HEADSHOP OneClick: face distorts when I bring it back up in
in The Commons
What the hell am I doing wrong or what is wrong with this program???
I create a face from a photo -- looks great
then when I bring it back up, the texture is distorted.
what am I doing wrong -- what didn't I do -- what SHOULD i do?

Comments
check the UV map
NO -- the programe says to use a DAZ GENESIS 2 MODEL -- so that's what I am using .
And how do I check a UV map? what am I looking for when I check that map and what am I fixing?
woops -- I figured it out!
For those who are as novice as I am: My problem was that I was not adjusting the surface of the models when I changed the faces from my ONCECLICK program. The surfaces from the photos just chose to maladjust themselves when called upon to be reused again.
. There are surfaces that come with DAZ 3D that I used.. They do not change the face of the model , but only the surface of the character so that the face matches the tone of the body.
Thanks for the info. I was unfamiliar with the term UV and still do not know what it means -- but somehow I got the idea of how I should fix my problem. I'm not as dumb as I thought.. lol
Thanks
woops -- I gigured it out!
For those who are as novice as I am: My problem was that I was not adjusting the surface of the models when I changed the faces from my ONCECLICK program. The surfaces from the photos just chose to maladjust themselves when called upon to be reused again.
. There are surfaces that come with DAZ 3D that I used.. They do not change the face of the model , but only the surface of the character so that the face matches the tone of the body.
Thanks for the info. I was unfamiliar with the term UV and still do not know what it means -- but somehow got the idea of how I should fix my problem. I'm not as dumb as I thought.. lol
Thanks
UV is the texture map, the image (usually a .jpeg) that comes with most models that gives it its surface textures... It looks like a flattened pelt of the model... For example, if you have a clothing model, got to the texture folder for that item and look at the image files associated with it... Like say the item is "Llama Pajamas", which I just made up, but anyway... Go to the "Textures" folder in your content folder and find "Llama Pajamas" and you'll see (if it existed) an image that looks like the pajamas unsewn and laying flat... Like a real cloth item before it was sewn together... This is the "UV map" (or UV for short) of that item... The program using the model looks at information in the OBJ file (obj in this hypothetical situation, but it could be DAE, 3DS or any 3D format that uses a UV map) and takes those 2D images and applies them to the 3D surface of the model.
Actually, that's NOT a UV map. A UV map is a file which relates vertices in a 3D mesh to 2D coordinates in an image texture. What you are describing is a texture map. It USES UV mapping, but it isn't the actual UV map. A UV map is actually just a bunch of coordinates. Most 3D objects (but not all) have a base UV map built-in. But using a separate UV map allows you to use other textures. This is why you can't use V4 maps on Genesis without having the right UV map selected for the figure. They are what allow you to do that.
I have to poke my nose back in here cause I personally think for the majority of users McGyver's discription is how we understand UV, unless we know modeling then the UV is just the pattern we put a texture on ...........