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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 2:40 pm)



Subject: prop imports to poser help


sdmakai73 ( ) posted Fri, 28 May 2004 at 5:21 AM · edited Wed, 04 December 2024 at 3:15 PM

I created a gun prop in 3dsmax5 comprised of 9 pieces. I've exported this as an OBJ and saved. after loading into poser...and applying the texture in "render materials" the texture gets applied to what looks like all the different pieces that make up the weapon. I've tired going back in 3dsmax and grouping all the pieces as 1 and re-exported it as a new OBJ, ran it through UV mapper, did a "test" texture, re-loaded in poser, re-applied texture...and SAME problem. Am I missing something here?
I did a few random shapes using the SAME steps and they work FINE. This gun is just driving my crazy. If succesful this will be my first contribution to the community, I just want it to work right and so the bruises on my forehead go away. ANY help would be greatly apprieciated.


TrekkieGrrrl ( ) posted Fri, 28 May 2004 at 5:39 AM

IIRC it is because Max5 uses a newer obj version than Poser, and that's why the gun "fall apart". What I have done in these cases is to save if as a 3ds in Max, then import THAT into Poser and use Poser to convert it to a obj that can then be mapped in UVMapper. But it's a PITA if you have grouped it and all. You CAN try to reset the pivots, sometimes I have had good effect doing that.

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ripptide ( ) posted Fri, 28 May 2004 at 8:51 AM

ernyoka, I may be wrong (and probably am) but I thought it was Max6 that had that problem. I'm using Max5 with Poser 5 and have no problems exporting, unless I mess something up with the mats in Max of course ) Not really sure if this will make a difference (or for that matter if its the right way) but here's the way I do it: 1. Make a copy of your max file so you don't muck up the original if this doesn't work 2. In the new copy, think of how you want to break the model into the major groupings that you'd want. For example, if it were a 9mm pistol, you may have a slide (for the top part that moves back and forth), a trigger, and a maingun. 3. Assign the materials to the various components, but use different names for similar materials used in different groups, such as gunmetal_slide and gunmetal_maingun. Then select one component from one of the sub-groups, right click on it and select attach (assuming its an editable mesh). Then attach all of the parts from that same subgroup to form one new part. Repeat the process with any other groups of parts. 4. Select all of your new groups and export as an obj. 5. Run it thru UVMapper, selecting by material. Save the obj file with a new name, and save the map template. 6. Import the prop into Poser. After re-orienting the model (if required), go into the material room and check to see if all the materials you've assigned in Max were transfered properly as mat zones. You can also open up the grouping editor to make sure the major subgroups are correct. 7. You can then take the prop into the setup room and assign bones to any moving parts, if you want them. I'm still a relative newbie to making stuff for Poser so I'm sure this is the long, convoluted way but it seems to work. Hope it helps some


EnglishBob ( ) posted Fri, 28 May 2004 at 8:53 AM

Don't use material names with spaces in them. Poser ignores everything after the space, so if your materials are called 'Material 1', 'Material 2' and so on, they'll all end up being assigned to 'Material' in Poser. I'm not sure whether ernyoka or I understood your question, so holler if you need more. Post a picture if you can.


sdmakai73 ( ) posted Fri, 28 May 2004 at 2:20 PM

file_110875.jpg

Thanks for all the input.I will try your suggestions and see what happens. Here is a pic of the .obj file test render. as you can see the uv map tex is applied to the silencer as a whole tex as well as every other section. this model was previously group as 1 object but the tex's still apply on different sections as the original. Any thoughts on the actual prop itself would also be nice.


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