I Need Help With Assigning UV Map to Geograft

samuel_lemingsamuel_leming Posts: 0
edited December 1969 in Daz Studio Discussion

I've managed to create a simple prop using Hexagon and geograft it to genesis using the tutorial I found on this board. The graft seems to behave properly as far as morphing and posing goes.

What I can't figure out is how to attach the correct UV map to it so I can apply the proper mat. I need to use the Stephanie 5 UV map so I can apply the Keira mat and get it to line up properly.

Can anybody point me in the right direction on this?

Comments

  • SloshSlosh Posts: 2,391
    edited December 1969

    The geograft will not accept existing uvs, unfortunately, because it is new geometry and Stephanie 5 UVs only go with her. You will need to create UV's for the geograft, then do the best you can to make them line up with the correct part of the texture map. Once saved, any Stephanie 5 textures will work on the geograft. It's the same principle as the genitalia figures.

  • samuel_lemingsamuel_leming Posts: 0
    edited October 2014

    Slosh said:
    The geograft will not accept existing uvs, unfortunately, because it is new geometry and Stephanie 5 UVs only go with her. You will need to create UV's for the geograft, then do the best you can to make them line up with the correct part of the texture map. Once saved, any Stephanie 5 textures will work on the geograft. It's the same principle as the genitalia figures.
    Thanks for the response, but I don't have the slightest idea how to make the map line up with the tools I'm currently using. Trying to solve what's basically a math problem by eye doesn't seem like a plan that has much chance for giving me a good result, so I think I'm misunderstanding you.

    I have a pretty good understanding of the theory behind these sort of projections. I did quite a bit of that sort of math 30 years ago. What I don't have is a good knowledge of how these parts of DAZ Studio and Hexagon function. I don't know where or in what format these projections are stored or how to explicitly access them.

    I have managed to make some progress in extracting the correct UV map and attaching it to a prop though.

    I opened up DAZ Studio and applied the Keira texture to a fresh genesis figure. I set the resolution level to base and exported genesis to an obj file including all the maps. In Hexagon I split the view between perspective and UV. After importing the obj file I could click on nodes to see that the UV maps were included. From there I deleted all the nodes that I didn't need and the UV maps I did need were still there. From there I deleted all the faces outside of the ring I needed for the geograft and the corresponding vertices were also deleted from the UV map. As a test I exported this as an obj file and imported it back into DAZ Studio as a prop. After applying the Keira texture to this new prop it looked like everything was in the right place. I loaded a new genesis and applied the Keira texture. They were a match. Since I didn't add any new geometry to this prop, I didn't bother with geografting it.

    The next step wasn't successful. I went back to Hexagon and added some new vertices to the prop. The program responded by completely redoing the UV map, expanding it to use all the available space.

    It looks like I'll need to do one of two things.
    1. Learn how to control how Hexagon creates its UV map. From what I've read so far, it doesn't look like Hexagon is really the right tool for that.
    2. Switch to a tool that's built for this kind of work. From a quick online look at Blender, I see that it has many more UV tools and documentation. It has something called 'pins' that appear to be made to do this kind of task.

    So... I guess the next question is if Hexagon can do this kind of thing or if I'm better off biting the bullet and starting to learn how to use Blender?

    Once again, thanks.

    Post edited by samuel_leming on
  • Herald of FireHerald of Fire Posts: 3,504
    edited November 2014

    Slosh said:
    The geograft will not accept existing uvs, unfortunately, because it is new geometry and Stephanie 5 UVs only go with her. You will need to create UV's for the geograft, then do the best you can to make them line up with the correct part of the texture map. Once saved, any Stephanie 5 textures will work on the geograft. It's the same principle as the genitalia figures.
    Thanks for the response, but I don't have the slightest idea how to make the map line up with the tools I'm currently using. Trying to solve what's basically a math problem by eye doesn't seem like a plan that has much chance for giving me a good result, so I think I'm misunderstanding you.Sadly, there's no misunderstanding. The geograft needs its own UV's, and the polygons which are shared with the Genesis figure need to share the same outer UV's as the corresponding vertices on Stephanie's UV map in order for it to become seamless.

