Converting Texture Map

Hi

I know this is a really simple question but i cant figure it out.

I have already imported through the UV Editor a customized texture map consisting of various patterns which i made in photoshop. When this is fixed to my Male model it bends the pattern in and around the geometry of the model...

what i want to do, is export this newly effected texture back out into a (flat) 2d file (something i can edit in photoshop) with the changes of what being attached to the model would have made to its structure.
Does any one know what mean...
.

Theres something weird about the reasoning here? Could you decribe the question again.

QUOTE(Joojaa @ 03/02/08, 05:11 AM) [snapback]282052[/snapback]
Theres something weird about the reasoning here? Could you decribe the question again.

Theres no easy way of explaining what i mean,(as i am still new to Maya) I have done some screen shots.

http://img180.imageshack.us/img180/7435/mayahelpty4.jpg

I'll start in reverse.

i want to be able to print on paper the last resulting texture that i first created in photoshop and then took into Maya and attached onto my model to make the, once flat 2d pattern now 3d...

Now when the this happens the structure of the 2d file conforms to the geometry of the model, acting as a skin.

this gives me the exact effect that i am trying to achieve...

Now is there a way can then transfer this new skin pattern as a new 2d file that i can that further edit in photoshp.

This is the file that would've been changed having been attached my 3d model.

Thanks for looking!

You want to render it? Or do you mean the 3d texture. Well the thing is the texture didnt change just because uit now wraps fdifferently the texture youd get form baking down the 3d modell into a texture would be quite literery the same one you began with. Because it didn't change just the uv lookup changed.

Just because i bend a origami differently didnt change the image.

Now if on the other hand you DID modyfy the texture with maya paint tools then the texture is already on disk because maya cant contain a 3d texture just indie it ist allways a reference.

There has to be away to do it, Somehow, i know because this has been done before... for many film and tv costumes where they had designed bits of it with 2d graphics, imported it onto a model in 3d program and then back out somehow? so they could print it on real fabric.

People don't only use 3d for film and graphics, they will use it to do stuff organically that you couldn't do by hand or another process.

To carry on with my problem...

There has to be away to take what you have made in 3d Maya(that is the model and the textured skin) and then flatten in into a 2d image. Maya is too complex for something this simple not be able in it ether that or with another program but what program. I need some direction here please.

Lets bang our heads together on this one.

one way would be to individually render a section and then sew them together but this would be a complicated process and what about the getting around the curves on the model. This way would be very difficult.

Joojaa was right, the texture is never changed to fit the model. It is, like u mentioned, like a piece of cloth that fits over the model. The file is not changed to fit to the model, u must change the uvs on the model to get the desired fit (the uvs in 3D space match up with the vertecis in 3D space). So the UVTexture map is where the magic hapens not the file texture. The patern u get from the uvmapping is the pattern that u can cut from the material in real life to make a costume. For this u must however have unrapped the model in a practicle way.

QUOTE(pringleman @ 03/03/08, 07:47 PM) [snapback]282118[/snapback]
People don't only use 3d for film and graphics, they will use it to do stuff organically that you couldn't do by hand or another process.

I am aware of that (thats what i do for a living, been there done that), ive so far used 3d graphics software for following things: Designing cardboard boxes, t-shirts and one ballrom dress, calculate the average light contribution on a balcony, visualized density of xrays on a plane, calculated sound characteristics of rooms, predicted the tempareature in a greenroom, optimized pallet starking sequences, designed mobile phone packaging line 3 months piror to production of first machine on the line, cheeked if the robot tool hits the wall, tested extents of mechnanical systems, calculated throughput of complex 3d production tasks, yesterday i tested reading cat scans and so on lots of simlation at the moment. (I dont do 3d for pretty pictures anymore i used to, but thet was too stressful and too artistically limited work for me, doing for production industry is much more rewarding than tv, better paid and less stressful IMHO)

But see the thing is the uv map is like the cut of the file fabric. So if you just move points in the 3d model, either vertexes or uv points yu DO NOT change the texture just the way the pieces are cut out onto that model. Just like i said different origami bending does not change the texture of the paper. It is only when you project or paint the textures in 3d that theres any benefit of baking the data back to a uv texture. (you can find this in the render menu and hyper shade under baking)

Now the problem is that you cant really operate this way if you want to design pasterns of shirts. First moving uvs about is like arbitrarily stretching fabric. Fabric off course cannot do this to a unlimited degree So what this means is thet the original uv Needs to conform to real layout otherwise it dont show out the fabrics real characteristics. And you then paint/project in the data in the 3d application on the right layed uv model, or test different projections on different cuts for more optimal.