Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)
Attached Link: http://www.sams3d.com/Tutorial.htm
My 2 tutorials should help you understand what I think you want to do....SharenPoser can import many formats and export as many formats. If I were to want to poserize this figure this is the general process and programs I'd use Import 3ds into poser. Export as OBJ. Open in Uvmapper pro. Map model (see uvmapper.com for free version, buy Pro version and tutorials) Set up model groups that correspond to the parts of the model to use in boning the figure. Save my edited obj. (IMPORTANT) Save my template for later Import newly mapped OBJ into POser5 or Poser4+ProPack. Use the Setup room to bone the figure. (see manual, various tutorials, or book: Secrets of Poser5 FIgure Creation) Once the figure has been set up by poser 5, save into your Character Library pallete. Close poser. Move the OBJ poser5 has created into a folder in the Geometries Library and hand edited the geometry reference in the CR@ to point to the Geometry folder (or future users will curse you ..including you) Now you have a poserized naked mecha. Open your graphics program (photoshop, PSP, whatever) Open your template file. Paint inside the lines, don't move anything on the template. Save your working file as a PSD (layered file) work in layers for ease of editing. Save the final image as a TIF or jpg. Apply to model in poser. Obviously it gets more complicated than that, but thats the general gist of it :) You can map and texture a model without boning it, or bone it later, if you just need a static model. Good luck!
UVMapping is a pain, but you can apply very specific detail to very exact places. This is useful if you want to replicate, say, one of the space shuttles where each has a different tile pattern, and the decals have to be placed right on, or perhaps a tunic with celtic knot border that needs to meet exactly at the seams. Your other way of texturing is to apply shaders. This works only in Poser 5. I think you still need to "group" items so that Poser has a list of body parts, but you can get some really nice overall textures and displacement maps instead of bump maps to get grittiness or scars and pitmarks if your mech is a bit battle-worn. Carolly
YOu can rename the parts in UV Mapper as well. There should be a "Select by Material" command ... it will pop up with a list of all of the materials in your object. Select all of the materials that you want to combine, and then choose the Assign To Material command. (I no longer have the free version of UV Mapper on my computer so I can't give you the exact command name at this point.) However, after you change your material names or your group names, don't forget to save the model.
well if this board doens't give you a happy try these instead: www.rendervisions.com www.uvmapper.com www.3dhaven.com Renaming materials (parts) technically possible in poser via the grouping tool, but its annoying. If you want to just use poser shaders (materials) and no maps then this is the easiest solution: open your model in uvmapper. remap or not, it doesn't matter. Select by material, assign each to your new material name 'Metal', 'guns' 'windows' whatever. when you are done reassigning, SAVE the object. Import the NEW object into poser, and your list o material zones should shrink. Note: to see the changes in uvmapper you will need to reopen the object to make sure the old (now unused) zones are gone. and now you know the real reason not many people uvmap mechas :P
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All I did is texture each part. All I want to do now is learn how to make textures files for mechs in Poser.
1.)
First Pic on the Vulture scaled with a Character. Nothing textured, not even the character.