Fri, Feb 14, 2:00 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 14 10:57 am)



Subject: Create 3ds compliant Poser models


konan ( ) posted Mon, 25 October 1999 at 1:08 PM ยท edited Fri, 14 February 2025 at 1:55 PM

Attached Link: http://www.ev.ca/konan

If anyone would like to know how to convert the texture mapping any of your models (including the Zygote ones in Poser), please let me know and I will create a tutorial. I have devised a kool way of doing when I was creating the updated version of the "Ultimate Dragon", which is now available at http://www.ev.ca/konan


Mason ( ) posted Mon, 25 October 1999 at 1:39 PM

Yes I'd love a tutorial!


Foxhollow ( ) posted Mon, 25 October 1999 at 4:42 PM

This does sound interesting, but not exactly clear what you're saying. Convert tex mapping to what? All textures are useable for both programs...just missing something here, I'm sure...


kingtut ( ) posted Tue, 26 October 1999 at 1:56 AM

I would like a tutorial too


konan ( ) posted Tue, 26 October 1999 at 4:27 PM

If you have ever tried to export a Poser figure to 3ds, you may have noticed a warping of the UV texture mapping at the boundaries between the front and back portions of the map. This is due to the fact that polygons in OBJ files treat UV coords and vertices independently. 3ds files treat them as one of the same. e.g. A face in an OBJ file f v/vt v/vt v/vt where v => x, y, z vt => u, v notice that v may be different than vt. in a 3ds file we have f = v v v where v => x, y, z, u, v The bottom line is that for a 3ds file there is only one UV point for one vertex. When Poser exports an OBJ that has faces where v is not equal to vt, then it drops one of the UV coordinates, distorting the texture mapping


Foxhollow ( ) posted Tue, 26 October 1999 at 5:30 PM

I know it seems natural to use the 3ds format to transfer Poser figures to Max, but I gave that up long ago since using obj format works perfectly every time and 3ds causes problems almost every time. It would seem to solve this texture problem also. I've never had any problems with using the same textures for both programs. I realize you have to re-assign the materials once in Max, but this seems a small thing as I'd be editing the material anyway.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.