Mon, Feb 3, 5:51 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)



Subject: Making a template from .3ds or .obj files


CMKook-24601 ( ) posted Sun, 21 April 2013 at 2:35 PM · edited Mon, 03 February 2025 at 3:03 PM

So here is my delema in a nut shell, for something I am working on I wanted a classic NES controller, and I found a few on turbo squid fro free (YAY ME!), how ever when I import them in to poser 8 and try to add the texture file they cam with it maps side way on the main pad and funcky in to the cross etc etc ...in other words it won't apply like it should, BUT if I could some how extract a "template" for it I could make an image map that would work... I hope...so here is my question oh powers that be...any clue how I would do that?


primorge ( ) posted Sun, 21 April 2013 at 3:01 PM

Import the model into UVMapper classic (free) or pro (file/open), if the model has been mapped the mapping will display... go to file/export texture map and choose your settings. If the UV's are overlapping maps try selecting by group or material in select and hitting the bracket keys (I'm on a mac so the keys might be different) to selectively hide and unhide regions before generating texture maps. You can also scale and drag various parts out of the way as an option.


CMKook-24601 ( ) posted Sun, 21 April 2013 at 3:02 PM

thank you I will try this :)


CMKook-24601 ( ) posted Sun, 21 April 2013 at 3:16 PM

okay I tried it on the various ones I got and they just show up as a huge mess like this 


hborre ( ) posted Sun, 21 April 2013 at 3:21 PM

The maps are overlapping as primorge mentioned in the previous post.  Try selecting either group or material as posted to determine which maps correspond to group/material.


CMKook-24601 ( ) posted Sun, 21 April 2013 at 3:26 PM

no clue how to do that on the classic simple free versionI can get it to show gologr by group but other then that yea, I am clueless :(


primorge ( ) posted Sun, 21 April 2013 at 3:44 PM · edited Sun, 21 April 2013 at 3:45 PM

file_493837.png

Try this...Select All materials, uncheck the material you want to isolate for a map, press the minus key which will shrink all of the selected maps, click and drag selected maps off to the side. now you have a template of that isolated material. Any variation of this technique should get you off in the direction you want to go... see illustration. (click for larger).


markschum ( ) posted Sun, 21 April 2013 at 4:30 PM

in the free uvmapper you can select to use color lines for the map.


CMKook-24601 ( ) posted Sun, 21 April 2013 at 6:15 PM

Quote - Try this...Select All materials, uncheck the material you want to isolate for a map, press the minus key which will shrink all of the selected maps, click and drag selected maps off to the side. now you have a template of that isolated material. Any variation of this technique should get you off in the direction you want to go... see illustration. (click for larger).

think the problem is a) no real place to drag things to b) I have no idea what to drag away / shut off it is such a mess... thanks for the help  though 


lmckenzie ( ) posted Sun, 21 April 2013 at 7:05 PM

If it's a free item, maybe if you post the link to it, someone can make a exture template for you.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


CMKook-24601 ( ) posted Sun, 21 April 2013 at 7:08 PM

...wow...um good Idea LOL

 

here is the link...

http://www.turbosquid.com/FullPreview/Index.cfm/ID/684404

if any one could make a template out of it even that would would be wicked cool.. if not that is alright oo

 


LaurieA ( ) posted Sun, 21 April 2013 at 11:04 PM · edited Sun, 21 April 2013 at 11:05 PM

UV mapper only opens .obj I believe. Won't open 3ds ;)

Laurie



CMKook-24601 ( ) posted Mon, 22 April 2013 at 12:58 AM

yes and the version I linked has a .obj version 


seachnasaigh ( ) posted Mon, 22 April 2013 at 1:19 AM

file_493852.png

     You can select the material or group of interest, and then hide everything else.  Don't know if this is available in the free version.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


primorge ( ) posted Mon, 22 April 2013 at 6:43 AM

I truly feel sorry for any poor bastard who tries to untangle that mess of an .obj for you, I just tried and the object has out of range uv data (off the uv space) to begin with and also has some of the worst topology I've ever seen (38,500 polys for a Nintendo Gamepad?, No material regions only groups, loads into poser with only a preview material). The only available file formats are a wreck of an .obj, Maya's FBX 7, and .max...

The only way I could see somebody being able to generate templates from the .obj would be to remap the whole thing which would require redistribution of the object file. Pretty sure that's not in the license. The mapping as is would require the uv islands to be scaled and moved around and would require the object to be resaved with the adjusted maps.

Sorry man, I'm pretty certain that this model was never intended for Poser...


