Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 18 10:25 am)
You are going to have to use a modeling software that has UV mapping features (I think blender does that and it's free) or something like UVmapper (which has a free version). Remember to make at least one material zone.
After that you need to go into the materials room and link the two via an image map.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
Quote - You are going to have to use a modeling software that has UV mapping features (I think blender does that and it's free) or something like UVmapper (which has a free version). Remember to make at least one material zone.
After that you need to go into the materials room and link the two via an image map.
Yes, but I need the maps to be permenant because I want to put them in a zip file for later use (and the use of others).
Attached Link: http://uvmapper.com
*(click image to view full size)*Maybe this ? ...... Coming to a Poser Forum near you.
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
**My new test
Step 1: **load a box from primitives in Poser 8.
Step 2: export the box as a single frame (no seperate parts) to UV mapper.
Step 3: Save a UV mapped .obj
Step 4: Load the new box (import .obj. files) into Poser
Step 5: Go to the materials room and connect Diffuse Color - New Node - 2D textures- black-box.jpg from my Textures folder.
This produced a black box when rendered. Is this the right way? However, how can I put this in a folder that can be downloaded and used by other people with the same results? That's assuming that I painted (UV mapped) this thing in the correct way.
Anybody know?
If you loaded the object in UVMapper and created a uv map, you can also create a texture template there as well that you can paint on and follow the uv's you created for your object. When you save in UVMapper and export the object back out (and then import again into Poser), your texture template and anything you paint on it will line up correctly on your object.
Laurie
Quote - If you loaded the object in UVMapper and created a uv map, you can also create a texture template there as well that you can paint on and follow the uv's you created for your object. When you save in UVMapper and export the object back out (and then import again into Poser), your texture template and anything you paint on it will line up correctly on your object.
Here is the problem. You have to load the new texture on the new template. However, what if I want to move my files to a CD. How can I get the texture to stick (stay on) the template so other can use it.
Save the model to the Prop section of the Poser library. The path to the texture map will get saved within the Poser prop file. Depending on your version of Poser the file path will get saved either as an absolute or relative path. If using a later version of Poser, and if your texture is within the texture folder it will most likely be a relative path. You can open the prop file in a text editor to check.
Providing it is a relative path the prop can be installed to any correctly structured Poser library and Poser will be able to find it when the prop is loaded into the scene.
Suggest downloading any free Poser prop and see how that has been put together.
After importing the obj and setting the material in the material room (image node pointing to your texture image) you go to the props library and click the + at the bottom , follow the prompts and it saves it all as a prop pp2 file. Just zip the pp2 file and its thumbnail png, and the texture file in the textures folder.
Quote - Here is the problem. You have to load the new texture on the new template. However, what if I want to move my files to a CD. How can I get the texture to stick (stay on) the template so other can use it.
Now I'm not quite sure I know what you mean.
As long as you use your uv mapped object in Poser and save as a prop, and as long as you use the texture you created from the uv mapped texture template (hopefully you applied the new texture to your object in Poser before you saved as a prop), there will be no problem of the texture "sticking" as you put it.
Here's what happens when you uv map something:
I take a cube I made and import it into UVMapper. I apply a uv map, say such as "box" type mapping. I've now given it uv's to use in another program. I save the model and I export that AND the texture template (which is a bitmap picture of the wireframe uvs). I take the texture template into a program like Photoshop. Using the texture template as a guide, I paint a texture over the template (lets say something like pink polka dots). I save that texture (but I don't show the wireframe template anymore - I delete that) as "box polka dots.jpg".
Now I import my uv mapped cube into Poser. I got to the material room and I use "box polka dots.jpg" as the image map. I exit the the material room and render and the polka dots go right over the cube like they're supposed to. I save the cube to the Props library and I'm done. Not only is the prop saved but the texture is saved with it.
When you create a texture for a prop (or anything else for that matter), make sure you save the texture to the textures folder in your runtime. If you save outside of the runtime, Poser can't find it (technically, it can, but if you wanna distribute a prop with a texture it's best to keep everything set up nice and neat). So it's best to save the texture to your textures folder before you use it on the prop.
Laurie
Thanks. This is very helpful.
Quote - After importing the obj and setting the material in the material room (image node pointing to your texture image) you go to the props library and click the + at the bottom , follow the prompts and it saves it all as a prop pp2 file. Just zip the pp2 file and its thumbnail png, and the texture file in the textures folder.
Right but I don't want mix up the files I want to put on a CD with my computer files (Folder "Smith Micro") So If I create a seperate folder with "Runtime". "Textures" "Geometries" etc. then it should work the same. Right?
Quote - Thanks. This is very helpful.
