▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬ 0:00 Intro 0:06 Talking About UDIMS 1:13 Preparing A Gen3 Character For Export 3:37 Preparing A Gen8 Character For Export 5:28 Importing The Gen 8 Into Substance Painter 7:04 Applying The Texture Maps To Our Character 8:36 Painting Seamlessly On Our Character With The UDIM Workflow 10:00 Using A Different Brush To Paint War Or Tribal Paint 13:03 Apply A Human Skin Material For Added Detail And Realism 15:25 Exporting Your Maps Out Of Substance Painter 18:05 Outro
This is indeed a game-changer. I knew Substance had added this feature, but wasn't sure how to utilize it. Thinking about loading Substance back up now. Thanks, Travis.
the accompanying tut I needed to the 1 I just watched😂 Thanks again Travis! I really appreciate the fact that you take the time to time stamp. It saves so much time for skipping past things that you may already know, so thanks for that🙇♂️
Hey Travis ,Great video ! Thanks! What I don't get is how can you connect the textures to the figure . Is it something that can be done with substance painter or a similar application or you have to go back in daz studio or some other application and manually assign every map one by one ? thanks
Thank you very much, this worked for me to put the texture on a model in blender, just unselect "Auto Smooth" in the panel Data, in the section Normals because the texture does not appear and it looked black colored. Again, Thanks a lot :B
The most helpful tutorial ever - thanks so much - great content and very professional presentated and highly understandable as english is not my mother language !
Thanks Travis!! Something that I don´t have clear... You have to paint the Basic Genesis 3 or 8. Right? When you go back to DAZ you apply the UV´s and after that you apply the morphs.... I mean You don´t paint the morphed G3 G8. And one more question... Once you have the new UV´s, How do you go back to DAZ ?
Hello Travis. Thanks for the tutorial. I followed your tutorial in detail several times, and it works great in SP, but when I export and open the textures in Daz, my tattoos, which are black, turn reddish. I still tried via Layred Image Editor in Daz, but unfortunately the result was the same. I'm almost going crazy here man.🤦♂ Will it be possible for you to expand these two tutorials that you made with a third one showing you exporting textures from SP and opening and testing them in Daz? I believe this may be a doubt for many just like me. When I'm exporting from SP, there are many options, I believe I've tried them all, but the combinations seem to be endless. 😌 Thank you and keep with the great work! 👍
Great work Man. Keep it up. Can you please make more tutorials like this. It would be great of you. Because as a student I dont have enough money to pay for such high paying courses
Wow this was very informative! thank you so much! If i may ask, i am trying to make my models have much more realistic skin, is there a proper way to combine bump/normal maps with the edited ones? they are for the sake of practicing only!
Hi, Really great tutorial. I will use it to create my own make up for Genesis 8, but I'd like to see the eyes textures in SP and can't figure out how to this. Any clew about it please? And by the way, I saw some more tutorial you did and they 're all excellent, especialy for someone that english is not the native langage. thanks a lot for that
DAZ sell a tutorial about... and, in this tutorial, have a preset to export textures, etc. But i have my own preset, oh yeap, i do one :3 if you need, i can send for you a 'pick' (image) about...
hi Travis.. I added some poses in DAZ but when im exporting the tex folder for Substance for some reason the tex with the face is wrong do you know why ??
Can I create a simple Body effect in Substance painter, so I don't have to use the same body skin for everyone? Like a injured knee, when I only want that but being able to load it as geoshell for any char.
could you please tell me how to do this in the latest version of substance painter because these steps aren't working for me and II Have the 2024 version
I followed this tutorial, but for some reason the maps wont load on the arms and legs? Checked the avatar again in Daz and eyelashes and everything were deleted?
This is solid Travis! Can't believe I haven't heard of substance painter before. I'm confused tho, how would I import back my edited model to daz with all 42 textures?