CMKook-24601 ( ) posted Mon, 22 April 2013 at 6:48 AM

Quote - I truly feel sorry for any poor bastard who tries to untangle that mess of an .obj for you, I just tried and the object has out of range uv data (off the uv space) to begin with and also has some of the worst topology I've ever seen (38,500 polys for a Nintendo Gamepad?, No material regions only groups, loads into poser with only a preview material). The only available file formats are a wreck of an .obj, Maya's FBX 7, and .max...

The only way I could see somebody being able to generate templates from the .obj would be to remap the whole thing which would require redistribution of the object file. Pretty sure that's not in the license. The mapping as is would require the uv islands to be scaled and moved around and would require the object to be resaved with the adjusted maps.

Sorry man, I'm pretty certain that this model was never intended for Poser...

 

yeah I am not surprised, kinda seemed like too much of a mess to deal with, thanks for taking a look. Its cool they have a few cheap payable ones and turbo squid offers free file conversion (you have to call to ask first), so if I can find one for a good price they will do it on then I'll get that one... Unless any one else knows another place that might have a classic Nes controller  freebie lol

thank you to every one for your advice I am sure it will be helpful in the future 


primorge ( ) posted Mon, 22 April 2013 at 7:42 AM

@seachnasaigh, you can only hide selected with the bracket keys in UVMapper classic...(mac build at least).

As a side note I tried flipping the UV coordinates upon import and in combination with the image map node settings in order to force fit correct the included texture (in conjunction with some flipping of the texture in photoshop) with no luck. Even if it were to have worked the map still would have been off kilter...


lmckenzie ( ) posted Mon, 22 April 2013 at 1:39 PM

Actually, I agree that the best thing to do would be to create a new UV map for this model. – or find another one. At a minimum, you really should try to select and resize the groups on the template as described above. Now having said that and at the risk of being flamed for promulgating bad information, misinformation and having no artistic standards (true), I offer the following. My knowledge of UVMapper is abysmal so I have serious doubts that this is the best way to go but it’s something. This is only a quick and dirty way that will probably cause problems, but if you have nothing else – now disclaimers aside …

1st, you’re going to have to modify the .obj file and since it can’t be redistributed, you’re going to have to do this yourself. First make a backup copy of the GamepadOBJ.obj file or keep the .rar file for safety. With models like this that have foreign group names I like to rename them to something understandable. Open the GamepadOBJ.obj file in a text editor and use search & replace to change the names of the groups as follows - these are examples, use whatever names you like: This isn’t necessary but I find it helpful.

Rename Zylinder01 to RoundBtn_L
Rename Zylinder02 to RoundBtn_R
Rename Stuerkreuz to Cross
Rename Ebene03 to CrossInset
Rename Ebene05 to RoundBtn_L_Inset
Rename Ebene06 to RoundBtn_R_Inset
Rename Quader02 to OvalBtn_L
Rename Quader03 to OvalBtn_R
Rename Ebene02 to OvalBtns_Inset
Rename Quader01 to Case

Save the GamepadOBJ.obj file

  1. Open GamepadOBJ.obj in UVMapper IMPORTANT you should get a warning message about out of range UV coordinates - say yes to fixing them. 2. Select Edit > Color > By Group. 3. Select Edit > Tile > By Group and check Gaps and Rescale. This will split out the groups so you don’t have to try moving and sizing them. It may also be a bad thing AFAIK, but it’s the easiest way I found. UVMapper will create a template with all the groups separated. 4. Goto Edit > Select (Not Select by) and > By group … Select the Case group (or whatever you renamed Quader01 to or Quader01 if you didn’t rename. This will put a selection rectangle around that group It is the one in the lower right corner for me. Now you can drag the corner to resize it bigger. Since this is the Case group, it’s the only one that uses the texture map and needs to be big enough. You can select the other groups (buttons etc.) and make them smaller to gain some room. These will only be using colors so AFAIK, their size isn’t important. 5. I don’t have Poser on this machine and I don’t know/remember how Poser will handle an .obj that has only groups and no materials like this one. It would probably be a good idea to assign them anyway. You may need them to use procedural materials like plastic. As in step 4, select each group and then goto Edit > Assign > to Material. In the dialog, Type in a name, preferably the same as the group name e.g. assign the Case group to a material named Case. Do this for each group. 6. Goto File > Save Texture Map - you can make it bigger than the default but keep the proportions. Then File > Save Model and save the .obj.

