Export from Daz with multiple UV sets
ARealiti
Posts: 146
Hi, is it possible to export to say FBX with multiple UV sets e.g. Gen 8 and Gen 8.1? I can write shaders in other products that can mix the use of UV sets / channels, this is useful for overlaying / compositing things like Gen 8 body paints on Gen 8.1 skin in external products, in my case Unity/Unreal. My alternative is to export 2 models and use a script in my external applications to copy the UV of Gen 8 onto a second UV channel on the exported Gen 8.1. Thanks.
Comments
I've just found out the hard way that when a Gen 8.1 figure uses the Base Gen 8 UV it exports a different geometry to a Gen 8.1 figure exported with Gen 8.1 UV. I really thought they would have the same geometry with 2 different UV sets to copy between, doh
FBX format supports storing multiple UV Sets, however, DS FBX Exporter is not able to export multiple UV Sets, AFAIK. Blender can do this job.
The 2nd point you mentioned shouldn't happen... I've not seen such issue before.
Thanks crosswind, I have also found that the UV on Gen 8 make materials look very different to the UV on Gen 8.1 in my applications so I'm thinking Gen 8.1 UV only for export.
Would you happen to know a nice way to convert the part of the torso on a Gen 8 UV set of files that are on the head UVs on Gen 8.1 (diffuse,normal,opacity etc...) i.e. map the corresponding top parts of the Gen 8 torso files to be the whole file as it is on Gen 8.1 head files? This is the best solution for me to just use Gen 8.1 UV's and map the torso part of the Gen 8 files corresponding to the head of Gen 8.1 to a separate set of files for the head.
Edit - I am trying this method that seems to achieve the desired result
https://forum.daz3d.com/forums/discussion/467571/howto-create-missing-genesis-8-1-head-skin-maps-from-genesis-8-3-skin-maps
Thanks
Yep, Map Transfer is just the tool you wanted if G8 >> G8.1.... but it doesn't work if vice versa.
Thanks crosswind, finally got the results I've wanted in Unity/Unreal
Oh, that's nice !
It does. I've been buiding all my characters on 8.1, which requires me to map transfer in either direction depending on which skin I'm using and what I'm trying to add to it.
Ah... ? You can merge separate Head and Body texture maps from G8.1 as one Torso map for G8.0 ? How to do that, pls ? I ever did that in Blender and FaceForm wrap but failed with Map Transfer.
It's actually as simple as creating a template that includes both head and body. Here is base 8.1M with Conrad's tattoos.
Here are the Map Transfer settings with head and body in a single template. Make sure Target UV is set to "base male" on at least the head surface.
If you switch to base G8M textures and reapply Conrad's tattoos, the neck one doesn't apply (and there might be some issues with the chest tattoo, I haven't looked super close).
But if you replace the textures with the ones you just Map Transferred....
@Gordig
IIRC, I did the same as you showed above last time but it didn't give the expected result. But this time I used the example you gave and it did work ! Haha ~ Thank you very much !!
You might have failed to change the target UV, which I did the first time I was trying to demonstrate this process just now.
Probably ~~ I'm always stupid sometimes, haha ~~ Thanks again !