Thank you so much for this tutorial... I keep on running into a little error in Substance Painter and maybe you have an idea was the issue is: when I export the maps from Daz and apply them within Substance Painter it always gives me the error "[EngineBitmapLoad] Failed to decode bitmap". I realized that when I imported the mesh with eyelashes this error did not appear for the map of the eyelashes - and the only difference is that the map of the eyelashes had a black background. All maps with a white background (and in my case these are all maps for the character) lead to this error. In your tutorial the map for the eyelashes is white and all the other maps have a black background and you do not get this error... in one of my first trials the map then was simply not visible in the 3d view of Substance... whatever I've changed: no the maps are visibile when I add them to the material but I keep getting this error and it makes me a little bit nervous :) can you give me a hint what may cause this?
hi it's very useful of your tut ,i have a big Question: How to convert DAZ g2F udim to subsdence painter for skin pant? Can you give a tutorial? Thanks a lot😅
Awesome video! Curious I'm new to SP and noticed you didn't bake your maps, you just painted and exported textures. When would you want to bake your maps ( if at all ) in this process? Thanks- keep rockin.
Can you do a video clarifying how to export a Gen 8 or 8.1 figure so that the surface names come up in mesh names in the new 2021 version of Substance Painter? I've got the fill layer by UV tile down no problem, but can't figure out how to get more than 1 mesh name so that I can say, hide the body if I wanted to paint on the mouth or hide the outer layer of the eyes which hides the inner one where the iris is.
Hi, Nice tutorial >( btw i try many times and to me it apply the skins but i can see only the body one... i dunno why i apply all as you say but is i paint i cant see the skin under only the body part so no head, foot and arms...
hey @travisdavis after i exported the obj file with texture instead of the texture folder maps there's a file call texture.MtL how do i fix it . i only see my obj file and the texture.mtl file but not the texture maps folder
In the export settings there is under 'Maps' select 'Collect' instead of 'Original'. Or use the original textures files (open the .mtl file in notepad to find out where they are located).
I need your help about this! I tried to import the Maps texture as you do in "Importing The Gen 8 into Sub.Painter" but it's imports all into ONE tile!??
Same problem here. I do everything as it needs to be done. But all UVs appear in their own "Ears" , "Face", "Mouth", etc. group. So it's basically the same as before this major UDIM udate... Any idea, someone ?
@@HanSolocambo Before opening the .obj in blender, drag and drop the .obj file on an open notepad, or use notepad's file/open with the filter set to all files. Then crtl+H to search and replace the 'usemtl' with 'g' in the file, then save it.
@@cainezeblaine weird. Thanks. I actually fixed the issue in the meantime simply by opening the exported Genesis into 3DS Max. Saving it from there one more time. And then I could open it properly in Substance Painter. With change "usemtl" with "g" ?? What does that g stands for ? Thanks for the quick answer ;)
i just wanted to use this to fix seams on my character but when i start painting (cloning) nothing happens, any idea what i doing wrong? thanks in advance
When exporting a character from Daz with textures, the only option I get is an OBJ. When adding that OBJ into Substance there are no image files. I'm wondering if this has been a change in Daz 4.21?
I've never rendered with iray in daz studio. Wouldn't you just be applying the roughness, metallic, diffuse, normal etc in daz? I'm not sure how the process works as i never render any images directly with Daz Studio.
Im new to substance painter and I'm having an issue lately that im not sure why it started happening or how to fix it. Im trying to design tattoos for characters in Daz Studio but when I have the models and textures imported into substance painter and I try to do projection painting on them the tattoo shows up on the opposite side of the model and i can't see what im doing. I have no idea how this started happening or how to fix it. Can anyone help?
I am such a dunce 😂 I fully thought I would have to export the mesh and import the mesh back as well and was stressed about how to do that when I heard Daz’s issues with that and when I realized you can save the pngs and just load the edited ones back into daz no mesh required I felt like an idiot 😂
Does the document resolution in the new project dialogue in Painter matter? The files I'm using to try this are already 4k. I see you've left it as 1024 but save out as 4096.