Open the template you saved in an image editor. You may want to keep UVMapper open so you can refer to the groups and their locations. I simply selected each group and filled it in with a color as appropriate e.g. red & black for the buttons & gray for the case. Note that the UVMapper template is a an 6 bit indexed .bmp. If you want tu use the full range of color, you will need to convert it to rgb format or whatever the command is in your image editor. I’d also save it as .jpg.

The hard part is getting the map (Pad.png) onto the map you’re creating. I copied and pasted it in and moved rotated and scaled it then went back and forth between 3DExploration and the editor by trial and error. My template was too small so I had to scrunch the provided map with nasty results. Also, when I resized the Case group, I should have made it more rectangular. Of course, you can just add your own lettering. I think that’s it. I noticed some artifacts on the edges of the case. I don’t know if this is due to the model not being properly mapped using this method of something to do with the geometry. The image is just a preview render in 3DExploration - what I would look like in Poser, I don’t know. There is some high resolution NES lettering on this blog: http://shadowrunner27.wordpress.com/about/3d-work-textures/ I don’t know the terms of use but you need to ask, especially if you’re going to publish any renders. I (think) that if someone tackled the remapping, they could send you a UVS file that you could apply in UVMapper. That would solve the problem of distributing the .obj. It’s a simple enough looking model – someone here could make you one for maybe less than they’re charging, maybe even free if you’re lucky.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


lmckenzie ( ) posted Mon, 22 April 2013 at 1:52 PM

file_493860.jpg

Result

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


lmckenzie ( ) posted Mon, 22 April 2013 at 2:13 PM

file_493861.jpg

UVMapper template & color map. Note I probably should have made the case (large blue grioup) larger and more rectangular.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


primorge ( ) posted Mon, 22 April 2013 at 7:41 PM

Good job there, lmckenzie... Way better than my results but I was attempting to go the non-remapping route. All and all very sound advice clearly explained and a workable fix... Doesn't sound like abysmal knowledge of UVMapper at all.


lmckenzie ( ) posted Mon, 22 April 2013 at 9:40 PM

*"Doesn't sound like abysmal knowledge of UVMapper at all."*Thanks but TBH, I'd never even used 'Tile' before - assume it is for tiling a texture somehow. I just hit it and saw that it separated out the groups i.e. the serendipity of ignorance. I suppose it is remapping, albeit at the simlest level. Might work OK especially if he uses procedurals for most of the materials but as I said the results in Poser may be less than pretty :-)

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


Morkonan ( ) posted Mon, 22 April 2013 at 11:00 PM

Just a blurb reply..

UVMaps are all about texture space - How much do you have to work with, memory wise? That's a consideration because, depending on the resolution you're rendering the object at, you need more detailed texture maps/image maps for it to render well.

When an object loads, the UV map tells the renderer how to assign textures to the surface of the object. Depending on the renderer and the materials used, the maps may not have to be very good or even exist.

I haven't seen the original object, but it appears that someone assigned marterial zones/groups to each individually crafted bit of geometry. Then, they hit a "Derpy Map This Automagically Button" and walla... that's what you get - Each material has a UV Map suitable for using seperate texture maps.

This is perfectly fine if you're using only materials, like in Poser's Material Room. It's also perfectly fine if you're using several separate texture maps, like Victoria 4 uses, and all of them are at the appropriate resolution to yield a good render of the object. But, if you're trying to maximize memory and minimize the number of files necessary, it's not good for that at all. You can't just use one texture map (jpeg or whatever) for the whole object. So, if you want to do that, you have to remap the object so that just one image is suitable for the texture map.

When doing that, then you must follow the cardinal rule of mapping - Those things which need the greatest texture detail from a texture map (jpeg or whatever image map is being used) get the most space allowed on the UV Map.

That's where the "Art" of mapping comes into play with the knowledge of the object's intended use. Crafting a good map depends not only on good UV Mapping skills, in general, but on knowing how the user is going to use the object. It's also helpful to know at what resolution the object is likely to be rendered.

For instance, on that object, I'd bump up the label material on the UV Map as much as I could, leaving very little space for the buttons. Why? The texture of the letters is going to need the most space in order to be legible at the greatest range of resolutions and buttons can just use procedural shaders and still render in high quality at just about any resolution.

The case would get the next space allotment. It may need a custom bump or even some signs of wear and tear that can't be realistically generated by procedurals.

So, in order of importance for intended use and the necessary space requirements as well as likely intended material assignments,  you'd have:

  1. Label(s) - Texture map (A jpeg/image map) + Procedural materials

  2. Case - Maybe a texture map + Procedurals

  3. Thumb Control - Procedurals, mostly, maybe a displacement map would be necessary if the little details aren't modeled in. (Don't have the model to check.)

