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Thread: UV Map to Photoshop

  1. #1

    UV Map to Photoshop

    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.

  2. #2
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    Screen grab sure, but why does it have to be lo res?

  3. #3
    Registered User zardoz's Avatar
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    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."
    Intel Core i7-4770 @3.40GHz,GeForce GTX 660 - Ram 8Gb - Win 8.1 64b

  4. #4
    NewTek documentation wrench's Avatar
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    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.

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  5. #5
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    Quote Originally Posted by PaddyO View Post
    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.

  6. #6
    Quote Originally Posted by PaddyO View Post
    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:

    http://www.splotchdog.com/index.php?...d=61&Itemid=39

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

    chris

  7. #7
    Registered User zardoz's Avatar
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    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.
    Intel Core i7-4770 @3.40GHz,GeForce GTX 660 - Ram 8Gb - Win 8.1 64b

  8. #8

  9. #9
    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.


    @erikals
    Nice tip / alternative (and even for mac)

  10. #10
    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?

  11. #11
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    Non support sub-patches, because LWSDK doesn't allow it.
    You must use ctrl-d to freeze mesh prior rendering UV map.

  12. #12

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