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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)



Subject: Issues with importing an object from Wings


almostfm ( ) posted Fri, 01 June 2018 at 12:53 PM · edited Thu, 21 November 2024 at 6:07 PM

Finally decided to give 3d modelling a try, so I built a relatively simple model in Wings 2.1.6-the gradstands for a small baseball stadium, based on the one in my city. It wasn't hard to actually build, but 90% of the work was in the planning.

When I finished it, I exported it as a Lightwave object and brought it into Poser Pro 2014. Everything seemed to work well except for the rails along the side of the steps, which came out like this bad rails.png

So, I tried exporting it as a 3ds file. With that, the rails are fine, but it won't let me add materials that are based on an image map (which I need for a couple of things). It tells me the material is there, but it just leaves it colored without the actual image.

I'm not sure if I've screwed up the export/import process, if there's some flaw in my model that I'm not aware of, or if it's just something that I have to try and work around.

Any help or suggestions greatly apprciated.


donnena ( ) posted Fri, 01 June 2018 at 1:22 PM

Poser likes OBJ better than 3DS. it's not accepting a texture because it's not UV mapped.

;>

Andy!


seachnasaigh ( ) posted Fri, 01 June 2018 at 5:21 PM · edited Fri, 01 June 2018 at 5:26 PM

My guess it that the offending diagonal rails were formed with n-gon sides; that would have a concave angle on the bottom, and Poser will display a concave n-gon by drawing a straight line from the bottom of one end to the bottom of the other end. So, for example, a Star of David n-gon will show as a hexagon.

bent rail w n-gon sides Pro2014 preview.png

Try exporting as an OBJ, if that option is available. The mesh must be UV-mapped to accept image map textures.

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alt1701 ( ) posted Fri, 01 June 2018 at 8:23 PM

hey, i have wings .99 so i dont know if the F keys work the same. when i get the model ready for export, press F5. this will show what faces need to be triangulated or connected, right click on the field, go down to tesselate, choose triangulate or one of the others. it will connect the points that need it. tap spacebar to clear the red, or whatever is chosen, then export. "HINT" if you import a lowpoly human from poser to wings, you will have a proper scale for poser. sorry if this does not help. good luck!



almostfm ( ) posted Sat, 02 June 2018 at 1:24 AM

seachnasaigh posted at 11:10PM Fri, 01 June 2018 - #4330972

My guess it that the offending diagonal rails were formed with n-gon sides; that would have a concave angle on the bottom, and Poser will display a concave n-gon by drawing a straight line from the bottom of one end to the bottom of the other end. So, for example, a Star of David n-gon will show as a hexagon.

That's exactly the issue. I thought I'd be clever and make each of the rails from a single object so it starts and ends parallel to the ground, but angles down to follow the slope of the stairs in the middle. I guess I'll have to do them as three separate objects.

Try exporting as an OBJ, if that option is available. The mesh must be UV-mapped to accept image map textures.


FVerbaas ( ) posted Sat, 02 June 2018 at 3:51 AM · edited Sat, 02 June 2018 at 3:54 AM
Forum Coordinator

Just add an edge loop a the knuckle so there are edges connecting the sides, and all sides of the are 2 facets: one for the inclined part and one for the horizontal part.

And yes use .obj. That is the most common standard.
Also avoid n-gons.


SamTherapy ( ) posted Sat, 02 June 2018 at 5:29 AM

Other things you should be aware of when modelling for Poser:

Poser generally doesn't like long, narrow polygons, so split them into smaller sections whenever you can.

Models will look better and render cleaner without self shadowing if you add bevels to edges and control loops to tighten up corners.

Yes, these steps increase the poly count, but considering most people have several gigs of RAM in their machines these days, a few extra polys won't cripple your system.

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almostfm ( ) posted Mon, 04 June 2018 at 10:43 PM

I want to thank everybody who chimed in-all of the advice I got was spot on!


SamTherapy ( ) posted Tue, 05 June 2018 at 1:34 AM

Great news! Hope you continue model making. It's a very useful skill and great fun.

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rokket ( ) posted Tue, 05 June 2018 at 5:17 AM · edited Tue, 05 June 2018 at 5:20 AM

One thing I keep seeing that isn't correct: Poser will accept a model that is not UV mapped. I do it all the time. I also model in Wings, and have been doing so for almost 8 years now... The only difference in a non-UV mapped model and one that is UV mapped will be when you try to put materials and textures on your model. With a non-UV mapped model you will only be able to use procedural shaders.

The advice about using control edges and splitting your model into smaller chunks is good advice. Especially control edges. You can create a long thin rail if you use control edges.

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SamTherapy ( ) posted Tue, 05 June 2018 at 6:00 AM

Another fallacy is the one about Ngons. Poser is happy enough with them...within certain limits. First, they must be planar, or they look bad, second, they must be constrained, or the edges and/or various verts will fly off in all sorts of interesting and unexpected directions. ISTR some of the early Poser/DAZ figures have Ngons and they work fine.

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MagnusGreel ( ) posted Tue, 05 June 2018 at 10:56 AM

Pro tip

If it's going to be morphed, make it quads or tris

If it's solid, use N-gons constructively. EG.. Walls. Cylinder caps. Etc.

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SamTherapy ( ) posted Tue, 05 June 2018 at 12:42 PM

I usually find cylinder caps look manky as Ngons. Not always but I chop 'em up where they're visible, just in case.

As for tris... avoid if possible because they often add useless polys. Obviously there are times when you can't avoid them but a completely triangulated mesh gives me the heebie jeebies.

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