No problem. When you paint height you're essentially painting the normal map as well. You'll notice that especially when you export any maps that contain height information. The height information will be transferred automatically over to the normal map and baked into the normal map.
Travis Davids that is awesome. I do a lot of facial mocap tests with daz figures and wanted to see if I can tweak the normal wrinklemaps made in zbrush using substance
i'm using a gen2 character, i followed the tuto but when i import the textures into substance painter they're all on top of each other at 1001, any ideas?
Hey Travis, one question: When I apply the bumpy skin layer, although I put it in the top list of the layers, it applies in different scales for so the skin bump looks smaller in some parts (like the face) and bigger in others (like torso) I think it might be on the mesh quality, that can have more polys in the face than in the torso?, I'm using gen 8...have you find the same problem?
It's because of the way the UV's were created. Some uv's occupy more space per region and because of the size of the actual body part. The entire face is smaller than the entire torso so the UV is just mapped for the face and ears and occupies more space on the UV tile as opposed to the torso which is a much larger region and occupies less space on the UV tile. It's related to texel density and doesn't seem to be uniform across the model. That's why the scale looks larger and smaller in different regions. You will need to allocate a skin layer for each region and scale it accordingly.
Stuff like that I usually sculpt manually using alphas in zbrush but SP has its own skin materials which can be applied onto seperate regions directly in sp for more realism and detail on the skin.
I really wish Daz3D had a painting tool inside, painting in Gimp on a flat surface will not give you the best result, when you then load the .jpg in the software :(
Hi.. Thanks for all the time you put into this tutorial.. really helpful. I searched the comments and didn't see anyone ask this question... I used a gen 8 figure in daz but I added genitals to it. Then did the workflow from your tutorial. There was an error massage about an undefined ... something... with no option but to continue. The tiles in the uv tile section were all file except the genitals were superimposed onto the face tile. The texture files are separate though. I am new to these programs, so my question...finally ;O) ... is there something I can do either before or after importing the DAZ character into Substance Painter to get the genitals into its owe UV tile? I was thinking of possible creating a DAZ figure of JUST the genitals, but then I am not sure how to add to the Substance Painter project.... HELP ;O)
@@taherkagdi2781 Hi.. no not really... kind of gotten side tracked.. but I do keep thinking about it. I did do googling and youtube videos and found some information, but I'll need to start all over again. I guess all i need are a few key words on what function and workflow to search for. thanks for bringing me back to this... ;O)
@@bobgalka Hey, no worries I actually managed to make it work, its working fine mostly but I haven't tested it properly yet The only problem is that I needed Blender to make it work. So, if you have blender I can guide you through the steps to make it work.
@@bobgalka Awesome. To make it work, basically you have to do everything according to the video and save it as an .obj and after that, import the file into blender. In Blender, select the item that's overlapping and go to the UV section and select that item's UV and move it to a free tile and export it as an .obj too and done. Now it should work properly. Keep in mind I am still new to blender so I am not sure if this workaround may cause any other problem but after wasting hours trying to fix the overlapping problem, this is the only way that worked. If you still have problems, I can go into details and explain it step by step too. Hope it helps.
Is there a way to export the UV map with just the paint and not the body? So that you can apply the paint on other maps using the Layered Image Editor? Well done video by the way.
I'm sure this is somehow possible as you would just be isolating the painted layers. Maybe something related to exporting alpha versions of the painted layers but i'm not sure how to do this.
I guess its possible by hiding the original mapped texture layers, only exporting the layers you're painted on, while using png format with alpha/transparency...
@@TravisDavids In Daz3D I am playing with the Layered Image Editor (LIE). With LIE I can place another image onto a UV map. The reason I would want to have the paint separate is so the paint layer could be used on other UV maps (for other characters for example). I appreciate the response.
Definitely has the potential to beat Mari, we just need the ability to transform (move and scale) a projected image and then you're good to go when it comes to completely texturing humans.
▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬
0:00 Intro
0:06 Talking About UDIMS
1:13 Preparing A Gen3 Character For Export
3:37 Preparing A Gen8 Character For Export
5:28 Importing The Gen 8 Into Substance Painter
7:04 Applying The Texture Maps To Our Character
8:36 Painting Seamlessly On Our Character With The UDIM Workflow
10:00 Using A Different Brush To Paint War Or Tribal Paint
13:03 Apply A Human Skin Material For Added Detail And Realism
15:25 Exporting Your Maps Out Of Substance Painter
18:05 Outro
Why is it that literally no one and i mean no one else has explained this before, thank you so much man!
Thanks for the video! Does this work if I'm using geograffs/shells on my character?
This is indeed a game-changer. I knew Substance had added this feature, but wasn't sure how to utilize it. Thinking about loading Substance back up now. Thanks, Travis.
This tutorial literally changed my life :D Thanks so much Travis, you rock!!!
Thank you very much Travis for your time
the accompanying tut I needed to the 1 I just watched😂 Thanks again Travis! I really appreciate the fact that you take the time to time stamp. It saves so much time for skipping past things that you may already know, so thanks for that🙇♂️
This has improved my life! Great job and thank you :)
Very valuable information, thank you
Hey Travis ,Great video ! Thanks!
What I don't get is how can you connect the textures to the figure . Is it something that can be done with substance painter or a similar application or you have to go back in daz studio or some other application and manually assign every map one by one ?
thanks
Thank you very much, this worked for me to put the texture on a model in blender, just unselect "Auto Smooth" in the panel Data, in the section Normals because the texture does not appear and it looked black colored. Again, Thanks a lot :B
Wow! Thank you so so so much!!!
The most helpful tutorial ever - thanks so much - great content and very professional presentated and highly understandable as english is not my mother language !
Thank you so much Andreas! Truly appreciate that.
Thank you for this! Helped me a lot :)
awesome tutorial! thank you sir
Thanks Travis!! Something that I don´t have clear... You have to paint the Basic Genesis 3 or 8. Right? When you go back to DAZ you apply the UV´s and after that you apply the morphs.... I mean You don´t paint the morphed G3 G8.
And one more question... Once you have the new UV´s, How do you go back to DAZ ?
Thank you
Great video! Thank you very much sir, I learnt a lot!
Awesome no problem, my pleasure
Can the exported UV be returned to the DAZ character for use?
thank you
INCREDIBLY useful! Thanks, homie!
My pleasure Josh!
Hello Travis. Thanks for the tutorial. I followed your tutorial in detail several times, and it works great in SP, but when I export and open the textures in Daz, my tattoos, which are black, turn reddish. I still tried via Layred Image Editor in Daz, but unfortunately the result was the same. I'm almost going crazy here man.🤦♂ Will it be possible for you to expand these two tutorials that you made with a third one showing you exporting textures from SP and opening and testing them in Daz? I believe this may be a doubt for many just like me. When I'm exporting from SP, there are many options, I believe I've tried them all, but the combinations seem to be endless. 😌 Thank you and keep with the great work! 👍
AWESOME!!! i was realy looking for this video, i need to fix a vew seams before i put my character on sale. Thank you so very much!!!!!
No problem! It's so awesome to just paint freely like this now. I was so happy when they announced this update.
Great work Man. Keep it up. Can you please make more tutorials like this. It would be great of you. Because as a student I dont have enough money to pay for such high paying courses
Thank you so much for the kind words, appreciate that!
Amazing tutorial! Thank you so much! :)
This was fun to watch.
Thank you :)
Wow this was very informative! thank you so much!
If i may ask, i am trying to make my models have much more realistic skin, is there a proper way to combine bump/normal maps with the edited ones? they are for the sake of practicing only!
Thank you, Travis!
My pleasure!
Hi, Really great tutorial. I will use it to create my own make up for Genesis 8, but I'd like to see the eyes textures in SP and can't figure out how to this. Any clew about it please?
