Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

odf opened this issue on Oct 27, 2008 · 13933 posts


MikeJ posted Wed, 23 September 2009 at 11:46 AM

Olaf,
I'm not real sure I understand what you mean. I think I do, but are you basically saying that in order for you to be able to transfer the high res UVs to the low res model, all the seams have to be the same?
If that's the case it would negate part of the reason I did it in the first place, as I wanted different seam placement.
As I said, I didn't even consider any of this ahead of time. You keep saying I have to "correct" something as if I tried something and failed to do it correctly. ;-)

In any event, personally I believe the low res version should have separate UVs, mapped with the intent of using it in a program that can do subdivision surfaces. Specifically mapped for Sub-d use, that is, to avoid texture pulling and stretching when it's subdivided.

Is there really a big call to use low poly figures in Poser? it seems to me the trend has been for denser meshes over the years.
OTOH, a low res Antonia UV mapped differently, with nothing overlapping, would be perfect for programs that can do sub-d, and the ZBrush people would dig it too.

I do understand that Antonia has been designed for Poser, but as I said before it never occurred to me there would be any need to remap the low res version or to do anything special with the high res version to make it jibe with the low res version in any way.


Quote -
Hi dont no how other people feel about this but i would really like to see the lips UV to be connected to her face,just my opinion
have just always hated when there seperate especially for someone who isnt a master at textureing lol
but i do realize theres probs then due to stretching and stuff like that lol :P

corvas,
The reason I did it that way wasn't because of any stretching problems I might have. I did it to get a larger UV space for the lips for getting detail into them without having to use huge texture maps.
If the face uses, say, 75% of the space of a 2K map, the lips, by proportion, will only get a very small amount of that space. So if you want to make detailed bump and spec maps, they have to be much larger.
Making them separate on the map eliminates that problem.
Honestly, I don't like having such an extreme proportion difference like that either, but it's a trade off and I thought the ability to get more detail into the lips easier would be worth the extra effort to texture it.
You can, of course, always shrink the UV map down to something like 1K just for the lips, which should be sufficient. The lips don't have to be textured on the same map as the face is, and you could even use a larger map to paint in extremely detailed bump, spec, diffuse, and any other kinds of maps.