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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 06 4:35 pm)



Subject: Removing the lumpy bits from Models ?


mrsparky ( ) posted Wed, 01 August 2007 at 1:14 PM · edited Thu, 06 February 2025 at 9:50 PM

file_384424.jpg

Heres the situ - 1 freeware max model - converted to .3ds and .OBJ 

Looks, loads renders fine in Vue.  Model bought into Poser - and both versions are 'lumpy'.
Exports from Vue are still 'lumpy'.

So the question is there anything that be done with the OBJ and/or 3ds export settings in Max, or anything in Poser than can fix this ? I also have access to deep exploration if that helps.

Heres a picture if that helps

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SamTherapy ( ) posted Wed, 01 August 2007 at 1:30 PM

Yep.  Drop it into UVMapper and Split Vertices.

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Khai-J-Bach ( ) posted Wed, 01 August 2007 at 1:55 PM

that don't always work... I've got a model loaded that even with split vertices it has that face shading.
if you come across an answer I'd love to know it...



DarkEdge ( ) posted Wed, 01 August 2007 at 2:20 PM

If split verts doesn't cure it and it still shows that slightly shaded look, to me...that points towards funky polys. Either they (just the affected polys) need to be redone or a cut added to help them achieve whatever slight bend it is that they are making.

Hope this helps.

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Miss Nancy ( ) posted Wed, 01 August 2007 at 2:32 PM

booleans? smoothing on?



kalon ( ) posted Wed, 01 August 2007 at 2:50 PM

But would MeshLab help? It does have the ability to smooth meshes...

MeshLab

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Khai ( ) posted Wed, 01 August 2007 at 2:51 PM

tried that.. no dice.. and it tripled the polycount of the mesh... and made the shading worse...! lol


mrsparky ( ) posted Wed, 01 August 2007 at 2:59 PM

file_384429.jpg

Sam - what are the best settings to do in the Spilt Vertex dialogue box ?

Pinky - you left the lens cap of your mind on again.



SamTherapy ( ) posted Wed, 01 August 2007 at 3:02 PM

 "Using All Facets"

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wdupre ( ) posted Wed, 01 August 2007 at 3:16 PM

unfortunately that mesh looks like the problem is long triangles Poser has a problem smoothing those, only two solutions that I know of, bring it into a modeler and clean up the mesh or turn off smoothing in poser altogether.



mrsparky ( ) posted Wed, 01 August 2007 at 3:56 PM · edited Wed, 01 August 2007 at 3:57 PM

Sam - Thanks. Unfortunately UVmapper crashes - maybe because the model is around 7mb.

I looked at Max export as well - one forum post suggests (below) these export settings for OBJ - but that doesn't seem to change everything - the problem remains.   

group by: 'all to defaults' 
tick 'use materials' _ geometry 
tick rotate model face 'polygons' (quads if you have no tri's only quads) 

Click: texture coordinates, normals, smooth groups vertex scale '1.0' _ file 
#of digits '6' (most important) 
leave the rest default 

Edited to add -WDupre - what are long polygons?

Pinky - you left the lens cap of your mind on again.



Miss Nancy ( ) posted Wed, 01 August 2007 at 4:28 PM

modellers who use booleans wrongly often get very bad polygons. the modelling software is usually brain-dead when trying to decide how to create the results of bad boolean operations. look at those polygons in poser (smoothing off) and you'll see how bad they are.



wdupre ( ) posted Wed, 01 August 2007 at 4:48 PM

Quote - Edited to add -WDupre - what are long polygons?

Poser smoothing likes relaltively equalateral quad polygons. if the polygon is a lot longer in one direction like 4 or 5 times the other direction the smothing throws fits.often you will get a balloning effect, the problem is even worse when it has to try to smooth long triangles. and as Miss Nancy says when a modeler uses boolians such as is very likely for those depressions below the doors it tends to convert them into a bunch of long thin triangles. in any case 3DS max in general seems to favor triangles rather then quads.



Khai ( ) posted Wed, 01 August 2007 at 4:51 PM

the strange problem I'm having is... the mesh I have with this is Quads only... while Booleans were used on the mesh, they were not used in the area's that show the lumps....

I've had to drop a few models due to this problem.. even recreating the mesh, I get the problems again!....


DarkEdge ( ) posted Wed, 01 August 2007 at 5:16 PM · edited Wed, 01 August 2007 at 5:30 PM

IWhy haven't you haven't tried what I suggested (or maybe you have and just not responded to me???).
Delete the affected poly, click border, then cap...that should insert a new poly and take away your problems.

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Khai ( ) posted Wed, 01 August 2007 at 5:30 PM

oh, done that.. and had the same problem at that polygon with the replacement. putting in another edge makes it worse, and splitting the polys has no effect.. or is wanted cos I want to use Displacement maps on the model and they have real problems with split vertices (the displacements don't tend to line up over the edges)


SamTherapy ( ) posted Wed, 01 August 2007 at 5:34 PM

Quote - Sam - Thanks. Unfortunately UVmapper crashes - maybe because the model is around 7mb.

I looked at Max export as well - one forum post suggests (below) these export settings for OBJ - but that doesn't seem to change everything - the problem remains.   

group by: 'all to defaults' 
tick 'use materials' _ geometry 
tick rotate model face 'polygons' (quads if you have no tri's only quads) 

Click: texture coordinates, normals, smooth groups vertex scale '1.0' _ file 
#of digits '6' (most important) 
leave the rest default 

Edited to add -WDupre - what are long polygons?

