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Daz 3D Forums > 3rd Party Software > Blender Discussion

It seems I Am Not Able to View What I Assume Are UV Maps For Any Texture Other Than the Torso

PAWN_EDMPAWN_EDM Posts: 55
July 2021 in Blender Discussion

Not sure if this has already been brought up already on the vast world that is the internet but as you can see by the long title,  I am not sure how to describe it to something as stupid as Google.  I have a character and I want to view the vertex-image relation for the arms.  I have tried searching already on Blender specific sites but I then realized it won't work since the DAZ to Blender bridge and exported Wavefronts only have one UV map.  I tried switching images in the UV Editor but then I couldn't see any vertices.  If I need to pay for anything I'm srewed because I can't buy assets right now.  That's all I got.  If it's insufficient I am sorry.

Comments

  • Catherine3678abCatherine3678ab Posts: 8,556
    July 2021 edited July 2021

    No you don't need to buy anything. There are 2 types of uvmaps employed on the Genesis figures. For Genesis 3 and 4, they are 'not normal' ... they need to be 'collapsed' before being visible/usable in many a program. Now AFAIK in Blender the other type can also be used if you're running the latest edition. I don't know if it need an additional plugin or not. I'm relatively confident somebody will pop in who remembers the fancy name for the uncollapsed uvsets.

    In D/S you can export out any .obj file and check off a box saying to collapse the uvset. It is also possible in D/S to make such a collapsed set into a uvset so it can be loaded on figures before throwing  sending them off over the bridges ;-)

     

    Post edited by Catherine3678ab on July 2021
  • stem_athomestem_athome Posts: 526
    July 2021 edited July 2021

    Hi,

    Did you change to edit_mode? (you need to be in edit_mode to see UV maps).

    Change to edit_mode:-  While the mouse pointer is in the main viewport, press "Tab" key (or, top left of the main viewport, in the drop down menu, select "Edit_mode")

    When you change to "Edit_mode" all the object vertex should be selected (highlighted). You will then see all the uv map(s) in UV editor. If nothing is selected press the A key.

    If you only want to view the UV of a specific material. While still in edit mode, deselect everything (double tap A key). In the right side lower window, select the icon "Material properties". In the material properties, you will see a list of materials. Select the material, then click  "Select". That will highlight the selection on the model, and the UV only for the selection will be shown in UV window.

     

    Post edited by stem_athome on July 2021
  • DaremoK3DaremoK3 Posts: 798
    August 2021 edited August 2021

    @ aidandalzell833 :

    The real question is what is your Blender use level?

    It sounds as if you need to learn some basics of how to work with meshes in Blender, and the accompanying work-flows to achieve whatever you are trying to do...

    Is the goal to remap the mesh,  paint the mesh, etc.?

    Regarding the Wavefront OBJ file;  It can only have one UV data set, but it can be old-school 'stacked' (which will be separated by material or vertex set definitions), game-ready (pre-UDIM) single, compact atlas maps, or the relatively new, and not quite Blender ready UDIM UV's (as used on Genesis8, which is what Catherine was telling you about  --  Hi Catherine [get back to work on your great tuts and experiments you slacker!]).

    Do what Catherine said for UDIM meshes to send over to Blender (changes them from UDIM to regular stacked UV's), and then follow what stem_athome said.  If the object you are exporting does not use UDIM, then you should already be set...

    If you need further assistance on how to use/manipulate/create UV's in Blender, you should digest some tutorials for those tasks  --  Try Youtube videos, or Google for some written instruction.

    But, don't hesitate to keep asking questions here if you get stuck, or don't quite understand something.  Someone will come along to help...

    * EDIT :  If you want to try to work with UDIM's in Blender, it is an option, but might be more hoops for you to jump through  --  not sure, I only work with stacked UV's, and last I heard, it was still not fully implemented in Blender (some users created work-arounds).  It could be usable in Blender 3.0 alpha  --  once again, not sure, but you might have the option...

