If you export Daz Genesis 2 from Daz Studio and import into Mudbox you will find that all the UV's overlay each-over making it impossible to paint properly - so here's a way to bring genesis 2 in with tiled UV's ready for painting. You will need Blender for this tutorial
1. In Daz Studio with Genesis 2 loaded, in parameters, set resolution to base and subdivision to zero. Then export as Obj.
we're finished with Daz now until we have new textures painted
2. Open Blender and import your Genesis 2 Obj with "keep vert order" selected
3. With Genesis Selected (right Click on Genesis2) switch to edit mode and then press A or click deselect all
4. Switch to UV/image editor. There will be nothing to see because we deselected everything just now.
Now you need some Standard Genesis 2 textures within view so that you can see which materials go on each tile in the next step, I just opened a folder containing the textures in windows file explorer and click back and to get a visual.
5. First we will do the Limbs Texture layout. Click on the material tab and select Legs, Hands, Fingernails, Shoulders, Toenails, Forearms, Feet. You will now see the familiar map in the UV window.
6. In the Uv tools there's a little magnet symbol you need to select to "Snap during Transform" it turns red.
After that "select all" in the uv window and then press G and then x to drag the selection (8 snaps across)
&. You can then go back to step 3-6 and do on the next map/tile, the Torso - selecting Torso, Head, Hips, Neck, Nipples, Ears which you will drag 16 snaps (sorry I haven't looked into changing the snap to size in Blender yet!)
Repeat process for the face map (Lips, Nostrils, Face) and then eyes and mouth maps if required
9. With Genesis selected in Object mode file>export as Wavefront obj
10. When you load his into Mudbox, switch to UV view and you will see the UV tiled and be able to paint properly
To load existing textures refer to previous tutorial http://www.digi-dotz.com/index.php/free-poses/tutorials/77-importing-genesis3-textures-in-mudbox
Might be that you want to use some textures for Genesis 3 to improve or ruin in mudbox.
Might be some merchant resource textures or maybe the default Genesis 3 textures you want to change for a render, add a little something here and there...
Well, if like me your new to Mudbox you cant see an easy way. Loading an fbx doesn't seem to tile the uv's so I've been importing as an obj. In mudbox, clicking on UV view then shows all the separate map areas and after creating a paint layer you can paint across seams very well.
But we want to have our Genesis3 with a base skin already applied so we can mess with it disgracefully and maybe add other layers
So (and if there's a simpler way, ah yeah gods let me know and I'll post it) here we go...
1. Export Genesis 3 as an Obj from Daz Studio
2. Import said obj into mudbox
3. Use a large brush with colour and roughly paint all over Genesis
4. Now with your paint layer selected, click on he little chevron (top mid right) and choose export selected
5. Choose a base name prefix and a format thats the same as the textures you want to load later instead of your roughly painted guides - create a folder or navigate and click save.
6. Mudbox will now export the separate maps you will temporarily need, the guide textures -in my case I only actually need the first 4, the skin as eyes and the rest can be done in a 2d graphics program
7. Copy your target textures to the folder you exported your guide files to and change the names of your target textures to that of the guide textures (the first 4 for outer skin) I just click on the guide texture to rename but instead copy the filename, then delete the guide texture and paste when renaming the target texture.
That's why we painted the model in mudbox first you see, so we have a visual of what's getting replaced if you have bad memory like me.
8. Back in mudbox, load your genesis 3 obj and create a layer and then right click on it and choose "import layer" navigate to your target texture folder and select the first texture image (mine ends in u1v1.tif)
ohh .......And then the magic happens, it loads all the other textures to the right tiles in your UV space
I recommend saving your textured Genesis 3 as a mud file at this stage + after painting export the textures with a different prefix name.
Well that's what I've been doing... until I found that after the first time, if the file format is the same, I only have to rename the end of the textures eg. like this for a texture set called bonkers in .tif format
Head/face - bonkers_u1_v1.tif
Torso - bonkers_u2_v1.tif
Legs - bonkers_u3_v1.tif
Arms - bonkers_u4_v1.tif
A follow up to Creating a single dial morph in daz studio
The previous method showed a way to create a single dial slider by exporting an obj file of a character with combined morphs and creating a new morph control with morph loader.
The following method lets you create a master slider, if you will, that will apply numerous morphs at once that you can save as a preset. This method also allows you to share your dial-spun character legally as you are just sharing the character settings (the end user would have to already own any morphs that you have used)