Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)
Could be you need to reverse the group normals, you can do that with the grouping tool. Create perspective uv's will throw uv coordinates straight onto the object from the exact direction you are viewing it. If you are looking from the side at an angle at the object, the uv's will be cast onto the object in the same direction. Also, if you have a hollow object, any part you are looking at that is on the inside will appear to be see-thru, but will render normally. As far as uv's go, you should use Steve Cox's UVmapper....now don't be afraid, it isn't that bad. Davo
I tried that. The normals are actually right, but I can't figure it out. It's not the lighting. I think it somehow has those UV coords at the bottom of the others. Or not. I really don't have any idea. The textures always leave that part black, and I don't know why. I'd be happy to send people the OBJ if they wanna take a crack at it.
You can zip and e-mail the file to me at davo@aa.net. It's kinda hard to tell what the problem is with the picture you posted...maybe you could put the picture in a paint program and draw arrows and text at what you are having trouble with. Also, perspective uvs don't always work the way you want them to or expect them to. Are you applying a texture? I ask because perspective uv's will only show a small part of the texture image you specify. Do a test, make a texture of a square divided into 4 different colors then apply that texture to the object, you will see that things do not look as you think they will, you will probably only see one of the colors or most of one and a little of the others. I'm sorry, but perspectiv uv's will not do what you think, the scale is way out of whach, that's why I suggest uvmapper. Davo
Oh you poor poor boy....degenerate facets or "black facets"....happens to the best of us... What you have is degerate factes, an anomilly that sometimes occurs. The fix is to: 1) re-export and hope it works 2) slightly change the shape of the object 3) re-export with a higher number of vertices 4) (and probably your best bet) is to read this post: http://www.renderosity.com/messages.ez?Form.ShowMessage=88317 This post is from Steve Cox and his latest version of uvmapper will check for degenerate facets and fix them. I really suggest you try and learn uvmapper, it will help out a lot and you'll be glad you did. If you need help with uvmapper, let me know, if you want me to do it, let me know, I'll be glad to help. If you choose me...ha..ha..."Davo!! I choose you"...Pokemon, get it? ha ha I don't have the latest version of uvmapper yet, so It may take a day or so. Davo
......I've been in contact with Steve Cox about this same problem I've had.....I did find a fix for it, though it may not work in all cases: 1) Create object 2) UVMap the object (using Steve's latest program) 3) Import into Poser 4) If you see a problem, export the object as a DXF 5) Import the DXF into Poser 6) Export the object as an OBJ 7) UVMap it again 8) Import into Poser to confirm it's fixed I know it's a pain but this fixed my problem.....I think the key is converting it to DXF then back to OBJ....BTW converting to 3DS and back does not work (I tried) it has to be DXF (or perhaps some other format)..... Krel
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