aeilkema opened this issue on Feb 17, 2013 · 35 posts
aeilkema posted Wed, 20 February 2013 at 7:23 AM
Start poser. Choose import, wavefront obj and a menu will appear. When you do models with morphs in it, make sure everything is deselcted, otherwise it will mess up your morphs. For this model, place on floor can be selected, the rest deselected. Press OK, locate your model and that's it. You should see it Poser now. If you've exported it at the right scale, it should be pretty big and you need to zoom out a lot to see the whole castle.
Now go to the material room. Select a material and you will notice that there's a texture connected to the Diffuse_Color and Specular_Color. Diffuse_Color will have colors you gave them in Hexagon. If you didn't create textures, just remove the attached texture and you're done. If you created textures, change the Diffuse_Color to white and point to the texture you've created. Do this for each material and your done.
Go back to the pose room, add a nice light set and hit render. You will get something line my attached image. If you haven't used a plain clor for the walls you will see they are a bit off and you will also notice that overal the texture are stretched out. This is due to way we've uvmapped the castle. It's all a bit rough, but for this tutorial it's fine. You can go back to Hexagon and uvmap each object on it's own, but if you're really serious about modeling, I do recommend using some kind of uvmapping application.
Well, that's it..... for this model. Next post I will show you what you can achieve if you fine tune the uvmaps.
Artwork and 3DToons items, create the perfect place for you toon and other figures!
http://www.renderosity.com/mod/bcs/index.php?vendor=23722
Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(
Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk