Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:11 am)
title the thread M3 clothing, come see new costume! then people will come in droves hahaha! LaurieA's stuff is top quality, love her texturing jobs if you can get her then she'd do a fabulious job. Hemut did a Samuri head dress over at PoserStyle, think it's in free stuff. I don't know if he textured it or who did, but you might want to hunt him down and ask him. my 2 cents
Here's what I'm-a gonna do... as soon as I get this trouser leg all the way around (not grouped or anyting, just modelled and fitting), I am going to put up the leg by itself online and IM each person who's interested or that I really want based on what I see in the MP. It will be un-UVMapped, untextured, just an OBJect file. Each potential texturer will do their best and of those who get back to me with a textured (doesn't have to be beautiful, just coherent) OBJect and map, I'll pick the best one. Sound good?
So UV mapping the model early on when it is in its rough uncomplicated state would not help you then? Even though the UV mapping would carry through to the final complex model. Nope. It wouldn't even be possible. It's done with lofts, each of which would have their own seperate UVMap which would make no sense to the final shape. But no worries, mate. Dave: I got a headache last night and had to stop on finishing the trouser leg which I'm needing for auditions. GF: Nope, it's not for the figure I'm making myself. That one, he's a bit too -- err -- vertically challenged to be a proper samurai B^)
Right, but, see, that's what I'm saying That's not how I build it at all. I am not making this from a single loft. I'm making it from a collection of lofts following the contours of the peaks. See the wireframe. The lofts are created by sending a single small curve along the the path spline for each 'line' of peak in the folds. The seperate lofts are then stitched together (for close ones) or vertices are interpolated and polys manually added (for the larger gaps). The technique allows for much more detailed and accurate fabric folds, but isn't a UVMapper's friend by any means. Were I to generate UV co-ordinates for each loft, there would be a heap of overlapping UVMaps that would distort anyway because the maps would be square for curved lofts. I do think I have a fairly good idea of how to make a reasonably even UVMap after modelling, though. I'm thinking that if I take a copy of the OBJect and Relax the hell out of it it'll flatten out evenly enough that I should get a minimum of distortion on the patterning when the same UV co-ordinates are applied to the unrelaxed mesh. It's worth a try anyway. Anyhow, I just finished off the 'top' of one trouser leg and only have to tuck in the bottoms more accurately (and add little bits of cloth wherever I may have forgotten them) and I'll have the 'demo' leg to send to people. Phil, shall I send you the link so's you can try your hand at it, too? -- Dodger
BTW, Phil, allow me to state I'm not trying to prove you wrong or anything. Believe me, I'd like nothing more than for you to be right at the moment (even though UI'm done with the modelling of this leg almost). It's just that with my technique, for which well over 30% of the polygons don't even exist at the start, I can't imagine a way to get UVW co-ordinates in there. Generating UVW co-ordinates with the loft won't generate accurate ones. I'd go into a long dissertation/explanation of how my modelling technique works, but that would really be getting OT from Poser and would belong in the Max or Modelling forum. But yes, if there were a way to UVMap accurately beforehand, I'd be all for it and I'd have already applied it.
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.