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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)



Subject: Fighting with textures...


soulhuntre ( ) posted Tue, 12 June 2001 at 7:14 AM · edited Wed, 04 December 2024 at 5:38 PM

Sheesh. What a nightmare. I have been re-texturing and transmapping the Vicki Catsuit to make some of the clothing items I need... so far that seems reasonable :) But sheesh! Matching up the front/back textures where a nightmare so I wound up using Deep Paint (the demo for now) to do it and while that makes it much easier it is still a pretty flawed tool/process. So what is the secret... how do you guys get left/right side symmetry in clothing and so on and how do you get the front/back to line up without endless re-renders?


beatone ( ) posted Tue, 12 June 2001 at 7:21 AM

The secret tool i use for making the side look just right is.....patience and like you just mentioned, endless re-renders :)


chanson ( ) posted Tue, 12 June 2001 at 7:32 AM

In Deep Paint are you using the projection mode? In the regular mode (non-projection) it is still a nightmare, but in projection mode it is quite a bit easier. You'll still have to be very patient, but sometimes in projection mode when you get it close you can use a smudge tool on the seam to even things up a bit.


soulhuntre ( ) posted Tue, 12 June 2001 at 7:35 AM

Yeah, when it gets close I am in projection mode. Fortunately I am working on simple textures.


Styxx ( ) posted Tue, 12 June 2001 at 7:41 AM

if you use photoshop, use the guides. and "snap to guides" is sometimes a pain, but for straight up/down or diagonal lines, this really helps. also, with some clothing items, i prefer a cylindrical uvmap as opposed to a planar map. with cylindrical, there is one seam, usually in the back (and that's at least realistic, right?)... the texture may "smear" just a wee along the hip area, but nothing really bad. just looks like stretched material.


Jim Burton ( ) posted Tue, 12 June 2001 at 10:08 AM

I've seen people do things like fishnet stockings for the Posette, and get a perfect match on the sides, I don't know how they do it, except by trial & error. The problem is not just getting a match up. but there is a twist there as well that has to match.


nfredman ( ) posted Tue, 12 June 2001 at 12:04 PM

You can count the polygons on the sides of the images. And, i think there's something SnowSultan (?) in free stuff that color-codes the side polygons. Jim is right about the twist, but this will help some.


nfredman ( ) posted Tue, 12 June 2001 at 12:10 PM

OK, that was SnowSultan's color coding for Victoria's body and head, it is definitely in Free Stuff. The same techniques would probably apply to the cat suit. i had to do the same thing myself when i went to make a tank top for Vicki, using the cat suit. You just gotta count. My guess is, using point-sampled colors and/or the stamp tool in Photoshop is how one gets things to match. Very much the trial-and-error process.


hauksdottir ( ) posted Wed, 13 June 2001 at 1:29 AM

Search the freestuff areas in these forums for "guide" and you should find the templates with color-coded areas for matching seams. I don't know what they have for clothing, but there are 2-3 guides for the people. Ah! Just checked the other computer. I have a folder called seam map which has .gifs for catsuit, haltertop and leotard... all nicely color coded. Unfortuntely, there is no readme file or ID. I can't redistribute it without permission, and don't know whose helpful files these were. :( Search under "seam map" or "seam" as well as "guide", and maybe it is still on the boards. Carolly


hauksdottir ( ) posted Wed, 13 June 2001 at 1:33 AM

OK, there was no ID on the catsuit, but curious me checked the other 2 files. Snow Sultan made them. If they aren't still available, you can ask him for help. Carolly


Taura Noxx ( ) posted Wed, 13 June 2001 at 7:43 AM

I actually did this recently with the sexy suits transmaps, and I can tell you it just takes a hell of a lot of patience. I did find it helpful to use the uvmapper and make it coloured by group and then export the map and then take a look at it on the actuall model.


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