Quote - After importing the obj and setting the material in the material room (image node pointing to your texture image) you go to the props library and click the + at the bottom , follow the prompts and it saves it all as a prop pp2 file. Just zip the pp2 file and its thumbnail png, and the texture file in the textures folder.
Right but I don't want mix up the files I want to put on a CD with my computer files (Folder "Smith Micro") So If I create a seperate folder with "Runtime". "Textures" "Geometries" etc. then it should work the same. Right?
You can do that. I have an external runtime folder that I call "Working Figures" just for freebies and other things that I'm working on. When I'm ready to package them up, I pull the files out of the folders into an empty runtime folder I keep at the ready just for zipping.
When I make a prop with textures, I normally keep everything in it's own folder. For example, I made an urn/ginger jar. I saved that to the props folder under another folder entitled "AllenArt Props". For the textures, I saved to the textures folder inside a folder called "AllenArt", then inside that folder another folder called "Ginger Jar". Make sense? All the parts are easier for me to find if I do that ;o).
Laurie
Again here is the steps for using the free UV mapper program
Step 1. create a box from props (Poser 8)
Step 2. load it into UV mapper (free)
Step 3. File - Save texture map (it will create a .bmp file in the geometries folder)
Step 4. File - Save model (it will create an .obj file in the geometries folder)
Step 5. File - Export (it will create a .uvs file in the geometries folder)
**
Step 6. Import your .obj file box from the geometries folder
Step 7: Go to the materials room and connect Diffuse Color - New Node - 2D textures- image map - yourpic.jpg from yourTextures folder
That should place the jpg on your box. But why does the .bmp file go to the geometries folder. Shouldn't it go to the Textures folder?
Oy.
The .bmp that you get from UVMapper is only a guide for you to paint the texture you want on. It's not the actual texture itself. Like PhilC says, you can put that on your desktop if you want to - anywhere. Now, when you open that in your paint program, you can paint over it in any kind of pattern you want - think of it as a page in a coloring book - and then that resulting picture is what you will put on your prop. The .bmp template just shows you your prop as it looks, flattened out, so that you can make a texture, or skin for your prop.
Laurie
I know you've been asking a lot of questions about various things around the forums. My suggestion (and it's just that, a suggestion) is that you take some time to familiarize yourself with the programs you'll need to do all the things you seem to want to do.
To do textures, you'll need UVMapper Classic (the free version) at the very least. If you're going to be doing all this commercially, might be a good idea to invest in UVMapper Pro. The things you can do in the free version are limited. As for painting the actual texture, I use Photoshop, but that's because I've had it forever and as a graphic artist I ponied up the bucks to have it. It's expensive (the main reason I'm still on version 7). There are free programs for that purpose. The Gimp comes to mind. Might wanna try that.
As for modeling, there are plenty of modeling programs that are free, such as Anim8tor, Wings3D, Blender and so on. They take an incredibly long time to learn. Don't rush yourself.
I guess what I'm trying to say is that it took each of us a long time to understand all Poser's little ways and oddities. I hope you're prepared to take the time :o).
Laurie
Attached Link: UV Mapping Tutorial for beginners ... by Dr Geep ... is here
Tune in and help me solve some of the UV mapping mysteries. Just click the **Attached Link:** *(above)*.cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Quote - Again here is the steps for using the free UV mapper program
Step 1. create a box from props (Poser 8)
Step 2. load it into UV mapper (free)
Step 3. File - Save texture map (it will create a .bmp file in the geometries folder)
Step 4. File - Save model (it will create an .obj file in the geometries folder)
Step 5. File - Export (it will create a .uvs file in the geometries folder)
**
Step 6. Import your .obj file box from the geometries folderStep 7: Go to the materials room and connect Diffuse Color - New Node - 2D textures- image map - yourpic.jpg from yourTextures folder
Actually, I would like to add this forumula doesn't always work. If you want a 2 D image on one side of the box (another example would be a picture on the front of a T-shirt) then you have to use a one sided primitive. In Poser 8 you could try the thin one sided sheet under "Primitives". However, if you just want to add color then you could map a colored .jpg to a 3d box but simply changing the color on "diffuse color" is easier.
What is it that you want exactly? I guess that's what I'm not clear on...lol.
Do you want some kind of texture to your prop, like skin, scales, shingles...whatever? Then you paint a texture map from that template you made in UV Mapper.
Do you want just a plain color? Then just add your color to the diffuse node in the material editor.
Laurie
Also , if you just want a yellow box and a black box , do this.
done
You dont need an image map for textures if you just want a plain solid color.
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Iv'e made two boxes
yellow-box.obj
black-box.obj
and placed them in my geometries folder under "3D Job"
Iv'e made two pics
yellow.jpg
and
black.jpg
and placed them under "3D Job" under "Textures"
How do I connect yellow.jpg to yellow-box.obj etc. ?