And by the way, I saw some more tutorial you did and they 're all excellent, especialy for someone that english is not the native langage. thanks a lot for that
Thank you 👍👍👍
Thank you very much!
Hmmm. I used a Fill Layer with a mask and "blur" effect layer on it. But now ive terrible transitions between the uv tiles. Any Ideas? Thanks
Thanks for this.. but I would want to be painting in many colors.. is there a way to directly paint onto the model your choice of color?
so you can have this back to daz studio?
All my UV tiles are separated but is it because I’m exporting the DAZ model from Blender? Thank you for your help.
Which program to use for painting real texture?
thanks alot
Would love a tutorial on how to take UDIMs from non-figure models and bring them back into daz studio!
DAZ sell a tutorial about... and, in this tutorial, have a preset to export textures, etc. But i have my own preset, oh yeap, i do one :3 if you need, i can send for you a 'pick' (image) about...
hi Travis.. I added some poses in DAZ but when im exporting the tex folder for Substance for some reason the tex with the face is wrong do you know why ??
Can you save the textures into smart materials
Can I create a simple Body effect in Substance painter, so I don't have to use the same body skin for everyone? Like a injured knee, when I only want that but being able to load it as geoshell for any char.
could you please tell me how to do this in the latest version of substance painter because these steps aren't working for me and II Have the 2024 version
I followed this tutorial, but for some reason the maps wont load on the arms and legs? Checked the avatar again in Daz and eyelashes and everything were deleted?
This is solid Travis! Can't believe I haven't heard of substance painter before.
I'm confused tho, how would I import back my edited model to daz with all 42 textures?
is this possible with gen 8.1? the maps are different from gen 8
Thank you so much for this tutorial... I keep on running into a little error in Substance Painter and maybe you have an idea was the issue is: when I export the maps from Daz and apply them within Substance Painter it always gives me the error "[EngineBitmapLoad] Failed to decode bitmap". I realized that when I imported the mesh with eyelashes this error did not appear for the map of the eyelashes - and the only difference is that the map of the eyelashes had a black background. All maps with a white background (and in my case these are all maps for the character) lead to this error. In your tutorial the map for the eyelashes is white and all the other maps have a black background and you do not get this error... in one of my first trials the map then was simply not visible in the 3d view of Substance... whatever I've changed: no the maps are visibile when I add them to the material but I keep getting this error and it makes me a little bit nervous :) can you give me a hint what may cause this?
hi it's very useful of your tut ,i have a big Question: How to convert DAZ g2F udim to subsdence painter for skin pant? Can you give a tutorial? Thanks a lot😅
Thank you man, appreciate it :)
Awesome video! Curious I'm new to SP and noticed you didn't bake your maps, you just painted and exported textures. When would you want to bake your maps ( if at all ) in this process? Thanks- keep rockin.
I was wondering the same thing, if you bake the normals you get really weird artifacts in the model.
Can you do a video clarifying how to export a Gen 8 or 8.1 figure so that the surface names come up in mesh names in the new 2021 version of Substance Painter? I've got the fill layer by UV tile down no problem, but can't figure out how to get more than 1 mesh name so that I can say, hide the body if I wanted to paint on the mouth or hide the outer layer of the eyes which hides the inner one where the iris is.
Hi, Nice tutorial >( btw i try many times and to me it apply the skins but i can see only the body one... i dunno why i apply all as you say but is i paint i cant see the skin under only the body part so no head, foot and arms...
You should do another one for 8.1
hey @travisdavis after i exported the obj file with texture instead of the texture folder maps there's a file call texture.MtL how do i fix it . i only see my obj file and the texture.mtl file but not the texture maps folder
In the export settings there is under 'Maps' select 'Collect' instead of 'Original'.
Or use the original textures files (open the .mtl file in notepad to find out where they are located).
I need your help about this!
I tried to import the Maps texture as you do in "Importing The Gen 8 into Sub.Painter" but it's imports all into ONE tile!??
2:55
I followed your steps but my UV tiles load in separately, they are not in the same group in the texture set list.
