[Tutorial] The Map Transfer Utility

7 min read

Deviation Actions

SickleYield's avatar
By SickleYield
The Map Transfer utility in DAZ Studio 4.5 Pro is used to convert textures from one UV to another.  In this instance I will use the example of converting M4 textures to the M5 genitalia UV, since that's what I've been using it for recently.  I've used this to create M5 gens from the m4 textures I did for all of my character packs as well as to convert M4 Albane's gen textures for M5 use.


You will need:

The M4V4 UV Mapped M5 Gens (here: sites.google.com/site/crblackt…  )
The M5 Gens from DAZ3D (we won't be using them directly, but you have to have them to use the above)
The GIMP or Photoshop, for cleanup.  Instructions will be for the GIMP.

OR if doing this with another figure: You need the figure to have BOTH the original UV you're converting FROM and the new one you're converting TO.  So if you're using Genesis, you probably can convert Gen 4 to Gen 5 UVs, but not Gen 3 to Gen 4/5 (unless you know of a Gen 3 UV for Genesis set I'm unaware of, in which case, PLEASE comment 'cause I want some M3 body textures on my M5/D5, oh yes I do).  You should be able to use this to interconvert M4 and V4, too, since they can easily load one another's UVs in DS.

In the present case, apply your body preset (not the gens, the body) to the M4V4 mapped V5 gens.  You will see it show up only on the hip area.  You need this because the M5 gens need to cover the hip material partially and the M4 ones don't, so we have to get that from the torso texture.

Go to the Surfaces tab in DS4.5, or create one from Windows--Tabs.  Select the 2_SkinGenitalia material.  You will need to navigate to the  location of these textures manually.  A shortcut is to copy the 2_SkinHip material and paste it into the genitalia material's channel, then go to the diffuse and bump (and any other maps) and click on their dropdowns.  This should take you right to the folder the main body texture was in, which is where the gens hopefully are, too.

These may not look right.  The gens tend to reset them to the default UV (viz., the M5 one).  Go to the dropdown and change it back to M4 on both materials.  The dropdown for UVs is at the bottom in default shaders and at the top for HSS shaders.

You should end up with the hip texture and the gens texture looking basically right, but they'll have an ugly seam between them.  That's what we're going to fix.

Now select one of the materials.  It doesn't matter which.  Click on the little icon in the upper left of the Surfaces tab; it looks like a small stylized sheet of paper with lines and a little arrow on it.  It has many options, including Load UV Set and, just under that, Map Transfer.  Click on Map Transfer.

Now you're looking at the Map Transfer dialogue.  Right-click in the empty left panel and choose New Template.

Drag the 2_SkinGenitalia surface from the right panel over to this template.  We'll do both eventually, but we need to do them one at a time.

Below this you should see Surface Options: Target UV Map.  Make sure it's on Default.  This means we will bake TO the M5 gens default UVs.  

Below that is the Template Options.  Click on the three dots to the right of this to make sure you know where your temp folder is, or choose another place for it to bake.  If you can't, you need to select the template name in the above window for options to appear editable.

Below that is Baking Quality.  I set this as high as it will go.

Now you should be able to click Accept.  Wait for it to run.

Now navigate to the folder where you told it to bake.  It should now contain baked versions of all the maps in that material (usually just bump and diffuse, but specular, displacement and SSS are not out of the question on really nice sets).  Instructions following will cover fixing up the diffuse.  Sometimes it's easier to make a new bump from this rather than bash together the baked ones, depending on how carefully the originals were made; I'll leave that for you to decide.  

Now go back to the Map Transfer window. Drag the 2_SkinGenitalia material back to the Surfaces window and replace it with 2_SkinHip.  Repeat to bake the hip material.

Now open both the hip and genitalia materials' diffuse in the GIMP.

At this point I select the black areas in each, use edit--transparency--add alpha channel, then edit-select by color and select all the black.  I delete this.  I will add a background in a new layer by filling it with the most intermediate or "average" shade I can get from the main texture layer with the dropper tool.  If there's a "halo" of black still, select the transparent area and use select--grow and increase the number to 4, then delete again.  This should eliminate the halo without ruining the seam areas.

Now you still have these two pictures and it's time to combine them.  Create a new layer in the file of the gen mat (it's lower and you can see the head of the glans).  Copy and paste the hip material into it.

