Forum: Poser - OFFICIAL


Subject: Interpretation of W coordinate in Daz's M2 & V2 UV's?

kuroyume0161 opened this issue on Jul 07, 2002 ยท 28 posts


Ajax posted Sun, 07 July 2002 at 7:21 PM

Nance is right. However, what Nance says does not in any way imply that the white space doesn't clog up Poser's memory. It does. In the example you give above, ronstuff, Poser does indeed load 3 full 2000x2000 maps. Think of it this way: Each material has it's own UV map. Traditionally in the 3D world, each material would therefore get a separate texture (ie jpg or whatever file format the application uses). In Poser, it's common to use a little "trick" of UV mapping each material so that it occupies only part of the texture. In this way you can organise the texture in such a way that different areas of it correspond to different materials. This is useful if you would prefer to distribute only one texture with your model instead of one texture for each material in the model. It's a trick that is However it also sacrifices some of the versatility of the one-texture-per-material method, since it doesn't allow you to make a high res texture for part of the model without having to load a high res texture for everything else as well. (Hence your problem of having to load effectively three high res heads just to get your eyes and lips from different textures). In the case of the millennium figures, Zygote/DAZ decided to compromise between the "Poser approach" and the "traditional approach" by placing all of the materials on two textures. This way, you can load a high res head without having to load a high res body. However the ability to keep a separate high res set of eyes or separate high res lips was lost because they organised those on the same texture as the head.


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