Ye I watched the tutorial on it. Looks interesting. I’ll play around with it tonight. My only issue is that it does not resolve seams. That will remain a guessing game in 2d paint apps.
Another approach, if you have a suitable tool (I don’t think DS texture baker will do it) is to take the model into a mapping or modelling application and give it a second UV map, for the figure you ant to convert to (or from, depending on which you are using), then bake the texture from one mapping to another. If you have multiple maps you want to convert, and the relevant tools and skills, this may be easier than using PS to manipulate the flat map. However, it would be a lot of work to get set up.
Another approach, if you have a suitable tool (I don’t think DS texture baker will do it) is to take the model into a mapping or modelling application and give it a second UV map, for the figure you ant to convert to (or from, depending on which you are using), then bake the texture from one mapping to another. If you have multiple maps you want to convert, and the relevant tools and skills, this may be easier than using PS to manipulate the flat map. However, it would be a lot of work to get set up.
God, I wouldn’t know where to start with UV mapping in daz, I couldn’t even master it in 3ds max letalone on a human figure LOL! But Zev might be good at that sort of thing.
Another approach, if you have a suitable tool (I don’t think DS texture baker will do it) is to take the model into a mapping or modelling application and give it a second UV map, for the figure you ant to convert to (or from, depending on which you are using), then bake the texture from one mapping to another. If you have multiple maps you want to convert, and the relevant tools and skills, this may be easier than using PS to manipulate the flat map. However, it would be a lot of work to get set up.
Hmmm that actually might work. However that is more a technique for an indiviual who has those tools and extensive knowledge. We are trying to come up a solution that anybody can do. Can you tell me why when you fit M5 Gens to genesis and hide it, there is a transparent hole on the figure? Its a hurdle that is halting my testing..:(
Lol, I had that problem too. I descovered if u select ‘it’ on the scene tab, and delete it, things go back to normal… The only problem is of course, If you want the gens back later, you gotta start again :(
None of this would be necessary, actually! If you have purchased (or prepared to purchase) the Gen 3 Iconic Shapes for Genesis, their respective UV maps will be available to you when you apply gen 3 textures to Genesis. By default, Genesis uses V4 UV’s, but just select the correct one under the UV Set option under the surfaces tab
@Zevo, my apologies, I was posting regarding the original topic that was still the topic title and didn’t have a definitive answer hehe
@marcus, many thanks!
Oh I nailed it. Its actually a lot of fun:) What I’m doing when the process is perfected, is saving an action script for photoshop, so all you do is load up the m4 gens texture on the m5 gens texture, run the script and it will do the conversion. You’ll need Cs5 though. I will have to make one for the Gen and one for the hip. So all in all it will be two scripts. just click run action and watch all the crap I catch on LOL. So instead of having to tweak every set, just run the script and the exact process will happen on whatever M4 UV is loaded.