map transfer utility

edited December 1969 in New Users

I'm trying to do displacement maps with goZ, but it seems to take the genesis UV coordinates by default instead of the M5 UV coordinates which the texturing is using.

I wanted to try to either load the M5 UV into the goZ process, or map trasnfer from M5 to genesis UV coordinates. However, when I try to map transfer, it seems to do nothing at all.

Anyone that knows about either process can help me out?


Thanks in advance.

Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    I'm trying to do displacement maps with goZ, but it seems to take the genesis UV coordinates by default instead of the M5 UV coordinates which the texturing is using.

    I wanted to try to either load the M5 UV into the goZ process, or map trasnfer from M5 to genesis UV coordinates. However, when I try to map transfer, it seems to do nothing at all.

    Anyone that knows about either process can help me out?


    Thanks in advance.

    Hopefully there's a better answer than this; I don't have ZBrush myself. However for painting with the M5 uv coordinates, I export out Genesis with those uvmaps on it, to an .obj. Then import the .obj to the paint program.

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    I'm trying to do displacement maps with goZ, but it seems to take the genesis UV coordinates by default instead of the M5 UV coordinates which the texturing is using.

    I wanted to try to either load the M5 UV into the goZ process, or map trasnfer from M5 to genesis UV coordinates. However, when I try to map transfer, it seems to do nothing at all.

    Anyone that knows about either process can help me out?


    Thanks in advance.

    Hopefully there's a better answer than this; I don't have ZBrush myself. However for painting with the M5 uv coordinates, I export out Genesis with those uvmaps on it, to an .obj. Then import the .obj to the paint program.

    That's what I do for painting in 3dCoat.

  • edited December 1969

    I'm trying to do displacement maps with goZ, but it seems to take the genesis UV coordinates by default instead of the M5 UV coordinates which the texturing is using.

    I wanted to try to either load the M5 UV into the goZ process, or map trasnfer from M5 to genesis UV coordinates. However, when I try to map transfer, it seems to do nothing at all.

    Anyone that knows about either process can help me out?


    Thanks in advance.

    Hopefully there's a better answer than this; I don't have ZBrush myself. However for painting with the M5 uv coordinates, I export out Genesis with those uvmaps on it, to an .obj. Then import the .obj to the paint program.


    The thing about goZ is that I can export the model and edit the changes as a modifier. I also can add wringles and details in high res to use them later as displacement maps (because normal maps dont seem to help much).

    What I wanted was to use the michael 5 model with the genesis UV coordinates (but corrected to fit with map transfer utility). I guess I could change the priorities, and export the latest changes to obj, to edit them for a displacement map creation afterwards as the last step.

    Kinda loses the seamless production line I was trying to achieve. But that's at least an option, so thanks!

  • patience55patience55 Posts: 7,006
    edited December 1969

    I'm trying to do displacement maps with goZ, but it seems to take the genesis UV coordinates by default instead of the M5 UV coordinates which the texturing is using.

    I wanted to try to either load the M5 UV into the goZ process, or map trasnfer from M5 to genesis UV coordinates. However, when I try to map transfer, it seems to do nothing at all.

    Anyone that knows about either process can help me out?


    Thanks in advance.

    Hopefully there's a better answer than this; I don't have ZBrush myself. However for painting with the M5 uv coordinates, I export out Genesis with those uvmaps on it, to an .obj. Then import the .obj to the paint program.


    The thing about goZ is that I can export the model and edit the changes as a modifier. I also can add wringles and details in high res to use them later as displacement maps (because normal maps dont seem to help much).

    What I wanted was to use the michael 5 model with the genesis UV coordinates (but corrected to fit with map transfer utility). I guess I could change the priorities, and export the latest changes to obj, to edit them for a displacement map creation afterwards as the last step.

    Kinda loses the seamless production line I was trying to achieve. But that's at least an option, so thanks!

    if the 'edit the changes as a modifier' etc is on the mesh, could do the editing of the mesh and bounce it back to D/S ... then export out the .obj with M5 uv map and import that into Zbrush to finish the textures?

  • edited December 1969

    I'm trying to do displacement maps with goZ, but it seems to take the genesis UV coordinates by default instead of the M5 UV coordinates which the texturing is using.

    I wanted to try to either load the M5 UV into the goZ process, or map trasnfer from M5 to genesis UV coordinates. However, when I try to map transfer, it seems to do nothing at all.

    Anyone that knows about either process can help me out?


    Thanks in advance.

    Hopefully there's a better answer than this; I don't have ZBrush myself. However for painting with the M5 uv coordinates, I export out Genesis with those uvmaps on it, to an .obj. Then import the .obj to the paint program.


    The thing about goZ is that I can export the model and edit the changes as a modifier. I also can add wringles and details in high res to use them later as displacement maps (because normal maps dont seem to help much).

    What I wanted was to use the michael 5 model with the genesis UV coordinates (but corrected to fit with map transfer utility). I guess I could change the priorities, and export the latest changes to obj, to edit them for a displacement map creation afterwards as the last step.

    Kinda loses the seamless production line I was trying to achieve. But that's at least an option, so thanks!

    if the 'edit the changes as a modifier' etc is on the mesh, could do the editing of the mesh and bounce it back to D/S ... then export out the .obj with M5 uv map and import that into Zbrush to finish the textures?

    That's essentially what I said I would do, i'd just like to make the detailing part of the process, not needing to postpone it for the end result. Anyhow, better than nothing.

    Thanks again.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Okay, we're on the same page then, hope it works out well :-)

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