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Poser - OFFICIAL F.A.Q (Updated: 2020 May 06 10:25 am)
Subject: changing uv's
It is not so hard but takes a lot of work. You want to convert gen8 skins to v4.
Both mods have different starting poses. I would set g8 in a t- pose. Export to zbrush and also v4 to zbrush. Make sure the poses line up as best ad you can.
Now you have to append g8 to the v4 model. Set it on transparant. Morph gen 8 as close as you can to v4. The better the morph the better the texture will look.
If you are done. Load the textures on Gen8 via polypaint. Now click on uvs from polygroups and do the same for v4. Subdivide v4 as much as you can. Then hit project all. Delete the lower resolutions. And make every bodypart invisible. Set the uv resolution and export the texture. Do this with every other bodypart, head, arms etc.
Nb, make sure you delete the inside mouth areas and lashes and eyes.
Remember it is not perfect and you will probably have to clean up some things. But this is the easiest way.
The higher your subd the higher the textures.
How different is V4's uv mapping from G8's?
If they are pretty similar in seam location you may try something like I used in my facetextureconverter: https://www.renderosity.com/mod/freestuff/face-texture-converter/80554.
It is a tool which, once it is set up, can convert any texture set you have by simple load and render.
I understand that there is a uv mapping for G8 to V4's templates. That would mean that for every texture vertex in G8's mapping you have corresponding coordinates in V4's mapping, and of course, vice versa, for a number of points in V4's mapping you have the uv coordinates in G8's mapping. The only problem is these points are not where you want them. You therefore would need to interpolate the coordinates in G8 uv space for the points you need for V4. Could be doable for someone who is into programming and probably make a nice product to sell.
We use to have such a program. But v4 has very different uv mapping and also Gen 8 has less polygons. It is harder to remap vic4 due to so many polygons. And also you can get weird stretching but for background figures or mid figures it works great.
Also the better you morph the figure into the other, the better the outcome.
I will make a small tutor later today.