Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Very cool! Course you lost me at XYZ scale "by orientation" uvmapper. :O) No, I am all thumbs when it comes to uvmapping but I am trying to learn. This will give me something to experiment with. (Once I figure out what you said, G) For now it is easier for me to stick a box in a box or a series of boxes and/or square props in a box to make the room interior, but I can see the merit in doing it your way. Thanks for the tip.
Ah well...there you are. I avoid the grouping tool like the plague! LOL. Never could get to grips with it. I'm sure there isn't a lot of difference between the two ways of doing it. I just like uv mapper because I'm used to it. But the possiblity of adding materials to things gives a lot of extra functionality. And I find this easier in uv mapper. For example, if you take the poser cube and box map it in uvm, you can easily assign a separate material to each of the 6 sides. Can be handy if you need 6 colors on a cube, or even 6 different tex or trans maps on it. Lots of possibilities if you play with it. mac
Hmmm.... I just thought of something else. If you wanted shadows on a figure or face in poser, like say, the shadow of window-bars, you could put a transmap on the one-sided square (?), or the cube, if that didn't work. Something like a transmap with a horizontal and vertical stripe to create the 'bars'. You could use this for all sorts of things without having to go to all the hassle of actully building the shapes. Worth considering... mac
LOL! Okay, believe it or not I tried this a few minutes ago in uvmapper, just because I know it would be a good thing for me to learn to use that program. But I goofed it up and ended up doing it in Poser with the grouping tool.
It is really easy with the grouping tool. I set the six orthongonal cameras up first, so that I have the left, right, top, bottom, front, back of the box in view. I select the box, open the GT, and click on remove all. I then drag a square across the side of the box with the GT to select all polygons on the side in view ( whichever of the cameras I am using to view the box) and click on assign material and give it a name, like front, back, etc. Change camera views and repeat the steps again (remember to remove all first).
I also sometimes add a step to this and make each side a new group. So at the start I click on the new group button, name it, say front, (can now skip the remove all step since this group has no polygons selected) group that side and assign the material, click on new group, and repeat the process.
The second method has some added advantages as I can spawn each side as a new prop if I want. (You can also do this on a box mapped the first way by creating the new groups, then using the include materials to select the polygons to assign to that group. IE. front group, include material front; back group, include material back, etc.)
If I want to map both inside and outside, I would use the create a new prop on the mapped box, reverse the group normals, rename the assign materials by using the include material to add the polygons, than giving that side a new material such as frontIn, backIn, etc. So that I can use a different texture on all twelve sides. Scale the new box down from 100% to 99% or so that none of its polygons push through the first box (you want it to be inside) Then export both box as an new object (uncheck all settings) and import (uncheck all settings) as a new box object with 12 material settings.
Now, how would I go about doing all this in UVmapper?
Oops, I think I posted my reply as you posted your question so we are out of sink. Yeah, the bars I did above will cast a shadow because the box is transmapped so that where the texture shows it will cast a shadow if the lighting is right. I did this a long time ago on my Morning Glory picture where I made the curtain material semi transparent and used a colorful texture and matching transmap to create a shadow of the curtain lace pattern on the figure. Not exactly the same as what you suggested. But it makes me wonder, you could probably just as easily paint the shadow of the bars onto the texture the head texture for the figure. I suppose the possiblities for how to create the same basic effect are endless, and each with their own pro and con - not to mention personal favs for doing things. Since I only recently started to fool with making textures and trying to model stuff, the solutions I thought about in the past generally did not involve any of these two methods. Opportunities increase as we expand our horizons. :O)
I also noted that the six side texture map I created in uvmap is different than the one that the grouping tool creates. It took me a few minutes to figure out how to get all six sides to show in uvmapper, but here is what it looks like. I like this layout better as I can use any square texture and apply it to any side and it fits right. I could not get it to work quite as easily using uvmapper and had to customize the textures.
With the box I did using the grouping tool, I can convert a scene I built in Poser with various props into a simple low count prop. All I have to do is set up the camera shot I need to make the texture, render the scene, and apply it as a texture to one side of the box. I can then get rid of all the extra (weighty) props I used to build the setting, and still have a scene (via a single prop or two) I can shoot from different angles, have doors and windows that open and close, etc. (I can make doors and windows work using transmaps and parenting square props with textures to the main box as needed.) All, while keeping the polycount for the scene low since my entire town or building setting is made up of only a few poser box props - speeding up my render time, making for smaller pz3 files, and quicker animations.
In short, I think both ways of mapping have merit and are worth knowing. Thanks for your help. Always great to learn new and interesting things. :O)
Well, shadow, that looks perfect. Glad to see you got it done. Now you know how to do it both ways, you can use whatever system is best. Your map in uvm looks good. Just one more tip. If you want to, you can also make each side of the box fill the full map area for a more detailed tex look. Just select each side and press = (equals) and it'll enlarge to fill the full map area. Then you have to resave the obj. That way your tex can just be any square sized tex for each side's material and it'll give you more detail than having a mapped obj with 6 smaller areas on it. Anyway, that's a minor point. There's always more than one way to skin a cat in poser. LOL. Good going! mac
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I never thought of using a transmap on a box prop to make it so you could see inside. Talk about down and dirty fast and small file size buildings for background stuff.
So, why didn't I think of this before?
~shrug~