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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: working on a top now


Taura Noxx ( ) posted Mon, 10 February 2003 at 12:09 AM · edited Sun, 09 February 2025 at 12:17 AM

file_45325.jpg

well I thought I would make a top to go with the bottom :) this is not textured yet, just the mesh. Need to figure out where that errant poly is coming from and fix that up first. At first I had some problems with my obj export settings messing up my meshes, but I fixed the settings and now it saves out obj's fine. I think the pants might have been a bit affected too. After I finish this top I will check the pants again to make sure, and then let you guys know if you need to re-download it. Anyone interested in this when its done? Its for a muscular body type or Bishonen. I will start mapping and texturing tommorrow.


Stormrage ( ) posted Mon, 10 February 2003 at 12:14 AM

definately interested S the errant poly.... check to see if there is a little piece that wasn't connected to the mesh floating around somewhere off his left shoulder.. that was my problem with a shirt recently


caleb68 ( ) posted Mon, 10 February 2003 at 12:24 AM

raises hand i know i know ;) Its caused by the joint usually when the clothing is designed to work with the morphs on the figure. Expand the wideness of the joint by .001 and it usually fixes it :) the little twist there usually happens when the polys fall outside the falloff zone.


Taura Noxx ( ) posted Mon, 10 February 2003 at 12:26 AM

yeh, if I go into the group editor, it shows up as being part of the neck! LOL go figure! I will check it tommorrow before I start mapping, it may be a part of the sleeve that was grouped with the neck by accident. Sometimes its hard to make sure you get them all hehehe.


caleb68 ( ) posted Mon, 10 February 2003 at 12:31 AM

oo a nasty little definant poly, dont ya hate those? i use to get them with 3d studio max, haven't seen any with rhino3d though :) what program are you using by chance for modeling your top? btw, it looks really nice :)


Taura Noxx ( ) posted Mon, 10 February 2003 at 12:50 AM

3dstudio max lmao


caleb68 ( ) posted Mon, 10 February 2003 at 12:58 AM

hehe go figure. what max was doing to me was adding in a random poly across one of the serfaces, course the export plugin for obj's at that time was a 3rd party plugin, i'd end up setting the one little random poly to its own group then trash it (cause it was a extra) but thats not always the case and you'd end up with a hole.


Taura Noxx ( ) posted Mon, 10 February 2003 at 1:07 AM

I use Habwares plugin for obj import/export. I will definately keep that in mind for the future. Thing is this one isn't visible when its not conformed, at first look I couldn't see it on the surface so it may be a poly from an inside hem. That's ok, I'll hunt the little sucker down :)


Taura Noxx ( ) posted Mon, 10 February 2003 at 1:13 AM

looking at the picture above, I think the pants ARE affected by export setting problems I had. It looks lumpier than the top. Lumpy was a symptom of the problem I was having with an earlier version of the top. I just hope I saved a version of the mesh not affected so I can fix it. Well if I am going to do that I may as well package the top and pants together, is that ok with everyone? It makes a larger download putting them together, but if you guys don't mind waiting a little longer... :)


caleb68 ( ) posted Mon, 10 February 2003 at 1:13 AM

A really easy way to assign it to the poly group, sense its on the outer edge, turn on the group editor, then click the button for 'Wire Frame' display mode (where its the seethrew wire frame) when you select the group there on the end of the shoulder where that randome little guy's hiding, it will asign both inner, outer, and back polys into the group ;) speeds things up a bit when little problems like that accure.


Taura Noxx ( ) posted Mon, 10 February 2003 at 1:26 AM

thanks for the tip, never thought to use wireframe mode in the group editor LOL


caleb68 ( ) posted Mon, 10 February 2003 at 1:28 AM

comes in handy for them polys that like to play hide n' seek with ya :)


TrekkieGrrrl ( ) posted Mon, 10 February 2003 at 2:31 AM

I just yesterday found out that there must be something fishy about that HABware plugin. I normally use that as well, but after I saw an answer in here, I tried to export my object with the 3ds option instead. Now I HAD a version I'd made with the HABware ojb and it had LOADS of inverted polygons, colinear stuff and more unwanted things. After having fixed all I COULD fix in UVMapper, there was STILL black polys in my mesh. Sooo I tried once more, exporting the item as 3ds, importing that to Poser, exporting from Poser as obj and looking at it in UVMapper.. BEHOLD: NO messy stuff AT ALL! so I know what I'm going to do in the future. And that does NOT include using the HABware plugin!

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



TrekkieGrrrl ( ) posted Mon, 10 February 2003 at 2:32 AM

Oh Taura Noxx... I completely forgo t to say: What a great looking top! I look foreward to it :o)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



Taura Noxx ( ) posted Mon, 10 February 2003 at 2:44 AM

file_45326.jpg

ernyoka1, that was the trouble I was having. It turned out that in my export settings I forgot to make sure the file# was set to 10. Also... ack a picture is worth a thousand words. hold on.... check your settings and I use Scaler (in freestuff here I think)to scale down. Habware's plugin would sometimes not scale down properly on export. if only poser meshes weren't so small.


Firebirdz ( ) posted Mon, 10 February 2003 at 5:24 AM

I'm definitely interested. It is a great looking outfit.


caleb68 ( ) posted Mon, 10 February 2003 at 6:18 AM

thats one thing i like about rhino. the figures are aprox. 1 grid high, so scaling objects up and down to get them the aproprate size is pretty easy :) When i model clothing for the figures i use the same method, so i mark one grid to scale the figure by then scale the figure to the edge of the full grid size, making it big enough to model things to, then scale the new model back down in the reverse and it keeps everything in perfect scale :) welp enough for me im off to bed :) hope ya get everything worked out :)


queri ( ) posted Mon, 10 February 2003 at 1:24 PM

Super cool muscle top, I will be very interested in the progress. If we have to download the pants again, oh well. Thank you. Emily


Spit ( ) posted Mon, 10 February 2003 at 1:47 PM

Oh, goodie!!!!!!!! Thank you!!


Taura Noxx ( ) posted Mon, 10 February 2003 at 4:13 PM

Caleb, my import/export settings are good to go now. It's just so typical that one overlooked setting can through something so out of wack! LOL Scaling while a pain is at least possible, just means an extra step to do. I wonder if lightwave or Maya users have to scale up aswell?


Taura Noxx ( ) posted Wed, 12 February 2003 at 10:58 PM

file_45327.jpg

ok, the top is done (and mapped) I had to start from scratch and went for a lower res mesh which still looks fine in poser. Now I need to work on the pants, gotta find a version from before the degeneration. I'll try to remap them too. Here is how the top looks with the red texture. Don't worry about the pants, they are getting redone. Of course I had to put a background behind it hehehehe but the top is now conforming and the cuffs, neck, waistband are mapped separate, as is the sleeves from the bodice part.


Spit ( ) posted Thu, 13 February 2003 at 12:46 AM

Oh, they're lookin' great!!


queri ( ) posted Thu, 13 February 2003 at 4:28 PM

Oh, I like the way that looks! Darn good job. Emily


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