Mon, Jan 27, 4:39 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)



Subject: So I made this bit o armor ya see....


webmonster ( ) posted Sun, 17 September 2006 at 7:16 PM · edited Mon, 27 January 2025 at 4:38 AM

Content Advisory! This message contains nudity

As I was saying I made this bit o hardware in Hex2 and have absolutely no idea how to make it work in Poser. I built it for a character I am putting together (Maalia or here too). The two things I cant seem to do are 1. build a UV map and 2. convert it to conforming "clothing".  Oh well.. I thought I would put the files out here in case someone with a clue wants to finish it off - I am about ready to just stick to texturing other folks stuff.

OBJ file
http://www.webm0nster.com/download/armor.obj

Hex2 file
http://www.webm0nster.com/download/armor.hxn

Poser file (scaled to fit a zeroed V3)
http://www.webm0nster.com/download/armor.pz3

OT - Hey is anyone else getting this page coming up every other time you click a link? Is fraggin annoying... https://market.renderosity.com/index.php


"Imagination is more important than knowledge."
- Albert Einstien


Starkdog ( ) posted Sun, 17 September 2006 at 8:25 PM

Hmmm,

I'll have to look at the Hex file, but here's something you can do.  First, I'd set material zones, i.e. blade, hook, spikes, bands, etc.  Next, I'd set the corresponding polys to the material zones.  I would then hide/show the selected zones, and map them within Hexagon- yes it is somewhat tricky.  I can't remember the exact site, but there should be a video tutorial on UV mapping a giraffe within Hex2- Polyloop.net perhaps?  If you haven't done it yet, I used Tashar59's tutorial on PoserPros on using a character as a "joint dummy" with each bodypart a different color.  Using this method, I'd select the polys for the chest, rCollar, rShldr, rForeArm, etc. and extract them as a separate object, renaming them accordingly.  Finally, I would group all the separate body parts together, and export as an obj.  Try loading the object into Poser and see how it looks.  You could either use the setup room  or hack a cr2 to create the figure.  I hope this helps.- Starkdog


webmonster ( ) posted Sun, 17 September 2006 at 8:47 PM

uhm... wow... had no idea how much there was to poserizing a model.. I built the armor on a zeroed V3 obj. I really need figure out the whole grouping concept - I was with you up to that point. I have had limited success UV mapping in Hex with complex objects - simple ones no problem - but the complex forms I cant seem to make heads or tails of. Will give it a go and try to find that tutorial you mentioned.

Thanks,
monster


"Imagination is more important than knowledge."
- Albert Einstien


Starkdog ( ) posted Sun, 17 September 2006 at 9:00 PM

Hehe,

I too, have had a hell of a time UVMapping in Hexagon, so I went out on a whim and bought Modo.  In any case, you can always try UVMapper Pro or Ultimate Unwrap3D- I use these 2 quite frequently.  As for the grouping thing, I'll have to drag up a pic of something.....hold on, be back in a minute. -Starkdog


Starkdog ( ) posted Sun, 17 September 2006 at 9:19 PM

file_354426.jpg

Ok,

I'm back with a picture.  What I did was make a t-shirt for Irina, using a scaled up version of her.  I made each body part a contrasting color to make grouping easier.  Because of Hexagon's quirks, I didn't establish any material zones.  If you plan to use MarkDC's Auto Group Editor and Quick Conform, go ahead and set materials - cloth, trim, hem, straps, etc.  For some reason, Hex "forgets" material zones when chopping up a model.  Anyways, I made the shirt transparent, and selected polygons that fit along Irina's chest.  I then used the extract tool to "remove" these polys from the main model into a separate model.  I then labled this model chest.  I did the same process for the hip, abdomen, and collars.  I then used the group "chain icon" to group all the different parts together.  This makes it easier to export the model.  I double check that my normals are ok, and then I save the model out as an obj, but scaled down to Poser scale.  I then load the t-shirt into Poser, and check for fit.  I then hack the SP3Blank cr2, saving it as Irina Tshirt.cr2.  I load the shirt and conform it to Irina.  I put her through some poses to check for pokethrough.  Even though I am doing this out of order now, I re-open the Hex file and make my material zones.  I get mad at the UV setup, so I usually map in UVMapper pro.  I hope this is a clearer picture of part of the process. -Starkdog


webmonster ( ) posted Sun, 17 September 2006 at 9:35 PM

If I said I understood all that I would be a dirty liar heh.. buut I am starting to get an idea of what your getting at. This coupled with some more research and tutorials ought to get me somewhere. Thank you so much - I am just one step above total ignorance with this stuff. (but I am a quick learner ;-) )

My goal is to take Maalia, make all her gear and clothes, and package her as a free character. I did a free texture set for Mav's fantasy belt and top to figure out how to make a mat pose package - this is my attempt to learn how to make a whole character package.

Thanks again!
monster


"Imagination is more important than knowledge."
- Albert Einstien


Miss Nancy ( ) posted Sun, 17 September 2006 at 9:46 PM

Attached Link: http://www.webm0nster.com/downloads/armor.pz3

(poser file link in message 1 is wrong)



webmonster ( ) posted Sun, 17 September 2006 at 9:55 PM


"Imagination is more important than knowledge."
- Albert Einstien


webmonster ( ) posted Mon, 18 September 2006 at 2:51 AM

Well I found a tutorial in Hex2s tutorial pdf about poser clothes that explain what to do in the setup room. Using that and your grouping example I got the obj grouped and named. I brought it in set the material and loaded V3 blanks bones. When I conformed it was a bit of a train wreck down around the wrist heh... but am going to try some regrouping tomorrow and will let you know how that goes.

Thanks for your help!

monster


"Imagination is more important than knowledge."
- Albert Einstien


Starkdog ( ) posted Mon, 18 September 2006 at 3:01 AM

Cool,

I'm glad that things are starting to work out.  From looking at your top pic, it looks like the blade is stationary and fixed to the forearm armor.  I wouldn't try rigging it for hands, fingers,etc.  You technically should have the chest, both collars, rShldr, and rForeArm.  You could leave the abdomen, and rHand in there, but make them ghost bones.  Keep up the awesome work, I can't wait to see it finished. -Starkdog


Starkdog ( ) posted Mon, 18 September 2006 at 3:02 AM

BTW,

How did you get the thick straps to come out so nice and clean?  When I try to make belt-like articles, it looks like a mangled snake.  Thanks, -Starkdog


BAR-CODE ( ) posted Mon, 18 September 2006 at 8:51 AM

Hahaha i know what you mean ... making the thing is 1 making it to work in poser is a whole other ball game...

I made a complete outfit and then euhhh welll, damn thats a lot of work to get it right for poser :}

I hope you get it right without too much error's, it looks cool..

I send a lot of message's here to get it all working ..this forum rock's !

Chris

 

IF YOU WANT TO CONTACT BAR-CODE SENT A  PM to 26FAHRENHEIT  "same person"

Chris

 


My Free Stuff



webmonster ( ) posted Mon, 18 September 2006 at 10:23 AM · edited Mon, 18 September 2006 at 10:25 AM

Ah... that could be my problem... I left all the bones in! DOH!

Here is generally how I made the straps. The second curve does not have to be an exact dup of the first but it needs to be pretty close.

and your right the folks on this forum do rock ! :D

Thanks!

monster


"Imagination is more important than knowledge."
- Albert Einstien


Privacy Notice

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.