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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 05 6:50 pm)



Subject: Creating UV mapping data


SSAfam1 ( ) posted Fri, 15 May 2009 at 9:15 AM · edited Thu, 01 August 2024 at 11:34 PM

file_430898.jpg

I imported my obj. Selected the Grouping Tool. Then clicked on **"Create Perspective UV"**. I didn't see anything happen so am wondering if that's all there is to it?

I also have UV Mapper Classic so if it's better done in that, can someone tell me the exact steps to take in there?


DarkEdge ( ) posted Fri, 15 May 2009 at 10:21 AM

I don't know about using Poser for UV maps as I don't do that, but using UV Mapper is easy enough. Also, I use UV Mapper Pro and don't know if classic can do this or not. 😉
1- Open UV Mapper
2- Import your Shirt.obj
Now you want to start isolating parts of the shirt for uv mapping so do a basic planar along the z axis, don't split. Then with that isolate the arms up to the arm pits.
3- Grab the torso and cylindrical map along the y axis
4-Grab the sleeves and cylinrical map along the x axis

There's really more to it than that but that should get you started in the right direction. 😄

Comitted to excellence through art.


SSAfam1 ( ) posted Fri, 15 May 2009 at 10:39 AM · edited Fri, 15 May 2009 at 10:40 AM

file_430905.png

Hello DarkEdge. Thanks for the help...as always.

I maybe should mention that this isn't the final mesh. It's the beginning actually. I try to rig it as early as possibly so I can go back and forth between Poser and Hex to tweak. I'm not taking these steps to make a UV template for texturing...just to be clear. I'm currently trying out PhilC's OBJ2CR2 and in order to use that I need some form of UV mapping data.

If the same steps still need to be taken, then kindly disregard. 😄

Now, onto UVMapper...when I open that up, I choose "Load Model". Next find my OBJ. A screen with my stats comes up followed by an error message. "Error Opening Material Library"

I then get the attached message.

What I'm trying to say in my rambling, is that I'm not quite clear if I STILL need to do UVmapping to rig. It seems I'm going down the path of UV mapping my shirt....no?


DarkEdge ( ) posted Fri, 15 May 2009 at 10:46 AM

Well, apparently you need it for the tool you are using, so go ahead and create the uv coordinates...you will need to save the obj in uvm next, so do that.

Then try that obj file with your tool and see if that doesn't work. 😄

Comitted to excellence through art.


DarkEdge ( ) posted Fri, 15 May 2009 at 10:57 AM

If you are still having problems email me at darkedge@sbcglobal.net, I'm home today and can walk you through it.

Comitted to excellence through art.


SSAfam1 ( ) posted Fri, 15 May 2009 at 11:02 AM · edited Fri, 15 May 2009 at 11:03 AM

Quote - If you are still having problems email me at darkedge@sbcglobal.net, I'm home today and can walk you through it.

Thanks. I  may have to take you up on that.


PhilC ( ) posted Fri, 15 May 2009 at 11:41 AM

I think DarkEdge has you covered but for what you need for OBJ2CR2 just follow these steps:-

  1. Open UV Mapper Lite
  2. File > Load Model
  3. Click "OK" or just ignore any initial warning messages.
  4. Edit > New UV Map > Planar
  5. Planar Mapping > Alignment : Z-Axis, By Orientation > Click "OK"
  6. File > Save Model
  7. OBJ Export Options ... just go with the defaults.

You will probably need to refine the UV mapping at a later date as your project progresses, but the above will be fine for a run through with OBJ2CR2

Hope that helps.


SSAfam1 ( ) posted Fri, 15 May 2009 at 2:33 PM

Quote - I think DarkEdge has you covered but for what you need for OBJ2CR2 just follow these steps:-

  1. Open UV Mapper Lite
  2. File > Load Model
  3. Click "OK" or just ignore any initial warning messages.
  4. Edit > New UV Map > Planar
  5. Planar Mapping > Alignment : Z-Axis, By Orientation > Click "OK"
  6. File > Save Model
  7. OBJ Export Options ... just go with the defaults.

You will probably need to refine the UV mapping at a later date as your project progresses, but the above will be fine for a run through with OBJ2CR2

Hope that helps.

Thanks!


SSAfam1 ( ) posted Fri, 15 May 2009 at 2:56 PM

Phil just to be sure...because you only gave two out of four options in step 4, as there are also options to have it horizontal (default setting) or vertical. And "Gaps in Map" is also selected by default. UNCHECK "Gaps in Map"...correct?


