work

The DAZ log file says:

Imported: 3d.obj
Facet count mismatch - cannot load UV Set.

Could someone please shed some light?

Thank you

Comments

  • DiomedeDiomede Posts: 15,225
    edited December 1969

    Here is how I would try in Carrara

    - loaded millennium cat and highlighted the model level.
    - entered the vertex modeler and entered the uv mapping mode
    - used "select by" shading domain
    - in the uvmapping display, unchecked the "show all" button.
    - use the display menu to show only the shading domain I want to expand
    - use "detach polygons just to be sure, then edit selected uv group
    - under display tab, use export button to export a uvmap specific to selected group

    Hope that is what you wanted.

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  • KGKG Posts: 0
    edited November 2014

    Hi diomede64

    Thank you for replying

    Actually, I was able to modify the UV but the problem is when trying to load a new UV set back in DAZ

    The problem can be reproduced by:

    Load Millenium Cat in DAZ and set any of the Classic Cats material
    Export as OBJ
    Import in Carrara (or Hexagon)
    Edit the UV
    Export the modified Cat as OBJ
    Open Daz , select Surface , Load UV and select the modified OBJ

    Hexagon's OBJ makes DAZ to crash
    Carrara's OBJ show as the message " Invalid UV set"


    Even without modifying the UV ( just export from DAZ, import Carrara/Hexagon, Export new OBJ, try to Load the UVs) it will fail the same

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    Post edited by KG on
  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    Make sure that the cat isn't subdivided before exporting - if there's a mesh Resolution group in Parameters, make sure the resolution is set to base.

  • KGKG Posts: 0
    edited December 1969

    Hi Richard

    I checked and resolution level is set to base , actually that's the only resolution it has

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    I exported the OBJ using the modo preset, remapped in modo, and was able to load it into DS as a UV set. Make sure you aren't cutting the mesh up when remapping as that will break the vertex and polygon match.

  • KGKG Posts: 0
    edited December 1969

    Hi Richard

    I tried to export/import/export/load UVs without modifying/re mapping at all, and it still fails, using Hex and Carrara

    Unfortunately I don't have Modo

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    What are your export settings? Does an exported OBJ import correctly, without passing through Hexagon or Blender?

  • KGKG Posts: 0
    edited December 1969

    I´m using either the Hexagon or the Carrara presets when exporting

    Right after exporting from DAZ as cat.obj , I can Load the UVs from the cat.obj file without problem,

    it seems the export has the correct poly count

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    OK, so the next thing to do is check the import and export settings in the application you are using. If you take it in, tweak one vertex out of place, and export will it load as a morph?

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