    Post edited by DaremoK3 on August 2021
  • Catherine3678abCatherine3678ab Posts: 8,556
    August 2021

    DaremoK3 said:

    @ aidandalzell833 :

    The real question is what is your Blender use level?

    It sounds as if you need to learn some basics of how to work with meshes in Blender, and the accompanying work-flows to achieve whatever you are trying to do...

    Is the goal to remap the mesh,  paint the mesh, etc.?

    Regarding the Wavefront OBJ file;  It can only have one UV data set, but it can be old-school 'stacked' (which will be separated by material or vertex set definitions), game-ready (pre-UDIM) single, compact atlas maps, or the relatively new, and not quite Blender ready UDIM UV's (as used on Genesis8, which is what Catherine was telling you about  --  Hi Catherine [get back to work on your great tuts and experiments you slacker!]).

    Do what Catherine said for UDIM meshes to send over to Blender (changes them from UDIM to regular stacked UV's), and then follow what stem_athome said.  If the object you are exporting does not use UDIM, then you should already be set...

    If you need further assistance on how to use/manipulate/create UV's in Blender, you should digest some tutorials for those tasks  --  Try Youtube videos, or Google for some written instruction.

    But, don't hesitate to keep asking questions here if you get stuck, or don't quite understand something.  Someone will come along to help...

    * EDIT :  If you want to try to work with UDIM's in Blender, it is an option, but might be more hoops for you to jump through  --  not sure, I only work with stacked UV's, and last I heard, it was still not fully implemented in Blender (some users created work-arounds).  It could be usable in Blender 3.0 alpha  --  once again, not sure, but you might have the option...

     Golly thanks DaremoK3 Was there something in particular you were wanting information about?

    I downloaded a freebie from somebody else, who made mention of it having issues in the crotch area ... In their readme they were dutifully thanking everybody BUT ME for all their tutorials they had accessed ... and IF that person had read my tutorial their garment would not have the very issue it has. Sigh, so I deleted that freebie. Went shopping. Bought the poodle some treats. 

  • DaremoK3DaremoK3 Posts: 798
    August 2021

    @ Catherine3678ab :

    No, nothing in particular.  I just love seeing your experiments and reading your tuts.  Plus, you are a great resource for noobies.

    Last one I viewed was your Genesis head mask Geograft tut.  That was a fun read, and when I get some free time I want to try it out.

    Also, I think we lost the OP, but maybe the info will help another noob...

  • Catherine3678abCatherine3678ab Posts: 8,556
    August 2021

    DaremoK3 said:

    @ Catherine3678ab :

    No, nothing in particular.  I just love seeing your experiments and reading your tuts.  Plus, you are a great resource for noobies.

    Last one I viewed was your Genesis head mask Geograft tut.  That was a fun read, and when I get some free time I want to try it out.

    Also, I think we lost the OP, but maybe the info will help another noob...

    Okay. Since then I actually have put out another couple of tutorials - over in the freebie thread ;-) 

    All right - back to regular programming ;-)

  • PAWN_EDMPAWN_EDM Posts: 55
    September 2021

    stem_athome said:

    Hi,

    Did you change to edit_mode? (you need to be in edit_mode to see UV maps).

    Change to edit_mode:-  While the mouse pointer is in the main viewport, press "Tab" key (or, top left of the main viewport, in the drop down menu, select "Edit_mode")

    When you change to "Edit_mode" all the object vertex should be selected (highlighted). You will then see all the uv map(s) in UV editor. If nothing is selected press the A key.

    If you only want to view the UV of a specific material. While still in edit mode, deselect everything (double tap A key). In the right side lower window, select the icon "Material properties". In the material properties, you will see a list of materials. Select the material, then click  "Select". That will highlight the selection on the model, and the UV only for the selection will be shown in UV window.

     

    I am in edit mode 

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