Forum: Poser - OFFICIAL


Subject: Need help, at wits end with texturing an .obj

bandolin opened this issue on Feb 08, 2006 ยท 23 posts


bandolin posted Thu, 09 February 2006 at 6:53 AM

@ pakled: You are correct sir.

@ maxxmodelz: What you are saying makes sense to me about multi-sub object. Its very similar to assigning different materials to surfaces of the same mesh in Wings. I didn't get Max specifically to create Poser content. I just wanted to move up from Wings3D. But when I saw an item for sale by a guy who only started 3D modeling 6 months ago, I thought why can't I? So, I'll tackle the multi-sub object tutorial a couple more times. If you know of any others other than the still life one included with Max, I'd appreciate the link.

There's a process involved, and you're missing a few basic steps

Yes indeed. Those few basic steps is what I'm asking for. I followed your suggestion from the Max forum and collapsed the mesh, but that didn't seem to do anything.

Procedural noise in Max can be baked to a bitmap texture if you want it in the UV map

I have no idea how to do this. Any rate, the noise in the first render is simply a texture I created in Photoshop.

@ Stonemason: Maxx,I tend to apply materials by selecting facets and applying a material

Isn't that multi/sub object? If it isn't now I'm really confused. At any rate, your method is how I made my model above. Those separate materials simply don't appear in Poser when I render it.

model one of those elements,then uv map it,then do all your cloning & the mapping will follow

I understand what you're saying here, its just I don't know how to go about doing that in Max. I guess this is what I'm asking. How do you UV map something in Max? I know that UVMapper exports a texture template which you import into a Paint Program to texture. Does Max operate the same way?

also once your in P5/6 you could add an alpha map to the ambient material,it will add a bit of a fake glow to the lights,rather than having a solid colour

Ooooh, I love the sound of that. How do you do that?

Bandolin,for anything lower than P6 you might want to split the verts on the mesh to get the nice crisp edges on your first render..in P6 you can use the crease dial the same way you'd use the smooth modifier from 3dsMax

No clue what you're talking about here, sorry. Split the vertices? Use crease dial?

As you can see, I'm hopeless. I hope you guys will take pity on me and answer these burning questions. Edited for spelling

Message edited on: 02/09/2006 06:56


<strong>bandolin</strong><br />
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