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The standalone is over $1000...(non-Steam/non-rental version)...
If you manage to create the proper maps for G3F in some program (that is, separate maps for face, torso, arms, legs, etc. with the proper coordinates), then to apply them to the UDIM mapping for a fresh G3F, all you need to do is name the maps properly. I.e., the face map must end with 1001, the torso must end with 1002, etc.
Collapsed maps (i.e., stacked UVs) can be problematic for some painting programs. But V4 also had stacked UVs, so if you were able to work with that, you should be able to work with "collapsed" G3F, too.
From what I'm seeing, I don't get that UDIM is all that different or better technology. In fact, you lose precision by using values over 1.0. You still need a way to assign different textures to each tile. The coordinates are the same except the offset. It's exactly the same as the old system. Only difference is that you can lay out all your UV maps one next to the other. This does help the user, but any 3D software can do that if they wanted to in the old system. I suppose one advantage is that some software didn't like the same vertex using different UV maps. Actually, that's not true either.
I'm just baffled at how people were saying it's completely different than the mapping used in G2F. It's nearly identical. I do see one advantage. If you have a lot of surfaces, you don't need to keep re-adding the same texture and UV map over and over and over. In fact, you don't need surfaces at all. You assign each texture once to each tile and then use a unified UV coordinate space. But this is completely for the user. It provides no technological advancement whatsoever. It is entirely transferable to the old system.
Don't get me wrong. I 100% believe it is a better system for the user. But under the hood, it's pretty much identical.
Previously, to work in ZBrush, I had to take G2F/M into Modo and tile the UVs. Now that they are already tiles, I can go straight to ZBrush to paint and use MultiMap Exporter to export all my maps at the same time for all tiles and maps (diffuse, displacement, normals, etc).
One of the big improvements...efficiency. With UDIM software, it's much more efficient.
There's also other, 'under the hood' advantages. One of which is supposed to be less memory/processor usage.
Which them? The texture files don't store UVs at all - the UVs tell the renderer where to look on the texture. Or are you thinking about remapping the model and importing as a new UV set? As long as your modeller will let you assign uvs outside the unit square you should not need to collapse the UDIMs, or be unable to create your new layout without UDIMs.
Which them? The texture files don't store UVs at all - the UVs tell the renderer where to look on the texture. Or are you thinking about remapping the model and importing as a new UV set? As long as your modeller will let you assign uvs outside the unit square you should not need to collapse the UDIMs, or be unable to create your new layout without UDIMs.I was thinking partial on the original Q, that the texture paint program thing was saying everything except the head was out of range (U grater then 1). The solution to get the painting tool to work with the other maps was to 'Collapsed' UV maps.
So the maps now end up with different UV values (all 0 to 1), and the obj being sent to the painting tool as wall. Works in the painting program now. However sending the maps back to daz studio as a new texture for the original (unaltered G3F), lol. That's what I had doubts about. Maps being all 'U' of 0 to 1, and the figure having zones going beyond 1 in the 'U' direction, lol. (EDIT, because a texture is more then just the JPG files. It's also shader settings, Gloss, SSS, etc)
From my simplistic knowledge of the maps, as nothing more then 2D JPG files, lol. darrick.yee hinted at the answer, rename the JPG file names to end with the proper 100# for G3F UDIM. The rest regarding the 'Stretch' of each surface inside each JPG file, that never changed (the ear is here on the image, and after painting it, it still there, lol).
Thanks all for the answers, and sorry I missed the responses (thread notification thing goofed)
You are seeing all that red (and blue) because UVLayout is assuming the goal is to have all the polygons roughly equal size in UV space. But the maps are all at completely different scales measurement-wise on the model. This is obviously done so we get much more UV space for a smaller size space like the head (hence it's compressed blue), and the opposite for the much larger torso area which appears red,
Each map is pretty distorion free in isolation, but they represent quite different physical sizes for the same given UV space.
This gives you more pixels for textures on the face, which is usually pretty vital as it gets more closeups. Those same pixels are then proportionally larger in the torso where you usually don't need such fine detail.