Now you can see there's a color mismatch.  What I usually do is retint the genital material layer to match the hip area as much as possible. You can do this with Color Tools-colorize or Tools-Color Tools-hue/saturation/value.  Then I add a mask to the top layer and blur out the lower edge to blend it as much as possible with the gen mat on the layer below.  Do NOT recolor the hip area layer at all!  It needs to stay the color it is to match the body texture it goes with.

When you've got these matching to your satisfaction, file--save as and save the .xcf somewhere in case you need it again.  Then File--export and put the new .jpg in the same folder as the M4 gens for that body texture set.  Give it the same name with m5 on the end, or whatever you care to name it.

Now you're ready to load this up in DS4.5's surface tab and see how it looks.  If you're happy with it, you can repeat with the bump, displacement, etc., and any LIE tattoo or overlay layers.  You will need to save a material to library with the new gen textures in it.  I would put it into the same folder as the original character set.


You can also use this method to create a NEW M5 gens texture from a body texture that doesn't have one.  You will need a merchant resource for the gens and the original body texture.  You would bake out just the hip area, then recolor the merchant resource on a lower layer to match it and use the same blending techniques.  So far Renderotica is the only place I've been able to find an M5 gens merchant resource, but there is a decent one there.
© 2013 - 2021 SickleYield
Join the community to add your comment. Already a deviant? Log In
gocuzero's avatar
i cant dowloand please reupload.
psygameboy's avatar
Hi there

I have an UV for Genesis 3 Female and Genesis 3 Male. Is this what you searching for?


I found it while searching a way to use Genesis 3 Figures in Vue2015. Im not having it done jet but will trying right now.
I will reply later and hooepfuly write about a lucky transfering to Vue.

PS: Im not the maker of the Genesis 3 UV and i don^t know alot about Daz Texture Atlas. So don't ask me about Daz TextAtlas Stuff.  I found the files linked in a forum. If someone wants to know about how it goes with the export to vue, just ask and i will reply.


Gabriel-C's avatar
Could you make a visual/video tutorial of this? I'd love to learn how to do this...just my eyes keep glazing over when reading and it's quite frustrating.
I did figure out sort of why I am getting a purple (blue) map for the hips. It must be a complex shader and the is a map called hips in the normal channel and it is the purple color. I think that is why I get the purple map. But I can create a map from it and then clip out the hip area.

But I'm not sure how to do the combine part. The hip texture is twice the size of the genitals. The one map is 4098 and the other is 2048. I was copying over the genitals map to the hips file as a layer and then I would move the hip texture up until it would line up and then I would paint a gradual mask where the two over lap. Then I would crop it to the size of the genital map.But when I take the final file into DS, I still get a seam around the hip area. I don't get it. That area is all the map from the hips, that I left untouched. So I must be doing something wrong. Can you not move the map? Would that cause it to not line up right? I don't mean in the Photoshop composite, but when I try to apply it in studio. If so, then how can you combine them into one. Do you have to increase the resolution of one to match the other?

SickleYield's avatar
The entire purpose of baking it and using the baked file is to get the hip texture onto the genitals UV map.
Well, thanks for trying to help me. Not sure what I'm doing wrong. But I can't get studio to bake the hip texture on to the genitals UV map. I have the body texture applied to the figure and I have the torso texture applied to the hips. If I open the transfer map and drag the genital hips over and set all the options, when I click accept, I see a dialogbox for a second and then the transfer map closes. But no textures get created. If I drag the hips for figure over, it opens a window and shows progress and I end up with some maps, but they aren't what I need. And texture map is the normal map, I think since it is blue. I have tried two different figures, both of them Genesis 2 figures and neither one will bake out the right map. I used the same settings in the Map Transfer utility for both hip gens and the hip body. 

The map transfer utility is about as frustrating as the copy selected surfaces is. One time I can get it to work and the next it won't work even on the same figures that I used it on before.

And by the way, I think the Dusty figure is actually one of those iray shaders. I watched one of your iray videos today and those setting all looked like iray ones I saw in your video. There seems to be a lot more setting for the iray shaders.

It looks like you have a lot of other interesting tutorials that I'll be checking out.

