Sat, Jan 11, 4:56 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: never again a "rounded look".....


webvogel ( ) posted Fri, 07 February 2003 at 5:29 AM · edited Sat, 11 January 2025 at 4:55 PM

never again a "rounded look" with my scene-models within poser! :O) If you build your models in truespace and like to have a good quality of the walls in poser, you maybe ask how. And you will find people answering with: "try UVmapper and split vertices" Thats right but thereafter your results are maybe a objekt without the scaled and adjusted uv-mapps of your textures. Allways i made the same mistake without finding out, until now. After creating the model and thereafter converting the model into obj., i open the piece in UVmapper and ...... here is the magical moment: UVmapper asks you, seems like a error-message, "There are UVspace ...out of range...want you to....?" DONT DO THAT! NEVER! SAY NO! ..... i allways said yes :O(..... it will load, you chose "split vertices" and save the objekt (maybe under new name) and import to poser..... and you have ......a model without rounded look and without textures ;O) BUT....if you now load your texture to the materials you find them scaled and adjusted as before in truespace! another advise here: you maybe have a model made from three pieces, textured with one texture but different scaling. copy your texture and use "paper-green" and pgr.A and pgr.B for the differently scaled pieces of the objekt before you end your work in truespace. Because with this your obj. has later in poser not one but three materials with the important info and ready to show your texture "paper-green" perfectly adjusted on the various planes etc. i am happy to find out may it help you too.


SAMS3D ( ) posted Fri, 07 February 2003 at 5:53 AM

I am a little confused, is this only for Truespace models? And one more thing are you saying, don't except that little warning and don't split the verticies? Sharen


PhilC ( ) posted Fri, 07 February 2003 at 6:42 AM

I think what webvogel is saying is that since TS allows tiled textures but Poser 4 dose not, if you re-map in UVMapper then you will loose that tiling data. Therefore since UVMapper is only being used in this example to split vertices and create sharp Poser edges, the initial TS warning and option to re-map should not be accepted in this instance.

philc_agatha_white_on_black.jpg


webvogel ( ) posted Fri, 07 February 2003 at 6:46 AM

Sorry Sharen i know that, my english needs much more expierience. I am speaking about models created with truespace, for example room-props and dont know if this will be helpful with the use of other programs too.But many use it and here it helps for sure. AND.....to be more clear: Dont answer yes if you want to see your textures in poser in the same scaling.For example: you have a room, four walls, two are 2,5 x 4 meter and two are 2,5 x 6 meter. you maybe scale your uv map in truespace 1x4 and 1x6 to have the perfekt look ...and this scaling will be lost if you say Yes :O) And ...you have to split vertices within UVmapper...YES! Greetings, Webvogel


webvogel ( ) posted Fri, 07 February 2003 at 6:49 AM

Thank you PhilC you say it nice and short.


SAMS3D ( ) posted Fri, 07 February 2003 at 7:19 AM

Oh I see, this has to do with the textures, but does your model then come out nice and sharp without splitting the verticies and not excepting that message?


steveshanks ( ) posted Fri, 07 February 2003 at 7:21 AM

An extra tip is, when you get the out of range warning in uvmapper say no THEN with the mag glass zoom back till you see everything then select all and shrink till it fits in the normal uvmapper window, now reset the view and you can split off the materials within the view and move them around (but don't remap) and save the template, now you end up with tiling textures on a uvmap that work in poser (just do a drop fill in your paint app) and you can have stuff like camo without stretching ;o)......Steve


webvogel ( ) posted Fri, 07 February 2003 at 7:34 AM

Sharen? huhuu sharen! ....funny question lol great!


SAMS3D ( ) posted Fri, 07 February 2003 at 7:41 AM

:-)....this was all good information...thank you for sharing it...Sharen


_dodger ( ) posted Fri, 07 February 2003 at 7:44 AM

Poser 4 allows tiled textures. You just have to map it right.


steveshanks ( ) posted Fri, 07 February 2003 at 7:48 AM

i think he means within the app Dodger...Steve


_dodger ( ) posted Fri, 07 February 2003 at 8:26 AM

No, that's what I mean. You can have a tiled texture within the app. There's a thread here or maybe in Poser technical somewhere about it -- let me look... (UVMapper doesn't like them, though, that's true)


webvogel ( ) posted Fri, 07 February 2003 at 8:32 AM

i think i make a series of geep-style pictures....Yes?


_dodger ( ) posted Fri, 07 February 2003 at 8:33 AM

file_44905.jpg

Hard to find but here's an example. The one box is the standard Poser box prop The second box is an altered UVMap for the same exact object other than the mapping. I opened the Poser box geometry in UVMapper, then I selected all and pressd * twice. Then I saved it as a new object and imported that into Poser. The result? Tiling. Piece of cake!


_dodger ( ) posted Fri, 07 February 2003 at 8:34 AM

file_44906.jpg

Note they are both the exact same texture map (this one)


mateo_sancarlos ( ) posted Fri, 07 February 2003 at 2:52 PM

Steve, if you split off the materials and move them around, but you don't remap the object, then the new template won't apply to the old object, will it? I realize that if you remap it after shrinking the template, you will lose the tiling. So wouldn't you just shrink the template and not move anything?


steveshanks ( ) posted Fri, 07 February 2003 at 3:13 PM

You could just shrink and leave it, and i think your texture map would just be a tilable square then (haven't tried that) but my problem is when i export and then imnport an obj i lose material groups so i have to seperate from each other on the template so i can reasign in uvmapper later (after cutting up)......oh hang on ;o) i think we may be getting mixed up, the object never really had a template before if i had exported it and missed out the uvmapper stage the texture map would be just a square like the one dodger posted above your message, but by moving and shrinking the materials yiu end up with what looks like a standard poser texture map but still with tiling texture.....Steve


wadams9 ( ) posted Fri, 07 February 2003 at 8:16 PM

dodger, will that * trick work with one selected material, leaving the rest untiled? Is the * thing documented anywhere (and if not, how in God's name did you learn about it)? Thanks!


_dodger ( ) posted Sat, 08 February 2003 at 9:07 AM

wadams: yup. The idea is that if the UVmap is twice the size of the texture map, everything will map on twice. Umm, as I said, I think there are threads in here on it but I knew it when I found them. But I learn these things. I'm a poser hacker. I'm the guy who made a fully-working torch and figured out how to make Poser do cams. I'm one of the simultaneous inventors of omnidirectional lights and I played a significant part in the invention of gravity. I have a working camcorder prop that you can actually render through. I fuck around with things until they do things they weren't expected to. B^)


_dodger ( ) posted Sat, 08 February 2003 at 9:08 AM

BTW, by cams I don't mean cameras, I mean cams. Like camshafts and gears and cogs that work.


webvogel ( ) posted Sat, 08 February 2003 at 2:13 PM

Dodger your example of tiling with UVmapper is interesting and great to learn a little from your,it seems great insight in poser (i want to know more !!! :O) but you are miles away from the possibilitys of my example. Because i do remap nothing! just one NO and i don`t have to remap anything or have to paint one basic mapps. I use UVmapper to get sharp edges and all texturing work is not lost.(which i do in truespace) Much easier for multipart models then before.I hope in the next days i have again a place to host files and then i will show you pictures of what i mean. Greetings!


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.