Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
We can hack a .cr2 to point to the new, re-uv mapped obj. That way you can still use the old.
I'm gonna be working on a texture for the new mapping also. If I'm the first one finished, I'll do the .cr2 myself :o). The only thing with that is, while it's nice to be able to use the old textures, it gets confusing having so many versions of one figure ;o).
We'll see how odf likes the new mapping and how everything fleshes out, so to speak ;o).
Laurie
Quote - The basic membership gets you pretty high rez images. I think the premium is stuff like clothing etc.
Agreed. I had basic membership there for a year, iirc.... at the time I was going to try my hand at skin texturing for Apollo Maximus but wanted to do a hairy dude for him since everyone seemed to be using the same (or nearly) the same resource. I got this one model that met the criteria (there were not many and... well... each map EASILY fills up, with plenty of room to scroll, my 30" monitor. So I don't think anyone considering this route need worry too much about size or resolution. It's there.
Perhaps they have changed things a bit since (it's been a few years) but those few years back it was more than enough HiRez for little money!!
---Wolff On The Prowl---
There are several potential ways for dealing with multiple UVs.
One is to simply use a different cr2 for each mapping. That's not hard to do, since only the two lines that specify the obj file to use need to be altered. It would be easy to provide a script for that, too. Say you've pre-loaded all your favorite morphs into your figure and saved that out into a new cr2. But then you decide you want to use a different texture that uses a different mapping. No problem: just run a little script and you'll have yet another cr2 with all those morphs still in but using the new mapping. But as Laurie said, things might get a bit confusing.
Another way is geometry switching. To the pose file that loads the new texture, add a statement for each actor that will load the geometry with the correct mapping. Again, those statements can be generated automatically by a script, so it's not too hard to make such a pose file. I think it would be necessary to have a separate obj file for each body part for the switching code to work, but I'm not sure. I'll ask in the technical group.
The third option would be to convert the textures. There's a simple trick for doing that in Poser: I create a prop with the old UV coordinates as UV coordinates (do'h) and the new UV coordinates as x,y positions. Then I render that using the front camera at zoom factor 1 with the texture as the ambient color (and no diffuse or specular). The nice thing about that is that once I've made the prop, anyone can use it to convert all the textures they have.
I'm going to try that system on the existing textures once MikeJ's new mapping is done, and see what the quality is like. There would be a little bit of loss in the details, but I think it shouldn't be too bad. Seams might be slightly problematic, but we'll see.
-- I'm not mad at you, just Westphalian.
PS: I'll go with the saying "if it ain't broke, don't fix it" and stick with the old UVs as the default mapping for Antonia until I have sufficient evidence that the new one is overwhelmingly preferred by texture makers. Also, in order to make the new one the default mapping, MikeJ would of course have to agree to distribute it under the Creative Commons license.
-- I'm not mad at you, just Westphalian.
I'm not suggesting you replace it, but just as an alternative.
Of course, if you do like it and if texture makers do like it too, I have no problem at all with agreeing to that.
I think the texture makers will like it a lot though, especially those who like to paint in 3D. I've been painting on it in Deep Paint 3D for a couple hours now and it works excellently for that.
I haven't tried photoshopping any textures over it yet, that's next, and that's the real test - to see how well it plays with actual textures.
Oh wow, I confess that I gave up on reading from the point where I had to leave the thread some weeks ago and better catch up here. You are definitly more busy writing than I am reading
I'll wait and see what you together decide about new UV-Maps and well... if you decide it's necessary it's a sign for me that it's worth to create a new texture! So if... I will find two weeks of spare time to create more skin (by keeping the tattoos if it's okay with you all).
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
in how many different planes will the new UVS be separated?
I would suggest the less the better, in this matter the original UVS covers me, also the fact that the ratio between different planes is known and has a good value (can't remember the details this discussion was made a long time ago)
the only "imperfect" detail with the original would be the non symmetric positioning on the head map and the too much resolution for the neck maybe (an Apollo like solution gives best resolution for the face only) but still not a problem
Thanks for the suggestions, pitklad, but unless Olaf decides to make it part of the "official" Antonia, it's just a project I started on for my own purposes, which grew out of control.;-)
There are 8 separate UV templates, for maximum UV space. Basically I designed it to use in ZBrush and Maya and Lightwave, which can more easily deal with multiple UV regions, as opposed to overlapping UVs. So in that regard it makes sense to do it the way I have.
And I was also trying to optimize it for 3D painting, by changing seam locations.
