Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 20 11:31 am)
Visit the Carrara Gallery here.
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=435110&Start=1&Sectionid=6&filter_genre_id=0&WhatsNe
And the link for those instant clickers if you don't want to copy and pasteI went through that too....applying materials so "usemtl" statements would show up in the .obj file. Lately, tho, I've been exporting from Carrara undressed, but keeping all groups. In a single vertex object I name vertices, which also end up exporting as seperate groups. The next step is text editor, where I convert most of the "g" statements into "usemtl" statements using find-and-replace. This may sound roundabout but it gives me the control I like.
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.
http://www.renderosity.com/viewed.ez?galleryid=435110&Start=1&Sectionid=6&filter_genre_id=0&WhatsNew=Yes Modeled in Carrara 2.1, exported and textured in UVmapper pro, textures painted in Photoshop. Was nice to get UVmapper pro to work, really my first attempt at mapping something from scratch in UVmapper pro, took a bit getting used too, I'm looking forward to the next version. I found a nice trick to getting things organize on export, had the hardest time getting groups in the VM to work in UVmapper. I ended up non SDS the models parts and applying different textures in the texture room, which when exported to UVmapper allowed me to select areas by material. Spherical mapping for the body and planar for everything else. Eyes are a slightly modified set of litst's free eye shader. Currently rigging a bone system. Updates following. Brian