Reading of the uvmaps issue

Okay ... there is a pattern or two but somewhat involved to figure it out. Generally speaking if one exports out an .obj file there is no way to do any work on it in Hexagon and have it accept back into D/S for morphs or uv sets ... that includes even if NOTHING was done but a straight exchange.

Sometimes the imported .obj in Hexagon will have the shading domains totally messed up.

And while I know exports from edu 3D Coat will never make a morph or uv set ... still ... should have imported right but I did notice on one file that the shading domains were totally not read. Hexagon read the Shading Domains.

Puzzles ... okay so is it that D/S is totally going over protective on its obj files and we're not to be able to use them except in Hexagon over the bridge? or possibly somebody using "the" latest edition has time to fuss over work flows and send in "bug report" 'cause, boggles the mind, if it was broken in 4.6 and nobody fixed it, it would still be broken in 4.8+ until somebody fixes it BUT tech support, well ...

ty.

Comments

  • jestmartjestmart Posts: 4,449

    Exporting and importing works fine between Studio and Blender so either you are not doing it right or hexagon is messing it up.

  • The only thing I can suggest is to keep in mind that the UV are different for Genesis 3 than for previous generations. It can appear as if all the uv zones are overlapping, making it impossible to edit them as expected. You might try during export from DS to uncheck the collapse UV tiles option. That alone might solve it. Best of luck.

  • patience55patience55 Posts: 7,006

    The only thing I can suggest is to keep in mind that the UV are different for Genesis 3 than for previous generations. It can appear as if all the uv zones are overlapping, making it impossible to edit them as expected. You might try during export from DS to uncheck the collapse UV tiles option. That alone might solve it. Best of luck.

    Thank you, yes I am aware of that issue, and use the beta 4.whatever to get collapsed uvs for G3.
     The scenario workflow is problematic with Genesis too. I suspect something in how mesh is being read but anyways ... maybe one day.

  • patience55patience55 Posts: 7,006
    edited October 2015
    jestmart said:

    Exporting and importing works fine between Studio and Blender so either you are not doing it right or hexagon is messing it up.

    After all this time, yes I'm doing it right tyvm. What, Hexagon mess something up [feigning shock and surprize] lol ...

    Could be time to retry Blender yes. Have been thinking about it 'cause this situation of whichever program isn't reading it right [between D/S and Hexagon] is a problem "sometimes". [in particular for making uvsets in a certain way in Hexagon ... if made the super duper long way, it's fine.] However it is also "not fine" for a converted to triAx figure in Hexagon [which looks fine in D/S] so ??? happened there except that in making the mesh suitable for triAx, while D/S continued to read the old uvmap fine, it must have done something which Hexagon is not accepting as okay and messed it up good.

     

    ....

     

    Okay, have downloaded and ran Blender. Also on the laptop there is D/S4.8 something and on the one figure I tested it seemed fine ... so maybe it was a problem with a model. Not all were made the same way ... anyhow shall leave this now for further testing with Blender and whatever on the desktop later on. Need to find a tut of somekind for uvmapping with Blender.

    ............

    Did manage to find a good use for using Hexagon to remake the Shading Domains for texturing workflows.

    ...

     

    Happy Thanksgiving all!

     

    Post edited by patience55 on
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