Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 27 2:49 pm)
I'm using UVmapper Classic. I'm too broke to buy UVMapper Pro! I did select by vertice. Don't believe Classic has an edge vertice tool (does it?). Define clean side/side division. Since the obj contains both boots, I had to do a bit of manipulating to get a left and right side for each boot, and then had to do some work to separate out the vertices at the edge. I went to each edge vertice and blew it up several times to see if it was really only one vertice or if it was two. I think it really takes six beans to make five.
Attached Link: http://www.philc.net/furryFox5.htm
OK most of what I said relates to the Pro version. You are probably as close as you can get with the classic. It looks as though the vertices at the seam are still too close together.Try this, .... in your modeling program set a new material for the row of polygons that form the seam. Now in uvmapper classic you will be able to select by material and pick out these vertices. When you are complete you can reset your materials and save the OBJ.
I highly recommend the Pro version. Its a tool to be used .... (PhilC speak for read the manual and the online tutorials.) To show you an idea of what it can do look at the texture map at the link.
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