Schecterman opened this issue on Oct 23, 2010 · 10 posts
Schecterman posted Mon, 25 October 2010 at 2:51 AM
Quote - I beta-tested that program and absolutely adored it.
What you showed is so cool!
I'm glad you like what I showed here. :-)
If you beta tested UVL then you know that Phil Dench is a really cool guy, easy to work with and very much open to suggestions. Not just that, but very quick to implement new features and fixes.
The latest pro version, v2.06.03, which is what I'm using, has a number of features in it that were a direct result of me asking for them. There is a selection mode for both objects and materials in the OBJ file that weren't in earlier versions (I think it was 2.06.02 where that first came in), and it was also my idea to add the project name to the Edited incremental save, when you click on the E button. So instead of getting edit01, edit02 and so on, you get ProjectName_edit01.uvl, ProjectName_edit02.uvl, and so forth. There were a few other fixes and additions that he made as a result of me communicating with him about it, and I got to know the program pretty well as a result.
Unfortunately, while you can now select any and all objects and material groups the OBJ file contains and it will highlight them, you can't enact the Move tool on them without also highlighting them the other way, which is to click on them. I think he misunderstood why I wanted those features, but it's still great in that you can at least see exactly what's what in your OBJ file that way.
Quote - I would like to know more about you V4b OBJ project. :)
Not much to tell, really. As I wrote above I had to make this new OBJ in order to be able to have one mesh with no overlapping UVs that I could use in order to paint more easily. I can export the textures and Poser has no idea where the UVs actually are, just that there is a set for each material group existing within a tile. And it's not necessary for me to actually use the new V4 in Poser either, since I can export a texture (or an entire set of textures at once) and then apply them to a "regular" V4 in the normal way and they work fine.
Although I am now using "my" new V4 with consolidated material groups, so instead of having SkinHead, SkinNeck, SkinTorso, SkinHip and all that excessive silliness, I just have one material zone for the entire body, and one zone for the arms, hands, feet and legs. I did keep the lips and the face separate materials though, as well as the nails.
Other than that it's nothing special and easy enough to do in any modeling program that doesn't reorder vertex points or translate on export. Aside from the UVs you could even do all the material remapping with Poser's grouping tool, although that would take a long time.
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