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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 10:48 am)



Subject: First texture attempt. Advice on 'color bleed'?


arcady ( ) posted Tue, 28 December 1999 at 1:02 PM · edited Thu, 14 November 2024 at 11:56 AM

file_119623.jpg

Hello; On the left is the rendered version. In the middle is the prerendered. And on the right is a slice of the texture map at the point where the bleed is happening. Object is the poser 4 Leotard. I can't seem to get rid of this bleed. In photoshop the lines look fairly straight on. I got slightly better results when I blurred them a little. In painter 3D when I paint white right over the bleed section in the 3D window nothing happens. It mostly goes away in the render, but not fully. I notice a lot of the other blur does go away though. Anyone understand the why of all this?

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arcady ( ) posted Tue, 28 December 1999 at 1:05 PM

One other thing. Eventually I plan to make a combined object of this, the body figure, and the other clothing items (mask, gloves, boots, super heroine gadgets). Should I then not even be making a texture map of this object but instead just one for the combined figure? Or can I still use this in the combined?

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WarriorDL ( ) posted Tue, 28 December 1999 at 1:32 PM

On the textures- Make the template bigger than the standard. Make sure you are making clear cut no bleeding on the texture, THEN instead of saving as a jpg, save as a .tif file! JPG's tend to cause the "bleeding" because of the lower compression. You'll notice the default texture for the nudes are tif format. On the combined figure- If you're using the original parts of the figures and Compose, you can use the original texture maps for the parts of the figures you use on it, such as: The nude woman texture can be used if the head, eyes, lips ect of the original character are used, and the same for the catsuit textures if you use the chest, shoulders, forearms, etc with it. So in your texturing, where you see the surfaces to texture in Poser, use the original textures if you want for those areas (such as skin (nude texture), material (catsuit texture) and so on).


arcady ( ) posted Tue, 28 December 1999 at 2:18 PM

Cool on the combines. I was worried that if I had to make new textures I'd lose a LOT of detail. As for my texture map for the letotard. It's a 950 by 950 tif saved out of a photoshop file of the same size. I only used jpg to post this image here. I was very careful in my compression for this posted jpg. It does match what I got from my renders, what was on the poser screen, and what the tiff looks like. I've posted the tif here: http://www.atless.net/~arcady/LeotrdTmplte.tif But be warned, it's a 2.6 MB file. :) To build it I started with the tif image on the Poser 4 content CD. I drew on a second layer in photoshop and then hid that layer in my tif saves. The preview you see above is a screen shot of the photoshop image with my 'white' layer turned off. I then imported that tif into Painter 3D and draped it over the leotard object (used UVmapper to make it one object I could work with), Here I zoomed in and dropped in a pixel of red here and there where I could. But it refused to take on that bit of bleed up on the top there...

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Freon ( ) posted Tue, 28 December 1999 at 3:46 PM

Alle, what problems with Tifs are you having? That is all I use. Even with 100% Jpg you will still get some loss. You may not notice it at first, but everytime you save the same image again it adds more loss. I even convert the jpg textures I download to tifs then fine comb the image to remove the blockiness jpg compression caused.


arcady ( ) posted Tue, 28 December 1999 at 4:29 PM

Yeah. jpgs are always a little lossy. It 'bugs' me that people who give out textures zip up jpgs and not bmp's or tifs. Of course who am I to complain on something for free. :) But I always notice the colors are dithered or splotchy and I can't get the same detail I see in their renders. I for one would be willing to spend the extra minutes in download time to get a zipped up bmp/tif over a zipped up jpg. On the increments of 256 in the size... That's interesting. It wouldn't suprise me. But it is odd that they chose a size of 950 for the tif's on the poser CD. I'll try making a new UVmap in UVmapper. Yesterday I finally got it to line up right by accident with the same pattern as the ones on the CD in all of painter 3D, Poser, and UV mapper. So if I can remember what I did to get that I'll make a new larger template and try and work from that. 2048 sounds good. Extremely huge so it should map great. I've got this old colored pencil drawing from the 80's I did of a super heroine character of mine from an RPG (vilains and vigilantes) and I want to use her for the 'hostess' to a super hero website... So I need to make a Poser character. A good opportunity to learn a lot.

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rtamesis ( ) posted Wed, 29 December 1999 at 12:59 AM

Part of the problem is the way Poser applies the texture map to the model. It looks great from the front but then blurs at the side. I think it's because it users a planar mapping method. One way to reduce the problem is not to use anti-aliasing over the areas that you know will go the the sides of the model. You essentially have to sharpen the edges of your texture map before applying it to your model.


arcady ( ) posted Wed, 29 December 1999 at 1:18 AM

Really? My natural inclination from the other graphics work I've done was to blur everything and anti-alias. I'll give the sharpening a try tomorrow. Using the advice of larger texture maps I got somewhat better results. But my 2048 by 2048 texture map tif is 12 mb in size. :) When I add on the textures I'll be doing for the boots, mask, and gloves it'll be one huge tax on memory to use this figure...

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arcady ( ) posted Wed, 29 December 1999 at 11:18 AM

I use win 98 on my PC and poser 4. No problems with tif files. Odd.

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