Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 12 11:30 pm)
The whole side seems badly stretched. A trick I use to check for stuff like this is to use an untextured texture map (ie just the black and white grid straight out of UVMapper) and apply that as the texture. You'll soon spot any distortions. And if you colour in individual polys on the texture map, that'll show you where suspect areas are.
You're not giving us a lot of clues, but that looks like a repeat of part of the pattern from the back. If you open the obj in UVMapper again, go through each of the 'Select by Material' options, and you should find that part showing up in the wrong group. Alternatively, if you've got the Pro version, you can save a coloured and labelled version of the map .. again look for that side part in the wrong material group. Or just post the map here (or a link to it). Unless you've got loose polys which are actually laying on top of the mesh, the map will hold the answer.
Hahaha. Why did you rotate the one pic that would give the biggest clue (bottom right)? But I'd still refer you back to my previous post .. the edges of the wrong bit of texture are straight, so clearly those polys are in the wrong group. Do the coloured, labelled map export, as suggested, and I bet everything becomes clear. As for groups, you should be splitting the model into a number of separate groups and mapping them according to the topography of the parts. The cups, for instance, should be using the spherical mapping option. The straps .. planar. The back probably planar too. You might need to put in seams for where the edges of the maps meet, but you'll get rid of that stretching.
One thing to check, apart from the actual UV mapping. Are there some polygons with inverted normals? If you render with one of the options -- something about back-facing polygons -- and those dodgy places appear as holes in the mesh, that's the problem. You can fix it with the Grouping tool, making a temporary group from the polygons you want to reverse, but it can be a bit more complicated with a figure, rather than a prop.
I usually stick with a problem till I fix it too, but some things are just too hard and have to be given up. The worst problem I have found was a figure that had ears with reversed normals, the ears werent a seperate group and fixing them by hand would have been difficult. It should be possible for a program to be written to at least make all normals "point" the same way. Sorry that I wandered off topic.
I will give this a try I dont give up as esely as you think i have been trying this for six months off and on Realy i have. I have pro and p5 same thing happens in both versions its just crazy to me I had 2 object files with the same problem when i started this thread the wierd thing is the first one went smothly open it in uv mapewr pro change the map save obj file and tex map and bamm!! it work fine. But then went to the second one and its said no uh hu ant ganna happen!! well I will work on it this weekend!
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