PhilC ( ) posted Fri, 15 May 2009 at 3:22 PM

For what you are doing at the moment it will not matter. The OBJ2CR2 script requires that the model contains a complete set of UV data. Good, bad or indifferent it will not matter, but if the data is missing or incomplete then the script will not run.

Most modeling applications apply some form of UV mapping to the whole model by default, however Hexagon does not. Hence the need to give the model a quick once through UVMapper.

Later on in the project you can go back and refine the mapping to best suit your texturing needs. Experiment with the different options, it is often the best way to learn.


SSAfam1 ( ) posted Fri, 15 May 2009 at 3:36 PM

Gotcha.  Thanks again.


bopperthijs ( ) posted Fri, 15 May 2009 at 6:57 PM

*Most modeling applications apply some form of UV mapping to the whole model by default, however Hexagon does not. Hence the need to give the model a quick once through UVMapper.

*Hexagon 2.5 has rather good UV-mapping tools, it's not by default, but you can make UV-maps.

Best regards,

Bopper.

-How can you improve things when you don't make mistakes?


xantor ( ) posted Sun, 17 May 2009 at 2:59 PM

If hexagon has good uvmapping tools, they must be hidden among the difficult and awkward to use ones.


bopperthijs ( ) posted Sun, 17 May 2009 at 3:41 PM

*If hexagon has good uvmapping tools, they must be hidden among the difficult and awkward to use ones.

*??? Are we talking about the same Hexagon? Like I said: Hexagon  2.5 has good UV-mapping tools with more possibilities and IMHO easier to use than UV-mapper, look under the tab UV and Paint. Unlike UV-mapper Hexagon has a unfold tool which is very useful when you make clothes or characters and besides that you can paint on the models directly.

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


SSAfam1 ( ) posted Sun, 17 May 2009 at 5:19 PM

Quote - *If hexagon has good uvmapping tools, they must be hidden among the difficult and awkward to use ones.

*??? Are we talking about the same Hexagon? Like I said: Hexagon  2.5 has good UV-mapping tools with more possibilities and IMHO easier to use than UV-mapper, look under the tab UV and Paint. Unlike UV-mapper Hexagon has a unfold tool which is very useful when you make clothes or characters and besides that you can paint on the models directly.

best regards,

Bopper.

Do you use Hex only for UVmapping?


bopperthijs ( ) posted Sun, 17 May 2009 at 5:39 PM

Not only for UV-mapping but also for modelling, next to Rhino. I use UV-mapper when I make models in Rhino, because rhino doesn't have any UV-tools.
But when I model in Hexagon, I use hexagon's UV-tools.

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


SSAfam1 ( ) posted Sun, 17 May 2009 at 5:51 PM

Quote - Not only for UV-mapping but also for modelling, next to Rhino. I use UV-mapper when I make models in Rhino, because rhino doesn't have any UV-tools.
But when I model in Hexagon, I use hexagon's UV-tools.

best regards,

Bopper.

Thank You. I have Hex 2.5 and was wondering how useful the UV mapping tools were. I figured I'd have to use UVMapper.


BadKittehCo ( ) posted Sun, 17 May 2009 at 6:05 PM

Hexagopn works great for UV mapping. I love it's Unwrapping tool. Most of my stuff is UV mapped in HEX.
In a nutshell, on the mesh you define seams where to split the UV map into pieces. Most often, these are in the same spots RL clothing has seams.
Then You run "Unwrap" UV's, and let Hexagon stretch the pieces.
Sometimes there's a bit of trial and error till you find the best place for the seams.
After that you do some tweaking and arranging them on the UV Unit square.

I think I saw couple good Hexagon related vieos on YouTube, and something included with Hexagon. (Going from memore about the video, so I could be off)  There could be one or two at DAZ too.

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FrankT ( ) posted Sun, 17 May 2009 at 6:07 PM

There are a couple of Hex UV tutorials over at Geekatplay studios - they are pretty good too

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BadKittehCo ( ) posted Sun, 17 May 2009 at 6:09 PM

Nice UV map is more then a one or two step process. WHile not too difficult, it could be a bit time consuming getting it just right.

Here are some tutorials:
J:3D ModelsRESOURCESTEXTURESCB-Original TexturesGeneticaBatch
http://forums.polyloop.net/hexagon-tutorials/7444-video-unwrap-giraffe.html

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Renderosity Store  Personal nick: Conniekat8
Hi, my name is "No, Bad Kitteh, NOO", what's yours? 


SSAfam1 ( ) posted Sun, 17 May 2009 at 8:38 PM

Thanks for the videos, Connie!


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