Forum: Poser - OFFICIAL


Subject: Clothing Creation

dhouck opened this issue on Jan 16, 2015 · 10 posts


Morkonan posted Sun, 18 January 2015 at 5:42 AM

thank you for your quick response

what I did was created the top in Hexagon and then uv maped it.. after that I split it into body groups so it would conform and when I did that .. that is when I lost the uv mapping..

then I took the v3 blank cr2 and edited it to work with the shell top obj.

maybe I am going about this wrong... should I be grouping in a different program ?.. Now when I try to uv map it it is in pieces.. such as neck, lshoulder, rshoulder,  chest and abdomen

What do you mean that you "split it" into body groups? How did you go about doing that? When you say that it is in "pieces" (neck, lshoulder, rshoulder, etc..) those are groups.

When working in Hexagon, I UV the mesh in Hexagon, export the finished and uv'd object, then I use something like the outstanding "AutoGroup Editor" ( http://market.renderosity.com/mod/bcs/index.php?ViewProduct=21081&vendor=44570 ) to group the object as necessary. I find that Poser is a bit tedious to work with in that regard and the Setup Room's one-click version doesn't always give me the optimal geometry that I want for the groups.

Remember: Whenever you add or remove vertices, you will destroy the UV map in Hexagon. (And most other 3D packages.) There are exceptions to this rule in Hexagon, however. If you use one of the automated functions, like "Connect Points or Edges With a New Edge" (Found under Vertex Modeling) you won't destroy the UV, but you will create additional vertices that, depending upon how it's going to be rendered, may need to be welded together in your UV map. Most of the automatic functions that create new geometry can be worked with in order to not break your UV map. But, you may have to weld those new points in your UV map in order to clean it up. (I've found it can cause some issues with certain Materials functions in Poser with generated shader effects and the like if you don't. But, it's not always necessary.)

I don't recommend attempting to group in Hexagon unless you have no other choice. (Depending upon your version of Poser, it can do a quick-and-dirty regroup for you in the Setup room.) It's just too clunky and it has a habit of borking up Material Zones to depend on for multiple exports. (I routinely have to fix them using something like UVMapper.) You CAN do it, but if you have something like AutoGroup Editor, it's really not worth doing it if you have a detailed model to work with.

But, if you wanted to use Hexagon for grouping, you could preserve your UV map while making groups in Hexagon by selecting the faces for the group you're making, then copying those faces and pasting them right where they are and then renaming that group of faces the appropriate group name for your model. Do this for each group. Then, when you export, hide the original, ungrouped, object and export all the now-grouped objects as one object. (One object if it will be referenced by only one .cr2. If you are using more than one .cr2, export accordingly.) This will preserve the UV Map, since you wouldn't be adding/deleting vertices.

Yes, I know I mentioned AGE several times, but it's a darn handy little program and I recommend it and QuickConform very frequently. :)