Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
What you could try is running the boot obj thru UVMapper. Load it up, then change the name of the oiginal do you don't overwrite it then save the model usining the orignal name so you can use the same cr2. Another option is use the grouping tool to examine the boots and find out what is not being assigned.
I must remember to remember what it was I had to remember.
Hey nickedshield, Thanks for bein here :) In grouping tool ive found that the "right shin" is actually the 6 topmost straps and part of the wrinkled leather! This is a neat but very different conformer :) Is there a tute for finding out whats unassigned with the grouping tool, or could you explain it in steps please? Ive not used the grouping tool for this before. Thanks, Logan
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken
when I used the UVMapper technique, I can texture it when I use Import>WavefrontOBJ on the suditest_boot.obj but when I load the figure from the SUDI character folder, pointing to the edited .obj, I get a pair of boots with a completely invisible boot section, although Boot is listed in the Material Options.... Cant I get this thing to take a texture and remain a conforming figure? Logan
On a positive note, P5 is completely capable of grabbing the Sudi boots, slapping them around, and making them call it "daddy".
While I know squat about the P5 Material Room widgits, my good friend MysticBlueRaven is an expert!! Above pic, rendered in P5 with P4 production render engine, is the default sudi armor (the .obj's that are going invisible on us in PPP) with P5 material settings applied.
These are a retail .mt5 materials set im beta testing, and If I can make it look this good not even knowing what im doing in the Mat Room.........
Did I mention this is default lighting?
Wish I knew the Mat room so I coulda done the Sabre justice!!
The most recent is 0.7, which included the boots, top and pants. I remapped and hacked the thing apart (mostly merging some materials and a couple minor tweaks) while looking for an updated version. I sent an e-mail a while back, but no response regarding a newer version.
You can find the armor here > http://www.geocities.com/sculpey.tw/sudi.html
Unfortunately, the page with the more recent stuff (version 0.7. is no longer online), but you might be able to track it down.
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=951995
yep yep, working like a charm! Thanks a lot EB, the boots are featured in my Three Fair Knights v3.0 render at the above URL :)This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
hey everyone, ive a real mess here, its going to take a series of pictures to explain I guess.... Im working in PPP with the SUDItest boots, conforming figure boots for Vicki. The problem is that the material zone include a material that WILL NOT render a texture map. I can open the Render>Material Options, and apply any material to the texture map and in the Texture Shaded display window, it shows the material take, then I render and what showed as a textured material in the preview, renders as poser white. Im going to start posting pics, please can anyone explain this? Ive tried using the grouping tool, but all it does is create additional material zones that take textures in previews and render pure white. Yes ive more than triple-checked that all settings in the mat options are correct and match the settings for the zones on the boots that DO render. here come the pics. Thanks, Logan