    Depending on the program you're using, some times it will allow you to be sneaky and manually input UV values per vertex. In those cases, you could simply copy the ones from the Stephanie UV and paste them into the surrounding vertices on your geograft. Getting the rest of the UV's to behave comes with practice and patience. Copious amounts of the latter.

    Post edited by Richard Haseltine on
  • wasabiwasabi Posts: 36
    edited December 1969

    Hello.I'm interessed by UV map in geograft.
    Give news about your work progress.
    Can i pay license to sell a geograft ?
    How to export geo to sell -> save as /support asset /figure/prop Assets... is it sufisant ?

    How to make a product to sell in daz ?

    Thanks for your answer.

    geomake.jpg
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  • KatteyKattey Posts: 2,899
    edited December 1969

    Depending on the program you’re using, some times it will allow you to be sneaky and manually input UV values per vertex.

    What kind of programs are those, can you give any examples?
  • KatteyKattey Posts: 2,899
    edited November 2014

    As for original question, yes, there is a lot of trial and error in matching UVs. Yesterday I've made a simple geograft for Genesis, that eliminates eyes. I've made it in a such ways that geograft UVs match some portion of V4 facemap. It took me about 64 changes and tweaks so far (about three hours of time) and it is still not perfect, as you can see from some textures. I haven't used any special program, only trial and error with UV mapper.
    But in non-closeup it works pretty well as it is.

    G_GeograftEyes_3.jpg
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    G_GeograftEyes_2.jpg
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    G_GeograftEyes.jpg
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    Post edited by Kattey on
  • samuel_lemingsamuel_leming Posts: 0
    edited December 1969

    Kattey said:
    Depending on the program you’re using, some times it will allow you to be sneaky and manually input UV values per vertex.What kind of programs are those, can you give any examples?
    Blender. Python.

    As for original question, yes, there is a lot of trial and error in matching UVs. Yesterday I've made a simple geograft for Genesis, that eliminates eyes. I've made it in a such ways that geograft UVs match some portion of V4 facemap. It took me about 64 changes and tweaks so far (about three hours of time) and it is still not perfect, as you can see from some textures. I haven't used any special program, only trial and error with UV mapper.
    But in non-closeup it works pretty well as it is. I'd forgotten all about starting this thread until I started getting email notifications of more posts. Once I found a solution I just moved on to other things.

    When I'd made that first post here, I didn't know that Wavefront obj files were simple text. Had I known that, I wouldn't have asked.

    Since then I've made the same geograft for both Genesis and Genesis 2 Female and applied all the UV maps I have access to.

    Here's what I do:
    1) In DAZ Studio I apply a mat to the figure that has the UV map I need.
    2) Export the figure to a Wavefront obj using the Blender settings.
    3) Import into Hexagon and delete the parts of the mesh I don't need. I only do this because I'm not good at Blender yet.
    4) Export from Hexagon as a Wavefront obj.
    5) Import into Blender. I pin some of the vertices just in case.
    6) Open your first geograft file in Blender. Copy the parts of the mesh you need.
    7) Append the geograft mesh. This is a pain, but only because my Blender fu is weak.
    8) Export the geograft with the new UV to yet another Wavefront obj.
    9) Open your first geograft in DAZ Studio.
    10) Use Load UV Set to add the new UV map from that latest obj file.
    11) Save the new UV Asset.

    So there it is. I've got UV maps for my geograft that correspond to all the maps I need to match. No fiddling needed to get that outer ring to match up at all.

  • KatteyKattey Posts: 2,899
    edited December 1969

    samuel_leming, interesting. But in your geograft, did you add/changed/split any facets on geograft or you left initial figure's geometry intact, only deleting facets?

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