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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 20 7:20 am)



Subject: Question and thanks


picnic ( ) posted Thu, 16 September 1999 at 12:25 AM ยท edited Mon, 25 November 2024 at 9:41 PM

file_116880.jpg

I decided to learn to use the Objaction Mover tonight (amazingly easy, BTW) and used Phil Hokusai's new female jacket (and the men's too) to try it on. Then--the jacket intrigued me and I played with it more. Thanks Phil--I love this one and the morphed one-I see LOTS of possibilities there. My question--I want to do textures for the morphed one in particular (this one too, most likely). Is this where UV Mapper comes in? I have read all the tutorials but haven't really found a 'real world' reason for me to use it--until now (and not having used it, even though I've read them more than once, it hasn't 'clicked' with me yet). I'm assuming that with UVM I can make a template to use for mapping a texture. Is this correct? This made a terrific cut velvet evening jacket with gold buttons I think. I got to playing with it and decided if I made the shirt and tie invisible, perhaps I could put the t shirt underneath and make it a gold knit to add to the 'evening-ish' feel of the suit. Thanks to Diane once again for her Freckles texture, Phil for the jacket, not sure who to thank for the hair-I 'shortened' the side part hair. I also used the transparency pak from someone for the trans maps that I used as .bmps to make the velvet and as a trans map for the knit top. Diane


picnic ( ) posted Thu, 16 September 1999 at 12:29 AM

I should also thank Traveler every time I post anything. I use his facial morphs all the time. Diane


Krel ( ) posted Thu, 16 September 1999 at 6:16 AM

Diane, this texture is really nice, very realistic and elegant.....yes, use UVMapper to create a template for an object. Just make sure you select the right mapping method (planar, cylindrical, or spherical). Which one you use will determine how the texture is mapped around the object. Just try each one until you get good results from all angles. Krel


jdare ( ) posted Thu, 16 September 1999 at 9:38 AM

Diane, I used UVMapper for the first time a few days ago. It's very well-designed and easy to use, partly because of the fine tutorials Steve Cox has prepared. If you haven't already found them, they're at http://home.pb.net/~stevecox/ - Jim


picnic ( ) posted Thu, 16 September 1999 at 9:54 AM

Yes, see above-I've read them several times but haven't done this 'hands on' yet (BTW, I almost always find that when I actually 'DO' it, its not nearly as difficult as imagined). As I said, I've read them several times and I printed out the text this morning. Since you've just used it and its new to you, I am wondering about the mapping method that Krel speaks of. It just seems to me, off the top of my head, that if you are mapping clothing, the mapping method would always be the same-or am I way off base here? I didn't do the box tutorial but I'm guessing that planar mapping was used there (maybe cylindrical for clothing?). Well, tonight when I have time, I'll DO it. Back to 'real' work in the studio where its ALL hands on LOL. Diane


WarriorDL ( ) posted Thu, 16 September 1999 at 10:17 AM

Planar for clothing. Only the feet, hands and head get the spherical. Clothing is treated like the body parts of Steve's tutorial :o)


bloodsong ( ) posted Thu, 16 September 1999 at 11:30 AM

heya; the thing is, you can 'try out' alllllll the different kinds of uv maps, and see which one is best. play with the settings, you won't break anything. :) but remember, if you want to use the obj you've got, dont move anything on the map. (if you MUST move stuff around on the map, then you have to save the obj again, with these new uv coordinates.)


picnic ( ) posted Thu, 16 September 1999 at 11:56 AM

Okay, Bloodsong, then you are saying just to bring the .obj in from geometries (after making a copy?), do the edit/newuv map/planar and not move anything, shrink it or anything else. Just save the map. This will just give me a map for the existing .obj. Does that sound about right? (I can learn later how to remap, etc.). All I want right now is a map for Hokusai's existing 2 jackets. BUT--for instance, I did not want to include the shirt and tie in the jacket 1, is it possible to do that this way and delete the polygons for the shirt/tie? You know--I CAN do this by guess and by golly until I get it right, but sometimes it just seems like reinventing the wheel when youall are so knowledgable about it. I understand the basics of all this-just not the little annoying technicalities. I hope no one thinks I'm overstepping things asking these questions. I do agree, though, Bloodsong, about trying the various mapping modes. Lots of times I have an 'ah HAH' experience just by experimenting (and not necessarily just with Poser or Bryce, but in my real world work). In fact, experimenting is one of the things I like to do best-but have much less time here than I would like to do that. Diane


bloodsong ( ) posted Thu, 16 September 1999 at 5:36 PM

heya; you dont need to copy the obj before you start. do this: open the obj in uvmapper and see what comes up. it might be perfect first time. most of the maps are 'done,' like the figure maps: all the parts and different materials are separated and laid out nicely. then save this template and paint on it. it might be that easy. if it isnt that easy, and the uvmap is a mess (ray dream makes obj with total mess uvmaps), THEN worry about making a new map. select all and do a planar map, see if that is good enough. you can also go to the select menu and select by material (if the tie is a different material, you can grab that and move it out of the way), or by group. shift and ctrl select to grab multiple things. then save the obj, since the original obj's uvmap is/was no good anyway. you might need to delete your rsr's for that one before the new map takes effect. oh, and when you save obj's for poser, be sure to check the box that says 'flip uv coordinates vertically.' (and also remember to check 'export groups' and 'export materials.')


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