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Posts by Syrus83227

Somehow I feel called upon to contribute something on the subject of UV maps and UV unwrap, as the topic is currently facing me with the challenge of texturing my geometric creations.

The best learning method is to use such hints to work it out yourself then try it out ... it works!

Well, I found out - what I've taught myself, I can just remember better.
But not everyone is so autodidactic and without documentation / tutorials / YouTube videos you often just get stuck with programs that are complex or difficult to use (e.g. Blender).

I have known Blender in particular since Version
2.49a and only recently found the time to familiarize myself with the current version a little more. Only since I figured out how to set the 3D viewport navigation of DazStudio and Blender roughly as I am used to from ZBrush have I got along with the programs without frustration so that I finally all three, as they say : I can integrate it into my "workflow" without having to twist my brain when "switching" between the program windows and so I've finally come to a point where it starts to be really fun. Before that, it always seemed to me as if I were changing from a car with automatic transmission to one with manual transmission several times a day, but only marginally.

Can DS even apply texture to unmapped objects?

So the cube "cube" "Primitive" in the example shown above already has some UV map, with other objects loaded / imported you never know exactly what you will get if you did not create the UV map yourself or if you did not have a UV -Template is included.
With DazStudio you can set the view to UV-View and "View by Node" to see what the whole UV map looks like, but you can't do more with DazStudio in terms of UV map. For some reason the button to export UV templates is missing in the UV view, then the view would actually make more sense.
I just tried "View by Material" with a Genesis figure, there you can also select several "Surfaces" in the Surface Tab while holding down the [Shift] key, which are then displayed together in the UV view.

Workaround Export UV templates with DazStudio:
- Set the view to UV view
- Right click on Viewport-Tab Caption and select "Make Pane Undockable"
- Maximize the DazStudio Viewport window
- Take a "screenshot" of the maximized window with [Alt] + [Print]
- Load a screenshot from the clipboard into an image editing program Insert / Paste or whatever it is called
- then cut away the edges (everything outside the square frame)
However, the resolution of the template is not so great and depends on the screen resolution

UVMapper Classic / Pro
When I first dealt with the topic years ago, I first tried the UVMapper Classic and later the UVMapper Professional Demo.
With the classic version you can also create templates for texturing yourself. I didn't get very far with UVMapper Pro because the 3D view on the right side of my PC only flickered and mostly remained black. Last program update "January 13, 2011" project discontinued?

Hexagon UV Unwrap Youtube Tutorial
Hey that looks very easy in the video at Hexagon with the UV map creation.
For me, too, Hexagon v2.2 was the first step into 3D modeling, not too complex, easy to use and actually quite suitable for beginners.
I was able to tinker a few simple objects and create material zones for my Poser scenes and thus learned a few Gurndlagen.
But on the one hand I didn't know exactly what I was doing and on the other hand it was easy to crash the program if you clicked something wrong somewhere because you don't know your way around. So be careful with Hexagon, the whole program seems to me as if it were an unfinished and unstable test version, that's why Daz3D sells it for a ridiculous price. If you can live with it - the range of functions is not bad for the price. On my current Windows 7 system allersings wants the v2.5 for example. Even with compatibility mode set to XP, it doesn't work properly anymore and for whatever reason it crashes immediately after loading an OBJ- [lexicon] Mesh [/ lexicon]. That doesn't bother me anymore because Blender is a good replacement.

headus UVLayout v2 Pro
This is probably a UV mapper for professionals and the possibilities are technologically very sophisticated, which is then also noticeable in the purchase price.
I saw a very funny tutorial video of it and tried it out immediately afterwards. But help, what kind of old-fashioned surface and cumbersome operation is that?

Blender UV mapping and UV unwrap (German Youtube video explains the basics quite well)
Personally, I actually get along best with the Blender functions for creating UV maps. In the video linked above, version 4.70 is used and I was last working on a UV map with Verson 4.75, there have already been some improvements. The introduction there with simple objects is a bit long and first explains the special methods for the sake of completeness maybe you shouldn't use it, but otherwise it is explained step by step how it works with UV unwrap. Do not be alarmed towards the end the author is verbally abusive when he talks about cutting off the baby's head and ears and I think it unnecessarily duplicates the work, because if you are working on a symmetrical object in Blender you can in most cases delete one half and use a "mirror modifier" to mirror the other half including the UV map.
The basic principle does not matter in which program it is pretty much the same and has blender, as I find even if it is a bit more awkward to use at first there are some advantages over Hexagon and also comes a little closer to the functionality of headus UVLayout. Especially when it comes to creating the texture without visible UV seams across different material surfaces, I use the "Texture Paint" function from Blender, there is even a "Clone" brush to touch up with which even things like 2D- Let paint projection be done if not known yet, see here ZBrush can't do that either.

DazStudio and UVs
What bothers me about the "Quick and Dirty" example mentioned above is that the "Tiling" settings are practically used for purposes other than those intended and, depending on the situation, do not really help. They are intended for "tiled" / "seamless" textures. That it works like this with the Daz-Cube and the image of the cartoon character is more of a coincidence. But well, to make the aspect ratio suitable, maybe quite practical.
When it comes to aspect ratio, the soccer World Cup comes to mind, which was broadcast for the first time a few years ago in 16 to 9, if you had an old 4 to 3 TV you either had to watch with the typical film strips at the top or with the pages missing and in both In some cases it was difficult or impossible to see the displayed score. Probably all a marketing ploy to get people to buy a new 16: 9 flat screen TV.

1st example:
The soccer picture is a square texture of 720x720 pixels. I loaded that onto the "FRONT" Daz cube I created myself and the "wide_tv 1"> "Screen" screen. (Freebie from Zippo)
But it neither fits on the Daz cube with H&V tiles = 2 nor does it look right on the screen H&V tiles = 1.

2nd example
Here the ball on the screen is round and I see the aspect ratio is obviously approximately 1 to 1.5 in this simple example, but in order to create a suitable texture for more complex objects, a UV template would be a template that I use to create my texture can be quite helpful.

3rd example
Here the soccer ball fits quite well on the Daz-Cube FRONT but not quite because the one pixel wide black border is missing on the right and below. You can see why this is so on the UV map, which is a bit strange for a cube in the "UV-View" view, there is also a narrow edge missing on the right without which the 3 to 2 ratio would fit.