A Question about Genesis 8 UV Transfer

Those who have seen some of my recent threads on here (one about ArmorPaint and one about Marmoset Toolbag) will have probably guessed by now that I'm not having much luck with finding a solution for painting across seams (due to Genensis 8 and 8.1 using multiple UV maps).
I'm sure I'd be able to get Marmoset Toolbag working eventually, but I really miss the ArmorPaint workflow and I think I might have found a way to completely eliminate the seam problem. Since the seams are caused by having multiple textures, I was thinking about bringing Genesis 8 into Blender and creating a custom UV map that includes all of the skin on a single map. I haven't tried it yet but I think it would work because then I'd be painting on one continuous UV for the skin.
So let's say I get to that point, say I've created my own Genesis 8 UV map purely for my own texture development purposes, but then what?
I've seen tutorials about transferring UV sets in DAZ Studio, but I get the impression that it only works between the UV's of certain figures. So my first question is whether anyone has ever created a custom UV set for Genesis 8 in Blender and then been able to transfer the custom UV map back to the Genesis 8 default UV map? And if so, my second question is how you went about doing the actual UV transfer; did you do it in Blender, or in DAZ Studio?
I really hope someone can help me on this because honestly, I've tried so bloody hard over the years to find a solution that works for me.
Any info, videos (or preferably a step-by-step if anyone's up for it) would be greatly appreciated!
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Unfortunately, I can't help you with your actual problem ... I'm just wondering whether your idea of a UV map combined into a single unit works technically ...
OK, the seams are primarily there to annoy us ... but it's also about other things like alignment / scaling of textures (like skin pores) etc. If you have ever seen a bad unwrapped 3D object with textures projected you know what I mean.
I don't know what you need the Texture Painting for (I'm sure you wrote that somewhere), but I painted over seams for body paint (so no skin or anything): in Blender. Yep, there will be multiple texture maps (one for each surface group) - but that's pretty easy to put together as a material preset in DAZ.
OK, the seams are primarily there to annoy us ... but it's also about other things like alignment / scaling of textures (like skin pores) etc. If you have ever seen a bad unwrapped 3D object with textures projected you know what I mean.
I don't know what you need the Texture Painting for (I'm sure you wrote that somewhere), but I painted over seams for body paint (so no skin or anything): in Blender. Yep, there will be multiple texture maps (one for each surface group) - but that's pretty easy to put together as a material preset in DAZ.
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I reckon creating a custom UV for Genesis 8 in Blender must be doable because it's no different to any other object you model or import into Blender in that respect. Hopefully it's just a matter of using Blender's UV editor to create the UV I require, and then exporting the model.
Hopefully, any Genesis 8 model I export after doing that is guaranteed to be paintable without seam issues, because I'd simply put all of the skin polygons onto a single map, and that means no more seams to give any issues when I load it into ArmorPaint. So up to that point I'm 100% convinced it would work perfectly, but it's the part where after painting my body texture and exporting the texture map, the map (without a transfer process) will not apply to Genesis 8 in DAZ Studio because the UV for the model I painted the map on in ArmorPaint, was my own UV - know what I mean?
And here's the thing, because there is in fact UV transfer tool built in to DAZ Studio for transferring UV maps. It does it by baking the result from one UV map to another. The trouble is it appears to be only doable between specific figures, so I'm not sure it would convert from a custom UV back to the Genesis 8 default UV.
To complicate things further, I think it might even be possibile to do the UV transfer baking in Blender (and this is something I'm currently looking into) but I'm not fully understanding the process so far. I've never baked anything in Blender, nevermind attempted to bake from one UV to another - lol
This is why, ideally, I need a step-by-step otherwise I could be missing out on some very obvious technique I'm not aware of.
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OK - I now understand the theoretical problem ... a bit ...
... but what I don't understand is what this has to do with UV Seams. Call me a fool if you like - but I don't see the connection. Even if a single "map" can be created on which all UVs are gathered, there must be unwrap seams for the UVs. Without this, no 2D texture map can be projected onto a 3D body. This means that even with a "all UVs together" you will have to paint over seams ...
Can't you simplify your problem by simply describing exactly what you want to do - e.g. I want to create a new skin, I want to do a whole body paint, I want to paint pants on the model, etc. pp ...
... but what I don't understand is what this has to do with UV Seams. Call me a fool if you like - but I don't see the connection. Even if a single "map" can be created on which all UVs are gathered, there must be unwrap seams for the UVs. Without this, no 2D texture map can be projected onto a 3D body. This means that even with a "all UVs together" you will have to paint over seams ...
Can't you simplify your problem by simply describing exactly what you want to do - e.g. I want to create a new skin, I want to do a whole body paint, I want to paint pants on the model, etc. pp ...
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The confusion is down to me, sorry about that. I should probably be using the term 'Texture Seams' instead of 'UV Seams'. It actually doesn't matter whether the UV polygons are connected or not, just as long as they do not overlap and all polygons are contained on a single map.
The problem is that I cannot paint across multiple textures in ArmorPaint, so this is why I need to ensure that all skin UV polygons are held on one texture map, and that none of the UV polygons overlap.
I need it because I can't paint a full body texture onto the figure otherwise (my apologies for not being clear about that). The problem is that if I try to paint a single stroke across two textures in ArmorPaint, the paint stroke stops suddenly at the edge of the texture, for example where the head and body textures meet, that causes an issue because the head and body UV polygons are held on separate textures.
So as long as I make my own UV, I can get around it. The bit I'm unsure about is after painting my full body texture onto a modified UV version of Genesis 8 and have sucessfully saved a seamless full-body texture map to disk. How do I then convert that texture map so that it will conform to the default Genesis 8 UV?
A texture map that was painted onto a custom UV Genesis 8, won't work on Genesis 8's default UV, so I'd need to convert the resulting texture map back to the default Genesis 8 UV.
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Ah... the puzzling is getting less 
As far as I know, both ArmoryPaint and SubstancePainter work with UDIMs. That's absolutely not my thing and I gave up faster than I read up on it.
AshenPortfolio work with SubstancePainter (and therefore also UDIMs) on geoshells. It is not the same as a model, but almost (everything is identical: UVs, UV seams, material groups, etc.).
Maybe you can try to get in touch with Ashen - maybe not directly with a PM (contact), but via the last posting. Here are a few examples from the two of them:
GeoShell Painting:
https://www.renderhub.com/ashenportfolio/x-01-synth-suit-for-g8f
https://www.renderhub.com/ashenportfolio/000-synth-suit-for-g9
Latest gallery posting (You may write a comment to contact them):
https://www.renderhub.com/gallery/58094/happy-new-year
Good luck

