Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 06 4:35 pm)
Yep. Drop it into UVMapper and Split Vertices.
Coppula eam se non posit acceptera jocularum.
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.
Comitted to excellence through art.
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.
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.
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)
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 defaultEdited 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.
Coppula eam se non posit acceptera jocularum.
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.
Quote - Darkedge and sam - I'll IM both of you with link.
Right you are, Sparks. :)
Coppula eam se non posit acceptera jocularum.
Splitting the vertices in UVMapper Pro did the trick. Looks good now.
Coppula eam se non posit acceptera jocularum.
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.
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.
Coppula eam se non posit acceptera jocularum.
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.
Hey! His nose is dry! ... Someone should lick it, just in case. - Diego
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.
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
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 MapperIf 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.
mo·nop·o·ly [muh-nop-uh-lee]
noun, plural mo·nop·o·lies.
1. exclusive control of a commodity or service in a particular market,
or a control that makes possible the manipulation of prices
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.
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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![file_384424.jpg](https://live.cdn.renderosity.com/forum/threads/2707169/file_384424.jpg)
Heres the situ - 1 freeware max model - converted to .3ds and .OBJLooks, 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
Pinky - you left the lens cap of your mind on again.