Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 9:27 pm)
I can't sell him since he's just a combo of Jon's Dwarf Warrior, DAZ3D's Walrus and Flaming Carrot's feet by 3DCC.com. 2 free models and 1 i paid for. 2nd I have no place to host him right now so I can' put him in the free stuff. I'd love to share him just so i can get 2 or 3 textures for him but it doesn't seem likely anytime soon. I am going to use him in a movie i am planning. Right now i am in pre production, polishing the script and recording the dialogue. Then after I have all the models I need, I am going to buy Vue D'esprit 4 and Mover 4 combo package and a new super computer to make the film. It's going to be a long process but I know with help from everyone here in the forums I'll be okay.
well your problem is that you have three models with 3 uvmaps. So either you get three matching textures made, use 1 'universal' texture for all of them, somehow make them into one OBJ with new UVmapping, or use Poser5 and the procedural shaders. Since you are planning animation, I'd suggest going for the most work route of making 1 OBJ. Then one map can be made for the whole thing, and you don't have animating issues when dealing with composite figures. 1 universal texture will look universally bad on all of the pieces ... different apparant scale and with stretchies. Sometimes it works and sometimes it doesn't. As it stands, you'd need 3 maps for the three models.
There are a number of ways to do this. In Lightwave Modeler 7.5 (what I use) You can load each part, combine them using cut and paste, and then use the UV copy and paste to combine the UV maps. This is somewhat tricky, you'll probably need to unweld the various parts before using the UV Copy command. Another way is to use John R. Wind's Compose utility. You can merge various .obj files, and keep the UV's etc. Once you have the body all combined into one object, you'll probably need to bring the .obj into UVMapper. Most likely the different parts will have overlapping maps, so you select the newly added parts and resize move them around until you get a clean non overlapping map. This is the old school method. Some models like Vicky have a combined map using two or more bitmaps, on vicky, the UVMap the face occupies the whole maps and overlaps the body, but since two separate bitmaps are used, it works. Regards- Lemurtek
The actual morphs and dials will be stored in the CR2. If you're careful with the tools you use when combining the parts, you should be ok, since rempapping the UV's won't affect the actual vertex data. You have to be careful if you want to do this in Lightwave, because some of the commands can really mess up the vertex order. If you haven't done so, I'd recommend getting John R. Wind's Compose. It can merge the object parts without worrying about vertex order too much. It's free, I think you can find it here in free stuff or in the back room maybe. If compose gives an 'out of range' error about the object file, load it and resave it from UVMapper, that usually fixes the object file. There tends to be a bit of black magic about all this, so make sure you save often and in multiple revisions so if something goes wrong, you don't have to start from scratch. Regards- Lemurtek
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Any suggestions?
This is my first try at an original (sorta) model and would love some feedback! Many thanks to Bloodsong for helping me out with some advice. It was truly invaluable!