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Wips and tutoriais by 0Snow-White0

Tutorials by Skiriki

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Submitted on
May 23, 2012


5,388 (3 today)
36 (who?)
  • Mood: Helpful
The process is fairly simple. You load the desired texture on to Genesis in Daz Studio 4 (in which ever form, V5, M5 etc) Then under the 'Surfaces' Tab, select the icon in the top left corner of the window. Scroll down to Map Transfer. On the top left of the new window where it says 'Template' right click in the box area. Click 'New Template'. On the right side of the window is a list of the surfaces your current 3d model has. Daz have been very helpful here as they have numbered the relevant parts of the map that belong together. So it is then a process of Shift+Left Click each map region in turn. Once you have the whole group selected left click and drag them over to the Template1 that you created. Then change the 'Target UV Map to M4. You will need to have the Template1 selected to alter the 'Template Options' in the lower part of the window. I would advise a quality of 10, and dimensions of 4096. Then select an output directory. Here I would create yourself a dummy runtime in the Poser format. I would see how the texture artist folderised their character and set the dummy runtime up the same. Obviously changing the character name to the one you are converting.

Tip time: DO NOT USE THE DAZ TEMP FOLDER FOR OUTPUTING THE CONVERTED TEXTURES. Because if you close Daz Studio before moving the new textures to the dummy runtime, it will clear the temp folder on closing. Which is a royal pain when you could have spent a great deal of time converting many textures.

What I did to create the Ohi'a Mat's was use a donor set of Mat files (Ovidius) then I swapped out all of the relevant textures to Ohi'a (in The Poser Material Room). Such as diffuse, specular, bump etc. Then I saved a brand new set of Mat files into the dummy runtime. Under the Pose and/ or Materials folders. Using the naming structure that Morris had for the original M5 version.

Please Note: Map Transfer does not convert genital mats between characters. It also makes a mess of the eyelash transparency. So use the Ovidius eyelash texture. Copy it to the Ohi'a dummy textures folder.

Limitations: Map Transfer may cause seams to show in high res textures. I have found this with both Raiya's and Morris's textures. I have found for full body shots the seams should be okay to render. Though portraits will show the seams up. Which will mean cloning out the seams in your chosen art package. Also avoid tattoos that cross seams as Map Transfer will make a mess of the maps.

If you need any further help give me a shout on: I use the same email address for MSN too.

Hope this helps

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AntaraNN Featured By Owner Oct 24, 2014   Filmographer
First of all, thank you for the tutorial! It's very clear and easy to follow, which is what I did :)

Second: Are there specific UV-to-UV combinations which work better than others? I tried to convert David 5 to Michael 5 and the resulting images are unusable - black blocks in the middle of a texture, distorted maps with detail and coherency loss.
Kaos3d Featured By Owner Oct 26, 2014  Professional Digital Artist
Thank you I created this tut to help others as DS can be a nightmare to navigate *hugs* :D

As for you question about cross compatibility of uvsets, I have not personally experienced the artifact issue you are reporting. That said, I will do some tests this week to see if I can replicate the problem, to see if there is a resolution to it. Or at least so we can get a better understanding of what is happening :)
AntaraNN Featured By Owner Oct 26, 2014   Filmographer
Thank you!

If it helps any, the most glaring instance of black pixels in a resulting texture where happening on the torso map, smack down the middle around the navel area, but that's just the easiest to spot. I didn't get to facial conversion, because I realized there isn't going to be a point (I've already seen that the eye maps had similar, if less central artefacts).

Other than the black pixels, what I've seen was "triangulated smoothing" clearly transplanted pieces of the map in small triangular patches with clearly visible border mismatch to the neighbouring triangles. Thus creating overall loss of detail and map integrity.
Maxxxima Featured By Owner Sep 8, 2014  Hobbyist
Kaos3D can you put an image of this tutorial ? Because i have a entire week trying to make a perfect back tattoo on V4 model, but is impossible. Can you do that ?
Kaos3d Featured By Owner Sep 8, 2014  Professional Digital Artist
Map Transfer does not work with tattoos that cross seams. As the texture is re-rendered onto the new map. Which in turn creates distortions in the texture. Which is not noticeable on un-tattooed skin.
Kerya-Alexis Featured By Owner Aug 28, 2014
Thank you very much!
Kaos3d Featured By Owner Aug 28, 2014  Professional Digital Artist
Glad my tut could be of some help *hugs* :D
ratorama Featured By Owner Mar 24, 2014  Professional Digital Artist
Thank you for this tutorial!
Kaos3d Featured By Owner Mar 27, 2014  Professional Digital Artist
You are very welcome ;)
JacquesMartel Featured By Owner Mar 23, 2014
What is this for? I thought you only have to change the UV to M4 in the surfaces tab to make M4 textures compatible with genesis. I'm having problems using m4 textures with genesis tho, they look low res, muddled and without details, could it have something to do with not transfering the texture map to a M5 UV and 4096px?
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