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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 5:13 am)



Subject: Does anyone know the differences in the unimesh UVs?


Ghostofmacbeth ( ) posted Thu, 07 July 2005 at 10:36 PM · edited Wed, 22 January 2025 at 8:02 AM

I am trying to do a texture that will work with all of them and I know there are subtle differences but I am not sure exactly what they are anymore. I figured it would be good to find out and mayybe someone else could benefit by asking it publicly. Thanks



MaryK ( ) posted Thu, 07 July 2005 at 10:38 PM

nipples...lips...... I don't know what graphics program your using but if your using one with layers take in all the texture templates you want and take the opacity down a little bit.


Lyne ( ) posted Thu, 07 July 2005 at 11:25 PM

I heard eyebrows, when I was asking a while ago about using textures from M3 to David I believe it was... so looks like things may be just slightly off? I suppose it will be trial and error Ghost? Good luck with it! Human texturing scares me! :(

Life Requires Assembly and we all know how THAT goes!


wyrwulf ( ) posted Thu, 07 July 2005 at 11:31 PM

The best thing to do would be to get SnowSultan's seamguides and load them in a graphics app in layers to compare.


byAnton ( ) posted Thu, 07 July 2005 at 11:53 PM · edited Thu, 07 July 2005 at 11:54 PM

The UV's were entirely relaxed.

Instead of selecting the seams and inverting the selections to simply releax the middle, entire regions were re-releaxed instead changing where normally compatible textures should have lined up.

The most noticible boundry lines are nipples, eyesockets, and most interior seam lines.

Shame really since it was completely uneccesary. The seams could have easily been excluded from the relaxing done in Deep UV. Only the interior mesh needed relaxing.

Message edited on: 07/07/2005 23:54

-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the face of truth is concealment."


Over 100,000 Downloads....


sturkwurk ( ) posted Thu, 07 July 2005 at 11:58 PM
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Shoulder difference between the Freak and the rest too.

I came, I rendered, I'm still broke.


bjbrown ( ) posted Fri, 08 July 2005 at 12:02 AM

If you download the Snow Sultan seam guides, he has written notes on them that tell some of the differences between the unimesh models. You can get his maps from DAZ with the regular model templates.


BastBlack ( ) posted Fri, 08 July 2005 at 4:37 AM

The places where I notice the most problems sharing textures between figures are: Eyebrows Lips Nose Bellybutton Nipples Chest area Changes that aren't that big a problem: Ears Scalp Fingernails Toenails Feet Hands Arms Legs Cheeks Forehead Neck Things that never change: Teeth and gums Eyes Inner mouth Tongue Lacrimals bB


Ghostofmacbeth ( ) posted Fri, 08 July 2005 at 9:52 AM

I thought about overlaying all of the seam guides etc but it just gets rather convoluted when you have five figures at least. I am just trying to get out of doing 40,000 renders since P6 is so dang slow. I ddn't know the snowsultan guides had notes so I will check those out. Thanks



bjbrown ( ) posted Fri, 08 July 2005 at 11:50 AM

They didn't used to, at least to my recollection, but the ones I downloaded recently were very detailed not only to the seams, but with notes on using them. They are excellent resources. For free (yay!)


Netherworks ( ) posted Sat, 09 July 2005 at 12:07 AM

I've used most of my V3 textures on Aiko 3 with little noticable differences. I really don't do nudes, so if there's a slightly off-center nipple or somesuch, I haven't noticed ;) Okay, are the differences due to the resizing of the unimesh to create other figures or the UVs being changed themselves? If it's the latter, and say you wanted SP to better take V3 textures, you can open the SP .obj in uvmapper and import the UV coordinates from V3, save the obj as a new file and repoint the cr2. All the unimesh have the same vertice/polygon count. I did this to Hiro and Aiko 3 as I really don't need the extra material zones in the legs and would rather use Mike 3 or Victoria 3 maps.

.


Ghostofmacbeth ( ) posted Sat, 09 July 2005 at 9:40 AM

I think the map differences are to best accomodate the shape of the figure but I am not sure. I am trying to do it for something that won't allow me to mess with the UVs.



BastBlack ( ) posted Sat, 09 July 2005 at 12:55 PM

Interesting trick. I might have to try that. :) The figures are all mapped the same, but their shapes change the placement of the vertices. This is good because figures like the Freak have a larger polygon area than say Hiro. So if you took a Hiro texture and put it on the Freak there would be lots of distortions on the body and the face. Hiro's body shape and face are as opposite as Unimeshes could be, except for maybe Aiko to the Freak. That would be even scarier! Places where a stretched texture would are most noticable are the eyebrows, imho. I hate icky eyebrows. ;) Hiro and Aiko stretch M3 and V3 eyebrows really bad on the face (they look like they're in a state of shock, lol!), so it's better to use textures made just for them for them (or UTC transfer the textures to A3 or H3, or edit them by hand) to avoid that bizarre looking wicked witch type eyebrow shape. It's very unmanly looking on Hiro too, imho. Make sense? bB


byAnton ( ) posted Sat, 09 July 2005 at 4:48 PM

Nether, The differences are from UV mapping. The intended goals was said to be to relax the mesh to account for the new shape, but the seams were releaxed as well when they never needed to be. If they had been laft alone, the new shape could still have been accomodated and still allow true map compatibility.

-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the face of truth is concealment."


Over 100,000 Downloads....


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