As far as I know, both ArmoryPaint and SubstancePainter work with UDIMs. That's absolutely not my thing and I gave up faster than I read up on it.
AshenPortfolio work with SubstancePainter (and therefore also UDIMs) on geoshells. It is not the same as a model, but almost (everything is identical: UVs, UV seams, material groups, etc.).
Maybe you can try to get in touch with Ashen - maybe not directly with a PM (contact), but via the last posting. Here are a few examples from the two of them:
GeoShell Painting:
https://www.renderhub.com/ashenportfolio/x-01-synth-suit-for-g8f
https://www.renderhub.com/ashenportfolio/000-synth-suit-for-g9
Latest gallery posting (You may write a comment to contact them):
https://www.renderhub.com/gallery/58094/happy-new-year
Good luck

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These plugins bring several UVs so you can export and import the UVs, in a single texture, and then you can separate them.
Or also Daz, brings the uv atlas plugin, you can also export the uvs with a single texture.
https://www.renderhub.com/intheflesh/itf-dev-kit-for-genesis-8-female
Or also Daz, brings the uv atlas plugin, you can also export the uvs with a single texture.
https://www.renderhub.com/intheflesh/itf-dev-kit-for-genesis-8-female
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@Pushee-Ri
Thanks very much for the tips but it seems supremoomega found a very workable solution!
@supremoomega
That ITF Dev Kit is absolutely bloody perfect, and I gotta tell ya it was quite a revelation to discover after watching his video on YouTube, that all I had to do was stick them all on a larger map using a quarter for each UDIM tile! It's hard to swallow the fact that after years of struggle, that's all I had to do!
Talk about embarrassing, but I'm so damn pleased that it's doable and it's that easy. Since it's free I'll be sure to buy one of the dude's products because honestly, such knowledge is priceless really. 2025 has got off to a great start!
Cheers!
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supremoomega
Karma: 4,292
Wed, Jan 01In fact, I use it to make normals, I join all the UVs, I export the G8 HD without eyes and without a mouth, to Zbruhs, and there I make the normals, then I separate them in Photoshop, and that way I don't have problems with the seams.