Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
You used Booleans to cut out the openings, right? The problem with doing that in Max is it makes mesh that Poser doesn't like, Poser's roundind does weird things with the mix of tiny and big polygons you get. I don't know anything about fixing it in UVMapper, what I do is to try and not use Booleans, or if I do I hand fix the mesh, but welding vertices and cutting polygons untill it is nice and regular. I like nice mesh! Makes it simplier in the long run, too.
If you use booleans in max, the trick is to make sure that the A and B objects have the same number of vertices. For example, if you subtract a 50-sided sphere from a 32-sided one, it'll be a mess, but if both are 50-sided (or 32-sided), it'll be more acceptable to poser. I keep hearing that booleans are evil. Well, I use 'em day and night and have never had major problems. Although, if possible, I tend to avoid spherical or rounded objects and uses splines instead. mac PS You might want to up the # of sides there anyway. Even in the max render, I can see the chopped edges on the front red cutouts. And if you can see them in max, poser will eat it for breakfast.
Do you have separate materials for the different parts? Because uv mapper can also split 'by material'. Very useful when you want to give different splitting angles to each part of the model. (the lower the angle, the more it splits). Alternately, you could increase the number of sides for the rounded parts in max, but you'll never get rid of the 'sides' in poser completely. Is that pic in poser or is it a uv mapper screen shot? It looks very 'sidey', if you know what I mean. I can't remember the technical term for that effect. mac PS What exactly is this object? Itlooks a bit like a coffee-maker, (but I'm sure it's not)
and the prize goes to umblefugly LOL it is a cryostasis containment pod:) just sounds good doesn't it? well i am having hell with itLOL used cylinders with 64 sides equal height segs if it matters....exported as object saving the materials....and loaded it into uvmapper...no materials.....yes i am sorta new to modelling....but i have these great ideas and i intend to pull this off somehow....as for splines...well i need more experience in that area. i'm afraid booleaning is about the most i know
You need to split it off in max unless uvmapper can split only certain polygons and keep them in groups....you need to select the polygons on the edges i've shown with the arrow and then split those off from the model, in C4d you can do this and keep it as one object which i'm sure you can do in max but now how ;o).....failing that split those off as seperate objects, then you'll have sharp edges but smooth everywhere else....can you show us it in wireframe, i suspect the edges where you booled are triangulated and uneven, if thats the case avoid them, i know it can be tricky building without them but you'll end up with better models and more skills.....having said that you'd still have the smotthing problem and need to split.....Steve
You used Booleans to cut out the openings, right? The problem with doing that in Max is it makes mesh that Poser doesn't like, Poser's roundind does weird things with the mix of tiny and big polygons you get Nonsense. Poser doesn't 'dislike' them, it just tries to smooth around every edge because it doesn't recognise smoth groups. I Dislike them (and I am guessing you do, too), because they create ugly meshes and have occassional other problems like unexplained mesh holes or simply not working. But they are usable. However, this issue doesn't come from using booleans. It comes from the fact that according to Poser there is only one smooth group and everything is in that one smooth group. It's also the reason that if you make a pointy cone shape where all the end vertices are joined into one, the end of the point goes black -- because Poser is trying to smooth around that top > 180 degree edge into all of the polys that connect to it. Create a cube in Max, export it and import it into Poser and you will see the same exact thing, just less ugly because the shape is more regular. Without UV Mapper Pro or anything, you can fix this just perfectly fine inside of Max. Step 1) Open your Max file (not the .3ds export, the original). Step 2) If you haven't already, convert it to an editable mesh or poly. Step 3) Under the 'polygon' sub-object, you'll see a button to select polys by smooth group. Click it. Step 4) Click ONE smooth group number, so you have a single smooth group selected. Step 5) Detach. Step 6) Repeat steps 3, 4, and 5 until only one smooth group remains in the object. Step 7) GO back up to the object level (the object, not the object's polygon sub-object) and click 'Attach List' Step 8) Select all the objects you just created by detaching and attach them. Step 9) Export your .3DS object and import into Poser as you normally would.
As a note: If you ever want to see what a object made in max is going to look like once it's in Poser without having to put it in Poser: Subobject->polygon level. Select all polygons Click 'Clear All' in the smoothing groups section Click '1' so they are all assigned to smoothign group 1. Viola, you have an accurate Poser preview.
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.