However I have more or less completed a Poser-friendly version and am testing it in Poser along with the help of Laurie and am certainly not opposed to making other versions of it after people get to see the finished version and offer suggestions.
@aella: You may want to browse the marketplace for the tutorials written by btsculptor. Although they rely on creating a V3-texture they are still very useful!
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Quote - Also, if you don't mind spending some money, Digital Tutors and Gnomon Workshop both have some outstanding video tutorials for using Photoshop for applying photo textures over UV maps and blending it all together.
will have to take a look i definitely do much better with video tuts then text. Any tutorial in particular you would recomend for a beginner.
Quote -
will have to take a look i definitely do much better with video tuts then text. Any tutorial in particular you would recomend for a beginner.
Well there are these two, from Digital Tutors:
www.digitaltutors.com/store/product.php
www.digitaltutors.com/store/product.php
The first one is an entire modeling, mapping, texturing and rendering extravaganza, done with Maya, but the entire 3rd CD is devoted to texturing in Photoshop. I bought that one about two years ago when you could still buy their disks or download the whole thing. And it deals with pretty much every feature in Photoshop you need to know in order to do such a thing.
And the second, though it's for a dinosaur, deals mostly with Photoshop and the same techniques.
Things have changed for Digital Tutors though. Now you have to buy a subscription for a month, six months, or a year, but you have access to every video they have during that time. It's not very expensive, but it's all streaming - no downloading. And they have loads and loads of excellent stuff, including many texturing videos using Photoshop.
Gnomon Workshop is a little more specialized though and deals mostly with Maya and ZBrush and Photoshop. A lot of their videos are sped up while someone is lecturing and I don't really consider much of it to be beginner level.
feel free to yell at me but if you have zbrush what do you need photoshop for ?
i do not have photoshop
i have zbrush,bodypaint.
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Quote - feel free to yell at me but if you have zbrush what do you need photoshop for ?
One word: ZApp Link.
Well, I guess that's not exactly only one word. ;-)
If you don't know what that is, it's a plugin for working between Photoshop and Zbrush, and transferring textures back and forth, while working in both programs at the same time on the same textures.
It works for Painter too, I think, and probably for GIMP and maybe Paint Shop Pro too.
Personally, I find the workflow in 3d painting programs rather awkward for making photo textures. I prefer to have all my source images open at the same time in different windows and clone from the photo directly onto the texture template. ZBrush and friends are great for painting freehand or fixing seams, though.
Edit: Yeah, and what MikeJ said. Combine the two, and you have the best of both worlds.
-- I'm not mad at you, just Westphalian.
Quote - Personally, I find the workflow in 3d painting programs rather awkward for making photo textures.
I agree, in general. I mostly use ZB for making normal maps and displacement maps, but ZApp link is a truly amazing thing for regular textures.
Personally I still prefer Deep Paint 3D for 3D painting, in spite of how dated it is now.
Those UV's are brilliant Mike, simply brilliant!
---Wolff On The Prowl---
On second thought, you know what's really brilliant?
Olaf's Antonia model is simply freaking brilliant, from its topology to its rigging.
Antonia is one hell of an outstanding model, and, IMO, in many many ways far better than anything else out there, including The Mighty Victoria.
Hopefully she'll catch on and the Poserverse will take notice. :-)
And for those who say it's difficult to make clothes for her I say... well, you know, nothing "worth it" ever is easy. ;-)
I love that morph, but honestly it looks more Russian than Asian to me. The eyes actually remind me a fair bit of Russian tennis player Dinara Safina.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
I love that new morph,too. It does have a Mongolian/North China/Siberian kind of look to it. That's one of the things I like about it! It has a kind of proud, defiant look to it. We need a Mongolian hat and one of those fury collar vests to put her in! :laugh:
I can see her shooting some some Tartar with a horse bow.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Quote - > Quote - ...Maybe you can guess the general "theme" I was going for? :laugh:
Nude?
LMAO ;o).
Laurie
Sure! Why Not? Vicki has always done it. Of course it would have to be in a ruin of some sort and we would have to really morph out her breasts and add a lot of muscle and include high heel shoes and of course the wild and messy big hair prop to set it all off! LOLOL
Joking aside i love this face morph!
Quote - I love that morph, but honestly it looks more Russian than Asian to me. The eyes actually remind me a fair bit of Russian tennis player Dinara Safina.
Actually it could easily pass for Mongol. The steppes tribes were a mix of both cultures Chinese and Russian in original ancestry. Mongols and Huns came from the same regions....I think!
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Most definitely. Any time you alter a model's UVs you have to have new textures.