 

Where is the model from?  I'll grab it and run it through UVMapper Pro, if you like.

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DarkEdge ( ) posted Wed, 01 August 2007 at 5:46 PM

If you want, send me the file and I'll see what I can do with it.
darkedge@sbcglobal.net

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mrsparky ( ) posted Wed, 01 August 2007 at 5:54 PM

Why haven't you haven't tried what I suggested 
Apols -  missed your post. 

I'm not a modeller and Max is new to me so when I see solutions using stuff I know about I try that 1st.      

*Where is the model from? *I Don't recall - found it lurking around on my 2nd drive - in the folders where I keep freebies. 

*I'll grab it and run it through UVMapper Pro, if you like.*Cheers - I'll zip it and IM you the link.  

Pinky - you left the lens cap of your mind on again.



mrsparky ( ) posted Wed, 01 August 2007 at 5:55 PM

Darkedge and sam - I'll IM both of you with link.   

Pinky - you left the lens cap of your mind on again.



SamTherapy ( ) posted Wed, 01 August 2007 at 7:09 PM

Quote - Darkedge and sam - I'll IM both of you with link.   

 

Right you are, Sparks.  :)

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SamTherapy ( ) posted Wed, 01 August 2007 at 8:31 PM

Splitting the vertices in UVMapper Pro did the trick.  Looks good now.

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Mystic-Nights ( ) posted Wed, 01 August 2007 at 9:13 PM

Also in Wings 3D you can make edges Hard which has a similar effect to Split Vertices. Not sure how displacement maps will work with that.


Little_Dragon ( ) posted Thu, 02 August 2007 at 2:57 AM

Quote - .... or anything in Poser than can fix this ?

 

Try lowering the crease angle for each actor, via the properties panel.



EnglishBob ( ) posted Thu, 02 August 2007 at 6:35 AM

Attached Link: http://www.buckrogers.demon.co.uk/3d/3d.htm

> Quote - Splitting the vertices in UVMapper Pro did the trick.  Looks good now.

I'm not sure I'm following this. According to the screenshot in mrsparky's post, he has UVMapper Pro already (Classic doesn't have those options). What did you do that was different, Sam? Or do I just need more sleep..? Anthony Appleyard's detriang utility is sometimes effective in cleaning up highly triangulated meshes - but it can't be relied on to avoid long thin facets, since the algorithm is a simple one. Sometimes there's nothing for it but to rebuild the mesh.


SamTherapy ( ) posted Thu, 02 August 2007 at 10:34 AM

You're right Bob.  It's been that long since I used it for anything like that I'd forgotten.  Anyhow, mrsparky's machine is 512mb, which could have been the problem.

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SYNTRIFID ( ) posted Thu, 02 August 2007 at 10:56 AM

Quote - > Quote - .... or anything in Poser than can fix this ?

 

Try lowering the crease angle for each actor, via the properties panel.

 

This would be my suggestion. Particularly if splitting the model doesn't work. Crease Angle in Poser is set pretty high by default. (80 degrees I think)  For models with lots of flat areas, that really is way too much. And will cause those nasty shading errors.

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pakled ( ) posted Thu, 02 August 2007 at 4:23 PM

making the edges hard in Wings can help, but Poser was set to smooth everything it can (being made to use organic thingies, like people and critters). One thing that helps slightly in Wings creations is to bevel hard edges very slightly (I use tab|.02, which works...sorta) This seems to make Wings happier. Also need to watch for the 3-sided (or more than 4-sided n-gons), which will make for odd appearances like the 1st post.

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Mystic-Nights ( ) posted Thu, 02 August 2007 at 5:28 PM

Attached Link: http://mystic-nights.com/poser/tutorials/onsite/Poser-Props/dark-artifacts/dark-artifacts.html

Here is a short tutorial I put together on splitting vertices with UV Mapper


dasquid ( ) posted Thu, 02 August 2007 at 9:17 PM

Removing lumpy bits?  I think thats the no genetaila option :P



Joe@HFG ( ) posted Fri, 03 August 2007 at 3:38 PM

If you have access to a modeling program, you need to add a very thin ring og polygons around the problem areas. In Lightwave, you can ussally select the the edges and do an "edge bevel". This will raise the poly count slightly, but cleans up those wierd render errors pretty well.

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mrsparky ( ) posted Fri, 03 August 2007 at 8:05 PM

After having a few plays the simplest solution does seems to be spiltting the vertexes in UVmapper, unless you have modelling skills - then it may actually be quicker to rebuild it. 

So thanks to everyone for pitching in - a good learning experience. Thanks.  

Pinky - you left the lens cap of your mind on again.



Conniekat8 ( ) posted Fri, 03 August 2007 at 11:18 PM

This is totally OT, but you guys are making me feel very self conscious with the title of this thread...  Every time I read the phrase Lumpy Bits, I'm reminded I need to lose a few pounds!
Gee, Thanks :tt2:

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mrsparky ( ) posted Sat, 04 August 2007 at 1:42 PM

Thats a common side effect to a condition called Poseritus :) 

Pinky - you left the lens cap of your mind on again.



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