I have that problem, too. Did you manage to fix it?
Same problem here. I do everything as it needs to be done. But all UVs appear in their own "Ears" , "Face", "Mouth", etc. group. So it's basically the same as before this major UDIM udate... Any idea, someone ?
@@HanSolocambo Before opening the .obj in blender, drag and drop the .obj file on an open notepad, or use notepad's file/open with the filter set to all files.
Then crtl+H to search and replace the 'usemtl' with 'g' in the file, then save it.
@@cainezeblaine weird. Thanks. I actually fixed the issue in the meantime simply by opening the exported Genesis into 3DS Max. Saving it from there one more time. And then I could open it properly in Substance Painter. With change "usemtl" with "g" ?? What does that g stands for ?
Thanks for the quick answer ;)
@@HanSolocambo No clue lol but it works
i just wanted to use this to fix seams on my character but when i start painting (cloning) nothing happens, any idea what i doing wrong? thanks in advance
Sure this will be good, by the way damn this intro is sick
Thank you :) Yeah it's sick, being able to paint with no limitations for me is a game changer.
When exporting a character from Daz with textures, the only option I get is an OBJ. When adding that OBJ into Substance there are no image files. I'm wondering if this has been a change in Daz 4.21?
same same looking for answer for now
cool
Wonderful!!! Thank you! Would it be possible to cover the correct way to export the textures for PBR rendering in Iray in Daz studio?
I've never rendered with iray in daz studio. Wouldn't you just be applying the roughness, metallic, diffuse, normal etc in daz? I'm not sure how the process works as i never render any images directly with Daz Studio.
Attempted this with gen 8.1 and unfortunately the arms and legs don't work for some reason 😭
Im new to substance painter and I'm having an issue lately that im not sure why it started happening or how to fix it. Im trying to design tattoos for characters in Daz Studio but when I have the models and textures imported into substance painter and I try to do projection painting on them the tattoo shows up on the opposite side of the model and i can't see what im doing. I have no idea how this started happening or how to fix it. Can anyone help?
I am such a dunce 😂 I fully thought I would have to export the mesh and import the mesh back as well and was stressed about how to do that when I heard Daz’s issues with that and when I realized you can save the pngs and just load the edited ones back into daz no mesh required I felt like an idiot 😂
Does the document resolution in the new project dialogue in Painter matter? The files I'm using to try this are already 4k. I see you've left it as 1024 but save out as 4096.
watching through again as i follow while doing, i caught the moment where you say it's for a working view around 11:35
Thanks for sharing...This is indeed a long waited feature! Can we paint normal maps as well?
No problem. When you paint height you're essentially painting the normal map as well. You'll notice that especially when you export any maps that contain height information. The height information will be transferred automatically over to the normal map and baked into the normal map.
Travis Davids that is awesome. I do a lot of facial mocap tests with daz figures and wanted to see if I can tweak the normal wrinklemaps made in zbrush using substance
Make tutorial on same Skin texturing
i'm using a gen2 character, i followed the tuto but when i import the textures into substance painter they're all on top of each other at 1001, any ideas?
I had the same issue. But I tried Gen 8 and it works. It might be only working with Gen 8 , not sure why.
Hey Travis, one question: When I apply the bumpy skin layer, although I put it in the top list of the layers, it applies in different scales for so the skin bump looks smaller in some parts (like the face) and bigger in others (like torso) I think it might be on the mesh quality, that can have more polys in the face than in the torso?, I'm using gen 8...have you find the same problem?
It's because of the way the UV's were created. Some uv's occupy more space per region and because of the size of the actual body part. The entire face is smaller than the entire torso so the UV is just mapped for the face and ears and occupies more space on the UV tile as opposed to the torso which is a much larger region and occupies less space on the UV tile. It's related to texel density and doesn't seem to be uniform across the model. That's why the scale looks larger and smaller in different regions. You will need to allocate a skin layer for each region and scale it accordingly.
do you know how to make the Daz characters more realistic with pores and subsurface like xyz textures?
