Thu, Dec 26, 9:25 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 26 9:02 am)



Subject: is there a way to remap this modle


dolly ( ) posted Wed, 13 November 2002 at 7:34 AM ยท edited Fri, 02 August 2024 at 1:28 PM

file_31369.jpg

Lo all I am doing this model of a temple of the elements and i made it an obj but i want to remap it as i did it in such a way that some of the pieces are small and wont get much res even thought the map is 4000,4000 pixels Now the modle itself is only 1.3 meg so it small realy,i want to know how to make another map for it if it is possible cheers dolly


Velen ( ) posted Wed, 13 November 2002 at 9:36 AM

well as your Map is full already with little or no extra space. I would save the model in a few part groups. then map each group separately. IE madelgroup1.ojb group2.ojb and so on. hope this helps Laters Vel


BeatYourSoul ( ) posted Wed, 13 November 2002 at 9:44 AM

Don't need to do that! Break the model into groups (e.g. in C4D break it into separate objects and group them, export the entire group as a .obj), but you can keep them in one object file (.obj does support multiple groups in a file). You can then map each group into its own UV space in, e.g. UVMapper, and save each group's UV space out as a separate template (note that many models do this, such as Daz3Ds Mike and Vicky). Be sure to save out the modified model with UV coordinates to reflect the changes in UV coordinates. As you can tell this can be a complicated process, but beats having multiple .obj's to represent a single model. If you need more indepth info about doing this in UVMapper, don't hesistate to ask. BeatYourSoul


noggin ( ) posted Wed, 13 November 2002 at 9:48 AM

If you are using UV mapper you can keep your object as a single model. Split your obj in to material groups_ for example 'columns' 'facade' 'walls' etc. Then select each material group in turn, hiding the other groups. The selected group can then be rescaled in UV mapper to take up the whole of your 4000x4000 pixel map (that's pretty large!)You can then save a seperate template map for each material group in turn remembering to tick the box that says don't include hidden facets. (Don't shift any of the bits once you've created the map)Once you created the template maps make everything visible. All the bits will overlap_ don't worry! Now resave your obj file. When you create your seperate texture maps you will have to apply them to the different material groups in poser in the materials set-up box. Hope that makes sense_ happy to enlarge if any of that needs qualification


noggin ( ) posted Wed, 13 November 2002 at 9:58 AM

oh sorry Beatyour Soul _ cross posted


Xurge ( ) posted Wed, 13 November 2002 at 10:54 AM

You can also place the parts that are the same over each other to save room. If they are going to be textured the same that is, which looks like they will be by the shape of the model. This will allow to enlarge each part to take a larger part of the texture. This will also speed up the texturing process.


BeatYourSoul ( ) posted Wed, 13 November 2002 at 11:51 AM

No problem, noggin. Anyway, you did a much better job of describing the process to which I was only alluding. :0) Also, very good point Xurge. Lots of repetition in that model. Why have four separate, identical wall textures when you can just use one for them all? BeatYourSoul


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.