Originally posted by dfaris
[B]Ok I would like to see if all this about AM’s UV maps really works.
Could sombody take a model say a head and apply the AM UV’s to it then export the model to say ZB or deep paint paint a map on the model then use the maps on the model in AM and have it work. Could you try it and if it works could you post what you did and how you got the texture to map to the AM model?
Thanks Dave [/B]
This actually DOES work, but you need to have an obj exporter that also creates an MTL file (Material). The workflow goes something like this:
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Build and texture your model and export it as an OBJ with an MTL file.
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Import this model into Deep Paint - you will most likely have to correct the paths to the maps you’ve created. If you want to do your painting in Deep Paint (i.e. create your maps), you STILL need to create maps and apply them in AM. The key is this: You are using Deep Paint to MODIFY your existing maps. The OBJ file you export for use in Deep Paint is only serving as a placeholder - you don’t give a poo about it. You modify your maps in Deep Paint, and when you are done, save them out of Deep Paint over the old maps (it’s a damn good idea to make backups of the unaltered maps).
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When you open your AM model back up, it will reference your MODIFIED maps, and seams that you painted out, etc, will be fixed.
As a note, it’s a very good idea to paint all your maps into the same map - i.e. one big image that includes all your maps. This makes sure you don’t have problems with different resolutions at seams, etc. This isn’t possible all the time, but it can be very helpful.
I this technique works because it’s a technique we use here at Avalanche. The downside of Deep Paint is that things like 5-point patches and hooks play hell with it (BUT you can make a version of your model that doesn’t have any hooks or 5-pointers, then export it and use it’s mesh as placeholder just to modify the maps).
Also, I think DP is one of the worst programs I’ve ever seen in regards to interface and speed. They’ve got no competition, so they don’t feel any need to update the program. If someone came up with a better paradigm and had good OpenGL support, I’d be ALL over that… 
Also, someone mentioned a problem with “stretching” when unfolding models for texturing - the easiest way to avoid this is to keep the distances between the CPs as close as possible to what they are when the model is in it’s natural state. This can be tough, but it’s critical to keeping the maps clear. I find that the easiest way to do this is to use the rotate tool to move points into the same plane - it’s cumbersome, but I don’t get as much stretching…
JoeW