Okay, so, when I export a model's UV to Photoshop, I use 3ds Max's "Render UV template" function. This produces a raster image I then import into Photoshop and trace vectors over. Needless to say, this can get tedious. Especially when I make major changes to the UV.
So, I sought out a way to turn those vertices on the UV into vertices on a vector. In the end, I came across
Render Pass Manager's PSDPathUnwrapper...and it works beautifully.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggxcFzHxhkE95GudMEnnLscyjTQghSRRByaDxFuyYaZpwtftVpCwhsRG4dRHMzWS4WL6Zx3ORwfNzqVIsDs7nlXblm20mGI5Qdurdzx3wpc0falavQIwrDHJo4swpQAASGhpEv-2y5vRk/s320/VglnceLong_MeshEdgesEx.png) |
The mesh in 3ds Max |
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![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk4gE_OYS88tTY-UMsoW2bDy5wux0SzfFPCmfXh5NXJNtGId2ZvAJ5TD_RKWu_bmnyU4EjQGm72p2trU9ymnk5LwQlC78MUKmNHx9eCM0iICckXj5pNrmJQuQodLWK7KfhD7MHwVCXuW8/s320/VglnceLong_UV_PathEx.png) |
The resulting path in Photoshop |
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Now, I can simply apply the mesh's path to a layer and cut out the bits I want instead of tracing using the Pen tool. I've already made major changes to the UV and they only took a couple minutes to setup again in Photoshop. No moving around, no zooming in to the pixel level to align vertices, and no complete retraces for broken/merged elements.
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