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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 12 11:30 pm)



Subject: Making ne uv maps with out starting all over!


grid ( ) posted Sun, 13 February 2005 at 10:22 AM · edited Wed, 13 November 2024 at 7:52 AM

file_184417.jpg

Just something i had trouble with about a year ago and now im going to give this a try agian. I made clothing for V3 and after i got all finished i found that some uv where in the wrong spot. as in the picture. what i like to do is reajust the uv`s with out having to mess with the object file and have it get all messed up for conforming to v3. When i tryd this about a yr ago it would not conform right after i ajusted the uvs for retextureing. my guess is that i exportd it worng out of uv maper pro. any help would be ap


PhilC ( ) posted Sun, 13 February 2005 at 10:35 AM

Previously you may have saved as a single group. If you save the OBJ retaining groups as an option you should have no trouble.

philc_agatha_white_on_black.jpg


grid ( ) posted Sun, 13 February 2005 at 11:04 AM

cool thx I will give it a swing


xantor ( ) posted Sun, 13 February 2005 at 6:26 PM

Cylindrical mapping might work better for this.


grid ( ) posted Sun, 13 February 2005 at 8:11 PM

file_184419.jpg

well the one you see above i have fixed with no problem. But i have one more i tryed to do exactly the same but the problem is still there any ideas. i have tryd ever posable way of uv maping this to get ride of this.


xantor ( ) posted Sun, 13 February 2005 at 8:57 PM

Have you tried cylindrical mapping? Flat mapping usually causes some parts to have stretched textures.


grid ( ) posted Sun, 13 February 2005 at 9:05 PM

yea i tryed them all. they are not streched they seem to be out of place.


xantor ( ) posted Sun, 13 February 2005 at 10:01 PM

It looks like some of the polygons have different mapping than the rest.


moochie ( ) posted Mon, 14 February 2005 at 2:36 AM

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.


grid ( ) posted Mon, 14 February 2005 at 4:43 AM

file_184420.jpg

Well for the reson being when fixed in uvmaper its fine but after done and put in poser. There it is agian. I will give it some more go`s after work but its just weird that the one fixed right away and this one just keeps saying nope not gana happen =)


moochie ( ) posted Mon, 14 February 2005 at 12:47 PM

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.


grid ( ) posted Mon, 14 February 2005 at 4:01 PM

file_184422.jpg

Well For some reson poser dosnot want to let go of the old obj file... I have deleted it and re saved out of uvmaper. but for some reson poser will not for get the way it was as you can see in photo below uvmaper says its ok but little strech wich is fine with me . and you can see the wire frame from poser wich looks fine, but when texture is apply bam it shows up no mater what i do I even redid the hole texture ofer Its not that big of a deal to me but just wish i new why its happinging


moochie ( ) posted Mon, 14 February 2005 at 4:57 PM

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.


AntoniaTiger ( ) posted Mon, 14 February 2005 at 5:20 PM

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.


grid ( ) posted Tue, 15 February 2005 at 3:51 PM

well to say to your rotat the model its the same exact thing on both sides same place and ever thing. When rendering them the are still the same i have not the answer for this one. I fixed one just like this 2 secs b4 this one. got me. this problem is only showing up in poser


xantor ( ) posted Tue, 15 February 2005 at 7:48 PM

I would load the object into uvmapper then check it is okay and then delete it from your poser directory and save it from uvmapper again, just to make sure that poser is not using an older version of the object.


grid ( ) posted Wed, 16 February 2005 at 5:07 PM

I have done this as well but it seems to me poser keeps recalling it I deleted it all! =( its ok I just gave up with it i try a year from now thanx for all the info


moochie ( ) posted Wed, 16 February 2005 at 5:11 PM

Ha! No staying power. Seriously, I've found I learn most when I stick at a problem until I resolve it. If the problem is a real stinker, I usually find something else along the way that takes me in a different direction. Anyway, good luck with whatever you try next.


xantor ( ) posted Wed, 16 February 2005 at 7:16 PM

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.


Jim Burton ( ) posted Wed, 16 February 2005 at 7:55 PM

Your on Poser 4 or ProPack, I assume? You gotta delete the .RSR file in the Geometry folder if you update OBJ with the same name. We all know that, some of us just forget it once in awhile.


xantor ( ) posted Wed, 16 February 2005 at 9:15 PM

If you have propack you can delete all the rsr files in the geometries drawer (but only in that drawer) propack doesn`t use the rsrs.


grid ( ) posted Thu, 17 February 2005 at 4:29 PM

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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