BEST WAY TO IMPROVE TEXEL DENSITY AND UDIMS FOR DAZ CHARACTERS???
Default DAZ characters (G3/G8) contain UDIMS and a set of 4K textures, however the texel density is not the same in the whole model. I have in mind to re-map the default male and female figures, so the texel density is the same for all the UDIMS, in that way I would be able to achieve the sick level of detail I want along the whole body of the characters; I have been working in a method, but I'm not getting good and practical results.
My current method:
1. Export OBJ from DAZ
2. Open OBJ in MAYA
3. Set the same texel density for the existing UDIMS (as expected, the default scale of the UDIMS change)
4. Cut the UDIMS in more UDIMS to make them fit in 4096 size tiles.
5. Assign materials to new UDIMS
6. Correct and re-paint textures in MUDBOX
6. Load new UVs and textures in DAZ
Issue: too much UDIMS, about 50 per character (not practical at all since I have diffuse, normal, bump, specularity and height maps for each UDIM)
So, is there a way to improve this method or perhaps a way to collapse all the UDIMS, without overlapping, in a single huge tile of 32K with a uniform and highly detailed texel density?
Thanks in advance for your opinions or comments!
Comments
Did you also have a try on enlarging the texture maps using AI? Some users seem to have got pretty good results. I guess as long as the size of the AI processed maps are more true to the real proportions out of the total skin area, the result can be quite good (note: for G3 and G8 only, as G8.1 has the torso split)
face : torso : arms : legs = 3.5 : 46.5 : 18 : 31
UDIMs are not a set pixel size, they are just a unit square in UV space which is then mapped to the size of the image file used. As CHWT says, just use different sized maps.
You 2 are so right, instead of bothering with texels I must find the relative size of each map, so the whole looks uniform. The uniform texel density is a very academic solution, but not practical at all in this case. I'll work on what you both said.
Let's see what I get. Thanks a lot for opening my eyes!