View Full Version : UV Map to Photoshop

04-22-2011, 01:24 PM
I'm looking for a plugin to take a UV map and convert it to an image for texture creation in Photoshop.

I tried uvimaginator plugin but it does not work on my system (Mac OS 10.6.7, Lightwave 10). I'm hoping there's another plugin out there that will do it. I can't believe in this day and age we have to resort to lo res screen graps.

Thanks in advance.

04-22-2011, 01:34 PM
Screen grab sure, but why does it have to be lo res?

04-22-2011, 02:07 PM
man...if you just read the manual...lightwave 10 modeler manual page 267
From the manual:
"Once you have a UV Map and are ready to paint it, don’t
make a screenshot, which will be of poor quality at best, and
will need to be manipulated before you can use it. Instead,
go to File > Export >Export Encapsulated Postscript,
choose Texture UV from the View field, and make an .eps
file, so you can have clean, high-resolution maps."

04-22-2011, 03:54 PM
And that's been in there since at least LightWave 6.5. The only possible downside to it is still that it doesn't "do" curves so if you want to export a UV map for a SubD object, you'd be better off freezing it, exporting the EPS then undoing until you are back to SubDs.


04-23-2011, 07:56 AM
I'm hoping there's another plugin out there that will do it. I can't believe in this day and age we have to resort to lo res screen graps.

Yes, there is VMapManager tool from TrueArt's Modeling Pack http://modelingpack.trueart.eu
With it you can also load and save vertex maps (like weight maps) to/from image file, so you can export them to use in any other application.

04-24-2011, 02:45 AM
I can't believe in this day and age we have to resort to lo res screen graps.
I know what you mean, and I can't be a real help for you either (since you are on a mac), but for those win users out there:


I consider it as one of the most valuable plugins I ever released in terms of productivity enhancement.


04-25-2011, 02:16 AM
tischbein3, that one seems really nice. but I still don't understand what's the problem on exporting the uvs as an eps file...I think its quite perfect. you simply export the uv to eps (like I said before) and you can import the eps in photoshop in any resolution with perfect antialiased lines because it's a vector format.

04-25-2011, 02:58 AM
UV imaginator,

04-25-2011, 04:43 AM
Well all IMHO. since this is a workflow question :)

Speed, less button clicks, less files (and their locations) to care of.
Defining the resolution while I can see it inside modeler (without any dpi calculations)
And as a bonus, Ctrl V in photoshop also provides me a comfortable way to quickly swap
out an existing map layout with a new ones

Overall it takes out (for me) a lot of these small slowdowners, and therefore
increases not only the speed, but also my willing to use them more extensively, or to reedit them at later stage

I guess the opinion on this is very much related to -how- and -when- you do your uv mapping.

Nice tip / alternative (and even for mac)

04-26-2011, 10:54 AM
Just tested tischbein's and it works great but does not support subpatch interpolation so I am stuck copy pasting for now unless some of the others support it?

04-26-2011, 11:18 AM
Non support sub-patches, because LWSDK doesn't allow it.
You must use ctrl-d to freeze mesh prior rendering UV map.

04-26-2011, 12:05 PM
A gift from Clinton Reese