Forum: Poser - OFFICIAL


Subject: Poser and Maxon's Bodypaint

Orio opened this issue on Oct 12, 2003 ยท 34 posts


kuroyume0161 posted Mon, 13 October 2003 at 6:49 AM

I'll say this one more time! :) I own Cinema4D R7.3 XL and R8 XL, BodyPaint3D R1 and R2, Poser 4 PP and 5. 1. BP (1 or 2) only displays the UV map for one object at a time. When you load a Wavefront OBJ file with groups, Cinema4D (and BP) considers each group as a separate Cinema4D object. Only one object can be worked on at a time in BP (even with R8's multiselect feature). 2. The UV's are contained in the OBJ file and will be identical to DAZ's layout in any 3D application. Getting them to match the template (or reference texture) images will require some fiddling (because of UV overlapping and C4D's group separation). Even in UVMapper this is needed because it displays all of the UVs on one UV plane even though they end up as two template/texture images. 3. There is no magical way to know (without reference) which parts of the UV map reside on which image. This is totally arbitrary. As long as UVs don't overlap (and they are not moved or edited in any way) you can actually put them on one image, two images, as many as you like. It doesn't matter. You could literally take each body part and put it on its own image and use all of those (although wasteful) in texturing a figure in Poser. Try it. 4. In order to create a template consistent with those used by Daz (e.g.), you must select the body part objects in Cinema4D/BP that reside on one template and "Connect" them (into one object) doing the same for each template. So, for V2, everything but the head and eyes must be connected to create the proper "Body" template over which you can paint or save the template image. Then the head and eyes must be connected to create the proper "Head" template. But, for V2 still, the tongue, teeth, and inner mouth (part of the head object) reside on the "Body" template. You will have to select their polygons, make them separate objects (from the head), and them "Connect" them to the connected Body object for them to appear on the correct template. All of the UVs will be properly positioned and sized. It's all a matter of getting them together in BPs UV mesh display. Layers in BP are only for texturing, not for "layering" UVs. 5. After doing this, it is a simple matter to save the templates (if the images don't exist already) as unpainted images in BP. You can then paint on the planar UV map or the 3D object View for each "template" using BP and save the results as texture images. If you'd like, I could show a series of images on how to go from loading Victoria 2 geometry into C4D to the point where you have Daz-consistent templates displayed in BP.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

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