  4. Big Buttons - Procedurals, entirely. Use procedurals for wear and tear, as well.)

  5. Little Buttons - Procedurals

  6. Other - Procedurals

Procedural materials don't care too much about UV Map allotted space in something like Poser. In most cases, with normal procedurals, the map can look like a rat's nest and render well. For most purposes, it's only image maps/texture maps that need adequate space allotted in a UV Map in order to render at the intended resolution. Since this object appears to make critical use of image/texture maps for its label, it's critical that those get the most space on a single map.


Morkonan ( ) posted Mon, 22 April 2013 at 11:01 PM

Quote - Just a blurb reply..

UVMaps are all about texture space - How much do you have to work with, memory wise in regards to resolution needed? That's a consideration because, depending on the resolution you're rendering the object at, you need more detailed texture maps/image maps for it to render well.

When an object loads, the UV map tells the renderer how to assign textures to the surface of the object. Depending on the renderer and the materials used, the maps may not have to be very good or even exist.

I haven't seen the original object, but it appears that someone assigned marterial zones/groups to each individually crafted bit of geometry. Then, they hit a "Derpy Map This Automagically Button" and walla... that's what you get - Each material has a UV Map suitable for using seperate texture maps.

This is perfectly fine if you're using only materials, like in Poser's Material Room. It's also perfectly fine if you're using several separate texture maps, like Victoria 4 uses, and all of them are at the appropriate resolution to yield a good render of the object. But, if you're trying to maximize memory and minimize the number of files necessary, it's not good for that at all. You can't just use one texture map (jpeg or whatever) for the whole object. So, if you want to do that, you have to remap the object so that just one image is suitable for the texture map.

When doing that, then you must follow the cardinal rule of mapping - Those things which need the greatest texture detail from a texture map (jpeg or whatever image map is being used) get the most space allowed on the UV Map.

That's where the "Art" of mapping comes into play with the knowledge of the object's intended use. Crafting a good map depends not only on good UV Mapping skills, in general, but on knowing how the user is going to use the object. It's also helpful to know at what resolution the object is likely to be rendered.

For instance, on that object, I'd bump up the label material on the UV Map as much as I could, leaving very little space for the buttons. Why? The texture of the letters is going to need the most space in order to be legible at the greatest range of resolutions and buttons can just use procedural shaders and still render in high quality at just about any resolution.

The case would get the next space allotment. It may need a custom bump or even some signs of wear and tear that can't be realistically generated by procedurals.

So, in order of importance for intended use and the necessary space requirements as well as likely intended material assignments,  you'd have:

  1. Label(s) - Texture map (A jpeg/image map) + Procedural materials

  2. Case - Maybe a texture map + Procedurals

  3. Thumb Control - Procedurals, mostly, maybe a displacement map would be necessary if the little details aren't modeled in. (Don't have the model to check.)

  4. Big Buttons - Procedurals, entirely. Use procedurals for wear and tear, as well.)

  5. Little Buttons - Procedurals

  6. Other - Procedurals

Procedural materials don't care too much about UV Map allotted space in something like Poser. In most cases, with normal procedurals, the map can look like a rat's nest and render well. For most purposes, it's only image maps/texture maps that need adequate space allotted in a UV Map in order to render at the intended resolution. Since this object appears to make critical use of image/texture maps for its label, it's critical that those get the most space on a single map.


primorge ( ) posted Mon, 22 April 2013 at 11:48 PM

file_493873.jpg

Just for clarification_

The original object has no material assignations and loads into Poser with the default preview material, rather, the object is broken into 10 groups which correspond to the composite parts of the model. The download includes a textures folder which contains two .png's, one being a displacement for the directional pad and the other being a color texture which wraps the object (1239 x 444). It weighs in at 38,471 polys tri's and quads with very little in the way of coherent poly distribution or poly conservation(?). For example, the red buttons are 3,222 polys each.

wireframe.


lmckenzie ( ) posted Tue, 23 April 2013 at 12:33 AM

Good information Morkonan. That’s pretty much what I figured r.e. the distribution.The ‘Case’ should probably take up most of the map. I’d probably ditch the included map and use the lettering I linked to make my own label. As you say, procedural materials would be best for something like this. I assume that one could decal the map onto a procedurally textured case or maybe just create a new material for the label map and have the rest of the case procedural plastic. Since the primary model was in Max, they probably just banged out the .obj format, and for free vs. $29 I saw for one, it might do esp. for a minor scene item. Anyway, the OP seems to have lost interest but an interesting exercise.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


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.