Export UV Map to Photoshop?

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Export UV Map to Photoshop? // Roundtable

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Post by teamonkey // Jul 28, 2008, 7:38pm

teamonkey
Total Posts: 107
I read somewhere tht TS 7.6 lets you export to Photoshop. What specifically does this mean? Does TS 7.6 let you export as EPS or PSD?


I was wanting to use Photoshop as a colour painter for UV Maps and colour textures for objects.


Thanks in advance.

Post by Leif // Jul 28, 2008, 7:44pm

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Total Posts: 276
pic
For exporting UV maps to Photoshop:


Please read the manual chapter 5, surfacing - Workspace.

More specifically pages 25 and 26. It explains it quite well :)

Post by teamonkey // Jul 28, 2008, 7:52pm

teamonkey
Total Posts: 107
For exporting UV maps to Photoshop:


Please read the manual chapter 5, surfacing - Workspace.

More specifically pages 25 and 26. It explains it quite well :)


Thanks. :)

Post by TomG // Jul 29, 2008, 3:33am

TomG
Total Posts: 3397
trueSpace can write to Photoshop format for the final render, if you are using Lightworks as the render engine. It lets you split different aspects of the render into different Photoshop layers - so you can have the diffuse lighting in one layer, specular highlights in another, reflections in another, etc. Or you can have one layer for each light in the scene. Or one layer for each object in the scene.


This is different, of course, from saving your UV mapping so you can draw and paint over it to make your texture. Just save to a regular file type, load that into PS, and then add a layer in PS and draw on top of that using the wireframes in your original layer as a guide.


HTH!

Tom

Post by teamonkey // Jul 29, 2008, 5:58am

teamonkey
Total Posts: 107
This is different, of course, from saving your UV mapping so you can draw and paint over it to make your texture. Just save to a regular file type, load that into PS, and then add a layer in PS and draw on top of that using the wireframes in your original layer as a guide.


HTH!

Tom


Yes, this is what I was asking about. I know it can save to the usual jpg, bmp, png,etc. But I was interested in knowing if TS used the native PSD and EPS formats. If I do my painting/touchup in PS to a new layer, will the original wireframes be maintained when I go back to TS? I'm thinking of a situation where I might want to do a bit of editing in PS (say with a filter, brush,etc.)


I hope I'm being clear here, it's hard to put into words...

Post by kena // Jul 29, 2008, 6:14am

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Well... TS can save a picture in Native PS, but it uses JPG or BMP for UV Mapping, so you would have to flatten your image for that.

Post by TomG // Jul 29, 2008, 6:29am

TomG
Total Posts: 3397
tS can't load a PSD as a texture - you only use the layers in PS as a guide, then save to a regular flat format (JPG, PNG) and apply that as a texture on your model.


THe UV wireframes are only generated in the UV Editor, and are not loaded as part of the applied texture (so you don't have a layered texture with wireframe on one layer and actual texture on another).


So export a PNG from the UV Editor which will contain the wireframes; open this in PS, create new layer, paint on top of the wireframes as a guide, save as a PSD file; hide wireframes, export to JPG or PNG, apply to model. No need to re-export from the UV Editor unless you move and adjust the UV mapping - if you do adjust that, you'll go back to step 1. If not you can just repaint in your saved PSD using the previously exported wireframe layer as your guide.


This is a different area altogether from rendering an image from Model side, where tS will render to PS layers. But that has nothing to do with UV mapping :) This is the Photoshop with layers mentioned in the specs though.


HTH!

Tom

Post by teamonkey // Jul 29, 2008, 10:24am

teamonkey
Total Posts: 107
THe UV wireframes are only generated in the UV Editor, and are not loaded as part of the applied texture (so you don't have a layered texture with wireframe on one layer and actual texture on another).


Thanks for confirming that. I tried a quick export from the UV Editor last night and I could have sworn that the wireframes showed up in PS. Of course it was late, and I was tired. I'll try again this evening.


Thanks for the instructions below, they do help clarify! :-)



So export a PNG from the UV Editor which will contain the wireframes; open this in PS, create new layer, paint on top of the wireframes as a guide, save as a PSD file; hide wireframes, export to JPG or PNG, apply to model. No need to re-export from the UV Editor unless you move and adjust the UV mapping - if you do adjust that, you'll go back to step 1. If not you can just repaint in your saved PSD using the previously exported wireframe layer as your guide.


This is a different area altogether from rendering an image from Model side, where tS will render to PS layers. But that has nothing to do with UV mapping :) This is the Photoshop with layers mentioned in the specs though.

Post by TomG // Jul 29, 2008, 10:50am

TomG
Total Posts: 3397
Exporting from the UV Editor will give you an image with the wireframes baked in, to let you use that as a base layer in PS and start drawing on top of it, so you'd be right in seeing those when you open the file from the UVE export :)


You wouldn't then load them back into the object as a texture though (unless you are going for some tron computery look where you make the wireframes visible in your render!).


HTH!

Tom

Post by johnhoward // Jul 29, 2008, 12:32pm

johnhoward
Total Posts: 231
I like to have the wireframe layer on the top in PS and then drop the opacity down to near transparent on that layer. While I paint on the new layer underneath, I can turn off the wireframe for a clearer look but turn it back on for accurate placement.


I have also pushed the contrast way up on the wireframe layer, inverted it (or not), selected all but the wires and deleted, leaving white (or black) wires with truely transparent spaces between so color can be judged accurately. And then still drop the opacity on the wires so they are faint.


Then I turn off the wireframe layer, flatten and "save as copy" in jpg or png format for TS. Then undo the flattening and it's ready for further work.


This method preserves the wireframe and keeps the file active in PS so I can go back and forth between the two programs quickly.

Post by Jack Edwards // Jul 29, 2008, 12:42pm

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Also useful is to have the wireframe layer in mutiply mode so that it always stands out when painting on the layers underneath.

Post by teamonkey // Jul 29, 2008, 2:11pm

teamonkey
Total Posts: 107
Good idea. Thanks for the tip, JohnHoward.

Post by teamonkey // Jul 29, 2008, 2:13pm

teamonkey
Total Posts: 107
Also useful is to have the wireframe layer in mutiply mode so that it always stands out when painting on the layers underneath.

Thanks, Jack. All the helpful info, neatly filed for future use-all I need now is some spare time! ;)
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