Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)
to be honest, you might drop by the 3ds max forum. In other programs (I only know Wings, and to a limited extent, Blender), you select faces, and apply colors, or differentiate areas that will take a given texture.
Once you've determined that, you UVMap it..I'm on real shaky ground with UVMapping (done it twice, now..;), and can apply jpg textures to the given area. There's also a UVMapping forum here, and tutorials galore, on how to do it right.
Since it's a car, you could probably get by by setting textures for the body, and use the color button (or whatever that paint can thang is called) to apply 'car colors' to it.
good luck, Jim..
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
Assign materials to the different material zones in Max then export it and select the option to preserve texture coordinates. That sould export it with separate material zones accessible in Poser.
Jeff
Renderosity Senior Moderator
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You can export the model as a wavefront object first. Then load it into UVMapper and select Edit- new UV Map. This way the individual groups are already listed and all you have to do is select by each group and assign it a material name. Then save the model (I always use a different name when saving just in case I need the original). This will save you a lot of time.
Message edited on: 11/12/2005 23:50
Message edited on: 11/13/2005 01:46
Attached Link: http://mysite.verizon.net/sfg0000/
You can use PoseRay http://mysite.verizon.net/sfg0000/Load the model and in the materials tab press Groups->Materials and the model will have materials based on the groups. See attached image of new materials with random colors.
Then set the material properties and save the model as an OBJ file for later use.
good luck
FlyerX
Pretty much done with it now. It exported from Shade to Poser with the grouping, but each material setting will have to be reset.
This rendered in Shade 8 in 37 seconds with ShadeGrid. Seems like everytime I export an obj from Shade for Poser I have to go the the Material room and reverse normals for each material group, but only if you're rendering in FireFly. The P4 render engine doesn't seem to have a problem.
Message edited on: 11/14/2005 08:54
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Hello!
I was looking for an 57 Chevy for a nice Render, and I found, to my surprise, on http://www.3dcafe.com --> Free Stuff --> Vehicles a 57 Chevy!
For FREE!!!
Now If got a problem...because the car has no texture and in the material room, it is just one big block of Model (you can't even put a different color on the doors... allways the whole model will get changed).
BUT...in 3d Studio Max... I can go into the element level... and THERE I can manipulate everything of the car.
My Question:
What do I have to do to make this seperation work in Poser, so I can texture those elements individually ?
Is there a way?
THX for reading
Sickboxx