What is the deal with the UV layouts?
ColemanRugh
Posts: 511
in The Commons
When Vicki 1 through 4 came out the UVs always allowed the customer to apply textures so the material zones cutoff usefully. You could have a latex catsuit on Vicki 4 just by using the material zone layout of the UV.
Beginning at Vicki6 and onwards the material zones are a complete mess and I can't believe it's not on purpose because why invest all this money into a figure and make their material zones completely useless?
Arms... a complete material zone. Not... forearm... upper arm... hand... the entire damn arm.
The torso also includes the neck going up the back of the head. Why? Why do that on purpose?
I can guess the monetary reasons why. I want DAZ to tell me why

Comments
i lament the loss of inner nostril.
cant use a procedural no moars for specular channel, end up with nostril glow.
What I don't understand is that older generations had different templates that changed the UV layout so that by changing the template, you could use a V4/M4 texture on a G2F/G2M character.
Why do we have to use geographs and don't have templates for the G8 line?
The later Genesis figures use UDIM mapping which is what Zbrush uses....or so I've been led to understand. It might not be as easy to do things the OP wants, but it leaves a lot less texture distortion than the old way of UV Mapping (V3, V4, etc). Daz didn't change mapping just to defeat the customers from doing the kinds of things the OP suggested, but instead to reduce texture stretching to a minimum.
Laurie
I really like RawArt's No Suit for G3F and G3M for that kind of thing. You get a character who's been remapped to more useful material zones, and a set of morph dials for Genesis you can use to make your character look like they're wearing spandex.
You can use the Geometry Editor to add new surface (material zones) if you wish.
The GeoGrafts are needed as Genesis 3 and 8 don't have edges in the right place for the boundaries of the older divisions.
If you are interested in the explaantions, rather than wild speculation, I think MallenLane did post to one of the threads when the figures were new.
Thanks Richard - I will research that geometry tool avenue.
Thanks Richard, I'll see if I can find that post.
I don't know anything about how it works and thought the templates could change where the edges were.
The UVing can split the existing mesh into surfaces/materials zones, yes - but the issue here is that where the older figures had two loops of polygons, one belonging to one surface and the other to the other, the later figures have only one loop - so either it belongs to the one surface, and that is stretched while the other is compressed, or vice versa.
edited because why - who cares
edited because I'm over it