Thanks again.
SickleYield's avatar
I'm sorry that I couldn't help more. :(
I tried to follow this so that I could add a gens texture to a body texture that doesn't have one. I added Dusty...a G2 figure to Daz Studio. He had his texture applied to him. I then added the gens and looked for a texture that was the closest match. I'm pretty sure that the texture was for G2. I found it in the Smart Content with G2 selected. I then copied the texture from Dusty to the hip area on the gens. It didn't look right. I could see the ears on the hips. I then looked at the UVs and there was also a choice for M4. I switched to it and the hips looked perfect. Not sure why this worked because I'm sure the texture was for G2 and not M4. I then tried to bake the hips on the gen. In the Map Transfer, base was selected. I created a new template and added the hips. I then set the rest of the settings as you described. When I clicked on ACCEPT, Map Transfer just closed and nothing happened. I tried it several times with the same result. I then dragged the hips back to the right and was going to try something else. But then I noticed there were two hips. I tried the second, and it worked...almost. I got three textures. There was a color, bump and specularity map. The last two looked good, but the the color was the hip area colored purple. Any idea what I'm doing wrong? I even tried baking the torso and it was just a purple map too.
SickleYield's avatar
Map Transfer has to have a path to save the baked textures to.  If you don't choose one they go into Temp somewhere.
I did select a path and it created some maps. The Bump and specularity looked like I would expect. But the color one was just the hips colored purple instead of showing the actual texture. Do I need to have a figure selected in the scene? I think I had the genitals. Maybe I need to have the figure selected. Maybe it is because I copied the texture from Genesis 2 and pasted it into the hips on the genitals. Or will this even work on the same figure? Thanks.
SickleYield's avatar
I'm afraid I don't know what is happening, then.  If you want to bake the texture on the gens, it's the gens that need to be selected.
DarwinsMishap's avatar
Now, I've tried this with a face map that I'm trying to convert to G2M, and once it did it's thing in Studio, it was completely black.  I'm not sure what the heck went wrong in that process.
SickleYield's avatar
Seems like the script must've failed?  I've had problems converting from female to male and back (seams), but within bases of the same gender it always worked fine.
DarwinsMishap's avatar
Maybe?  I've never tried this sort of thing before.  Not only did it go black, but it over-rode the original texture with the black map (I didn't direct it to a different folder or something).

I do have someone looking into doing this in zbrush instead, since I did get the MR vendor's permission to do so.  We'll see, I guess.   I will keep trying to see if I can do this, since I'm stubborn and pig-headed. ;)
TaishoBee's avatar
I'm curious. Is it possible to convert G2 textures to V4?
SickleYield's avatar
Genesis 2 has basically every UV that has ever existed after Victoria 3, if you buy the add-ons.  Do you mean textures from the Base Female or Base Male UVs?

If so, the answer is yes, just like anything else it will be a lot of work, but it's possible.
TaishoBee's avatar
Hmm. Well what I mean is say take textures for a Genesis character and make them usable on actual V4, not the Genesis add on version.
SickleYield's avatar

I guess that should be technically possible with the utility if you redid all the shaders and set the textures up manually.
TaishoBee's avatar
Cool! I'm going to try it :D
RAMWolff's avatar
Awesome, thanks so much! 
Knight22179's avatar
Thanks SickleYield. :)
Paradigm6790's avatar
Does this allow you to actually add UVs to a figure? G2F's genital prop does not have a V4 UV, so when I use my V4 textures with the "Victoria 4 for G2F" paid package I have to not use the genital prop. That's not as big of an issue as it is with male gens, but I'd still like to get it working properly.
SickleYield's avatar
No, I'm afraid not.  You can only add UVs by:

-importing the mesh into a 3d program
-changing its UV
-exporting the mesh again
-using Load New UV from the Surfaces tab and navigating to your obj

Matching character UVs is a slow, tedious and difficult process in most 3d suites that currently exist, and making them seamless is even harder.  This is probably why the vendor didn't do it in this case (I'm sure the V4 one took him long enough as it was).

Have you considered other alternatives?  If you get AdamThwaites original Anatomically Correct for V4 from his site, it converts well through GenX and then you can get realistic morphs for that area at least.
Vampyric-Saiyaness's avatar
Thankyou for this tut! May I ask you a question?

Will this work with converting V5 maps to V6 (or just G2F "Base Female/V5")?

I ask only because I have a V5 merchant resource skin I'm tinkering with and prefer the morphs I have made on the G2F base and if I were to ever potentially sell the character, I'd like to know whether it is possible (AND legal) or whether I should just suck it up and make it a Gen1/V5 character...
Join the community to add your comment. Already a deviant? Log In