Stuff like that I usually sculpt manually using alphas in zbrush but SP has its own skin materials which can be applied onto seperate regions directly in sp for more realism and detail on the skin.
It's a great tutorial, but you skipped the last part: how do you get all these new maps back into Daz?
You just go into the surfaces in daz on your character and get the new files substance painter made.
Is there a workflow that you can paint "texturing XYZ" textures with/in Substance Painter onto Daz models???
Not that I'm aware of unfortunately :( That would be super cool. I know people do this with Mari.
is this method applicable to genesis 2 character?
Haven't tried with GEN 2 yet.
@@TravisDavids I tried but it does not work.
@@abiral-sabeel5198 Sorry to hear that. I thought it would maybe support all gen characters.
@@TravisDavids Well I tried to convert genesis 2 UV to UDIM mode in UV software modifier like UV layout, it shows to work in the perfect way...
I really wish Daz3D had a painting tool inside, painting in Gimp on a flat surface will not give you the best result, when you then load the .jpg in the software :(
ty, ur great)
Thank you very much :)
Hi.. Thanks for all the time you put into this tutorial.. really helpful. I searched the comments and didn't see anyone ask this question... I used a gen 8 figure in daz but I added genitals to it. Then did the workflow from your tutorial. There was an error massage about an undefined ... something... with no option but to continue. The tiles in the uv tile section were all file except the genitals were superimposed onto the face tile. The texture files are separate though. I am new to these programs, so my question...finally ;O) ... is there something I can do either before or after importing the DAZ character into Substance Painter to get the genitals into its owe UV tile? I was thinking of possible creating a DAZ figure of JUST the genitals, but then I am not sure how to add to the Substance Painter project.... HELP ;O)
You found a solution for it yet?
@@taherkagdi2781 Hi.. no not really... kind of gotten side tracked.. but I do keep thinking about it. I did do googling and youtube videos and found some information, but I'll need to start all over again. I guess all i need are a few key words on what function and workflow to search for. thanks for bringing me back to this... ;O)
@@bobgalka Hey, no worries I actually managed to make it work, its working fine mostly but I haven't tested it properly yet
The only problem is that I needed Blender to make it work.
So, if you have blender I can guide you through the steps to make it work.
@@taherkagdi2781 Great... I do have blender. ;O)
@@bobgalka Awesome.
To make it work, basically you have to do everything according to the video and save it as an .obj and after that, import the file into blender.
In Blender, select the item that's overlapping and go to the UV section and select that item's UV and move it to a free tile and export it as an .obj too and done.
Now it should work properly.
Keep in mind I am still new to blender so I am not sure if this workaround may cause any other problem but after wasting hours trying to fix the overlapping problem, this is the only way that worked.
If you still have problems, I can go into details and explain it step by step too.
Hope it helps.
10000лайков тебе!
Is there a way to export the UV map with just the paint and not the body? So that you can apply the paint on other maps using the Layered Image Editor? Well done video by the way.
I'm sure this is somehow possible as you would just be isolating the painted layers. Maybe something related to exporting alpha versions of the painted layers but i'm not sure how to do this.
I guess its possible by hiding the original mapped texture layers, only exporting the layers you're painted on, while using png format with alpha/transparency...
@@TravisDavids In Daz3D I am playing with the Layered Image Editor (LIE). With LIE I can place another image onto a UV map. The reason I would want to have the paint separate is so the paint layer could be used on other UV maps (for other characters for example).
I appreciate the response.
@@eccentricworx I guess I can try for free and see what I can do. If I figure it out I'll swing back here and leave an answer.
You could export to Photoshop I think, then delete the layers you don’t want/need
i wonder why is it not working for me xD
Aaaah, really? What issues are you encountering?
@@TravisDavids i fixed it sir thank you.
Mari killer 💀
Definitely has the potential to beat Mari, we just need the ability to transform (move and scale) a projected image and then you're good to go when it comes to completely texturing humans.