Forum: Poser - OFFICIAL


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

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


stonemason posted Thu, 09 February 2006 at 8:05 AM

"sorry. Split the vertices? Use crease dial?" ignoring poser for a moment,with your mesh inside 3dsmax apply a 'smooth' modifier & adjust the dial..see the way the mesh changes smoothness?..push it up to 180 & it will look downright ugly..lower it down to 30 & it should look nice & crisp. the crease dial in Poser works in a similar way, alpha mapped ambient material.."Ooooh, I love the sound of that. How do you do that?" see the attached pic for the material setup I use. you use an alpha texture(a black & white texture) the same as you would for a trans map..whatever is black doesn't reveal the underlying colour..whatever is white does. I'm not sure how applicable it is in the real world though..in that I dont think lights act like that,I just do it because it looks cool,I use the same technique for sci-fi console displays :) the gather node is another way to make stuff glow..but I don't wanna confuse you too much,Little dragon is the man to see for all things gatherable ;) your materials are being imported into poser(you can tell by the lights & plaques being a different colour),but your texture maps aren't,remember you need to manually apply these texture maps inside Poser,materials are inbuilt in the obj & come in by default..but the texture maps themselves(the jpgs) wont come in,go into the material room & the drop down list will display all your materials..for each material that neeeds it apply your texture map. for uv mapping in max,that's an art in itself,I'd suggest hunting down some tutorials on that,though I'd suggest the wall you've shown doesn't have any major extrusions so you'd be best just applying a simple planar map. also remember you'll need to open the 'UVW modifier' & make manual adjustments to get the map looking perfect.. your wall is longer than it is tall & the planar map you give it will be arranged to fit the square shape of the uvw window,you should then select all the uv's & scale them to more accurately match the shape of your wall. applying the checkerboard material is a good way to check for uv stretching Max exports templates via the edit uvw modifier window,it's under 'tools' good luck & ahh..rtfm ;)

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