The Foundry Community :: Forums :: Export UVs to EPS – AI?
Hi, I am trying to collect pipeline for our project where we want to avoid using Adobe Photoshop, I want to use just modo and Corel Painter together, unfortunately Painter do not import .eps, this app handles just .ai format on import. Does anybody know process how to get import data created by ‘Export UVs to EPS’ into Corel Painter? Or does exist anything like Export UVs as .ai format? or any plugin for Corel allows import .eps? I know this is sloppy, but in the mean time you could do a screen grab of the UVs and paste that into Painter. It may not be perfect, but it could be better than nothing. yes, standard bitmap formats are ‘welcomed’ too, but i need save them with transparency, i want to draw under UV cage, I want put ‘UV’ layer as the most highest layer and rest of texture paint under it yes, but I am trying to keep everything simply in straigth pipeline, I do not like much transfer data from app to app , it is slowdown work and data translation is source of all problems, no certain compatibility i/o and losing, shrinking data but i need save them with transparency, i want to draw under UV cage, I want put ‘UV’ layer as the most highest layer and rest of texture paint under it Of course. However, if you cannot use the EPS file, then you don’t have any UVs to work with at all. With a screen shot, you should be able to bring it into Painter, select the background color (the one that is NOT the UVs themselves) and delete it. This will leave only the UVs and you can place that at the top layer. There is a workaround to get the UVs out as an image which you could import directly into Painter. Bit of a faff, and it works best if you have an all-quad mesh, but it might be possible to adapt to allow for some ngons and tris. It’s the same basic method as for making a wireframe render. You need two UV maps for your model, one laid out as normal, the other in Barycentric projection. Apply a square image with a white background and a narrow black border to your material, using the barycentric UV map. That will give your model a diffuse colour grid which matches the wireframe. Then add a new RGBA image map layer to the material, also set to diffuse colour but applied using the ‘normal’ UV map. With it selected in the shader tree, choose Render>,Bake from Object to Selected Texture. You can then take the image into Painter as a layer set to Multiply to drop the white background out. On the Mac, i believe preview can render PS/EPS files directly. If not, the Ghostscript/Ghostview project should work for reading postscript files and rendering images on PC or Mac. There’s a gotcha to be aware of if you use Preview to do the conversion. It will crop the document to the UV layout, so you might need to make a bounding polygon. I had a look around and there’s a free converter for Windows, called ABC Amber EPS Converter, which you can get from Softpedia or Versiontracker. I haven’t tried it, so I’ve no idea what sort of results it gives. edit: I had a look at the Ghostscript pages. May have missed something but the Mac viewer/library package appears to be way out of date (PPC/Classic – no mention of OSX). The Windows side may be more current. thank you guys for your tips, I will apply yours hints in future, but I still hope i will find solution with .ai, maybe i am wrong, but isn’t .ai format just ‘enhanced’ .eps, .eps with some text based additional ‘header’? Do you think, should be possible a little bit change code in existing modo EPS script to export the same data to .ai format? Even Painter’s ai import is flakey and limited, to put it mildly, and I wouldn’t rely on Corel to sort it out any time soon. As far as I can tell, their interest and investment in developing the application for professional use appears minimal, just enough to continue selling a trickle of licenses. What would make better sense to me would be for modo to offer the option to export the UVs as PNG, TGA and/or PSD, at a user-defined size, rather than as another flavour of vector graphic. Technically EPS should work well, a vector based format has advantages, and it’s not that hard to get it into a paint package, but sometimes it makes a mess of things, I have seen situations using discontinuous UV maps where a lot of the points have random lines back to the origin which makes them all but useless … Source.