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Subject: Strange texturing behavior in shirt exported to Poser


false1 ( ) posted Sat, 27 June 2015 at 11:12 AM · edited Sun, 01 December 2024 at 3:17 AM

Getting some weird texturing in this shirt that i'm trying to use in the Poser's cloth room. Probably not surprising as I beat the shirt to death making it fit my figure. I used a premade shirt downloaded from the web, conformed it in Poser and saved out a obj. It still needed tweaking so I decimated it in Blender so I'd have less edges to work with, plus it had some ugly creases. Back to Poser, morph brushed and saved again as obj. It had a bunch of ngons and tris so I removed many of them though their are still quite a few left.

It works fine in the cloth room but I can't figure out why I have the texturing issues around both shoulders. it's an ugly model I know. still has ngons and such plus there is texture stretching. Good enough for my needs though if I could clean up the textures. Any thoughts on the matter or should I start from scratch?

file_c8ffe9a587b126f152ed3d89a146b445.jp

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jestmart ( ) posted Sat, 27 June 2015 at 12:23 PM

You have n-gons and other topology problems, the mesh needs cleaning up.


LuxXeon ( ) posted Sat, 27 June 2015 at 3:03 PM

Hi, false1.  I think the modifications you made to the topology in Blender have caused problems with the underlying UV coordinates.  Using Decimate, and/or pushing polygons around on the mesh, will typically cause distortion to the underlying UV coordinates, and make the textures misbehave.  It appears that you now have a lot of distortion in your texture map, and particularly there around the shoulder, you may have actually pushed the mesh points past the original UV seams, causing severe tiling and distortion to the pattern in those areas.  If you are familiar with UV editing, you may be able to correct this issue manually, or perhaps you would be better suited to simply unwrap it anew, and use a tileable texture map to create another texture for it.

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airflamesred ( ) posted Sat, 27 June 2015 at 3:43 PM

As Lux points out it's the UVs. Something as simple as relax may do the job. Post a screen shot of the UVs,


false1 ( ) posted Sat, 27 June 2015 at 5:52 PM

LuxXeon I actually did use a simple repeating texture, no UV, but I think the topology is bolloxed up enough that I may just try making my own shirt from scratch. Or start from a cleaner mesh. This one was flaky from the start.

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LuxXeon ( ) posted Sat, 27 June 2015 at 6:01 PM

LuxXeon I actually did use a simple repeating texture, no UV, but I think the topology is bolloxed up enough that I may just try making my own shirt from scratch. Or start from a cleaner mesh. This one was flaky from the start.

Hi.  Yes, clearly the topology here could be improved; as jestmart mentioned, there's a lot of tris, and ngons that don't seem to make sense for the object.  Tell me, when you say "no UV", do you mean there are no UV coordinates assigned to this object at all, or just that you didn't use a UV template to paint the textures?  I think there must be UV coordinates of some kind, or even a seamless tiling pattern wouldn't appear as it does here.  You would likely get the same results you see in the shoulder area, throughout the entire object.  I think you would be able to fix the appearance if you edit the UV's, but I think creating your own mesh from scratch will give you much more predictability in the end.

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false1 ( ) posted Sat, 27 June 2015 at 9:48 PM

Thanks a lot LuxXeon, you saved me a lot of time. Redoing the UVs, even haphazardly, eliminated the shoulder issue and others I had on the back. Now I'm cleaning up the UVs and will have a usable top with more tweaking. I should know better than give up too easily.

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RobynsVeil ( ) posted Wed, 01 July 2015 at 3:52 PM

I have found this thread on BlenderArtists a really good read:

http://blenderartists.org/forum/showthread.php?93651-Poles-and-Loops

... although it's from 2007, the discussion of poles and loops is timeless. Also, Jonathan Williamson makes excellent points on this topic:

https://cgcookie.com/blender/cgc-courses/learning-mesh-topology-collection/

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heddheld ( ) posted Thu, 02 July 2015 at 1:54 AM

 sometimes cleaning up a mesh can take more time then making one ;-) have a look at some of the re-toppo threads/vids, it would re-make your shirt pretty quick and with a nice clean mesh and uv map and you learn a new skill lol


false1 ( ) posted Thu, 02 July 2015 at 9:21 AM

Thanks for the links RobynsVeil. I'll look those over when I have a chance. Heddheld, yeah I wondered if I weren't spending more time cleaning than starting fresh. Making my own clothes is high on my list but just wanted to get this done for a scene I'm currently working on.

Here's a quick cloth room sim. It works well for my purposes. I ended up separating the sleeves from the body of the dress so you'll see a seem there. The texture actually maps better now than the original did because it had been all squished around the neck. I'm going to use a more random texture in the final version but the daisies give me a better view of how the texture is mapping. I'm quite pleased with the results.

file_ec8956637a99787bd197eacd77acce5e.jp

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RobynsVeil ( ) posted Thu, 02 July 2015 at 12:29 PM

In real life, the sleeves are sewn on so the texture would have exactly the look your shirt does. So, good choice and well done! :)

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

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