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26 comments found!
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.
Thread: Carrara model doesn't export correctly | Forum: Carrara
The boots should be available for free download by Nov 1. I made them for a contest I'm participating in over at the Poser Pros forum. As soon as the deadline is past (30 Oct), I'll probably take all the props and morph targets I made for it and post them on my website, and then list them in the freebies section here at Renderosity.
Thread: Carrara model doesn't export correctly | Forum: Carrara
I imported the right shin, foot, and toes for the P4 woman into Carrara. Then I created a new vertex object. In the vertex modeling room, I created a cylinder. I jumped back out to the main working room for Carrara and centered the vertex object around the shin. I made certain to color the P4 woman shin, foot, and toes one color, and the cylinder another color. Then I just jumped in and out of the vertex modeler. I'd made adjustments to the vertex object, jump back out to check it for fit around the leg, jump back in and do a little more work, etc. It takes a little time, but with the vertex object a different color from the leg, I was able to see anytime I didn't get the fit right. The actual boot doesn't fit perfectly around the foot and toes, BTW. Since I knew I could turn those invisible in Poser, I concentrated more on fitting the shin, and then made the foot of the boot model match the style of shoe I was working from. The Poser foot sits flat, and these boots have a heel and bend upwards around the ball of the foot. You probably could bend the foot and toes to fit, but I haven't tried that yet. I did have to resize the final model when I imported it into Poser, but that was just a matter of scaling it to the correct size.
Thread: Carrara model doesn't export correctly | Forum: Carrara
I know! I think my head is starting to get full though. I'm going to have to take a break to "digest."
Thread: Carrara model doesn't export correctly | Forum: Carrara
Thread: Carrara model doesn't export correctly | Forum: Carrara
SMcQ, that helps! I haven't tried it yet, but it would certainly explain why the hooks all end up in the same spot. I went ahead and added the hooks to the original boot upper. Now I'm working on the laces, another vertex object. I'll let you know how the whole thing exports.
Thread: Carrara model doesn't export correctly | Forum: Carrara
Thanks Mark. I tried your suggestion. However, the exported boot still ends up with the hooks all piled up on top of each other, lost somewhere in the boot. Right now I'm trying to add the vertex mesh for the boot upper. That seems to be working, but I'll have to open up the obj file in Word to assign a separate texture to the hooks.
Thread: Carrara model doesn't export correctly | Forum: Carrara
Okay, I've done some more experimenting. I tried exporting just the hooks as obj and re-importing them back into Carrara. They still show up all piled on top of each other, so I moved them back into place. Then I tried re-exporting the whole boot with the new hooks. Still get the hooks all piled up on each other. Then I tried exporting the whole boot as a dxf and a 3ds. The hooks show up in both formats in the right places. But the dxf version of the model is just way too blocky, and the 3ds isn't quite as smooth as the obj format. Anybody have any ideas why the hooks show up in the right places in these formats work, but not in the obj format?
Thread: UVMapper problems - seams on textures in Poser | Forum: Poser - OFFICIAL
Thanks Steve! You're right about the planar mapping. I spent all weekend expermenting to see what would happen if I tried different options and mapping modes. The planar mode is what caused the problem. I will try your solutions. Thanks for the help! Helen
Thread: UVMapper problems - seams on textures in Poser | Forum: Poser - OFFICIAL
Yeah, I figured out I could just simply reopen the original P4 Nude Man obj and resave the texture map at a larger size (3000 x 3000 as opposed to 524 x 524). However, I really wanted to remap certain parts so I could get better detail on them. Oh well! It helps knowing that I'm not the only one who gets this. Thanks!
Thread: UVMapper problems - seams on textures in Poser | Forum: Poser - OFFICIAL
Attached Link: http://www.warriormilkmaid.com
Jaqui, thanks for the reply. As far as I can tell, I didn't flip any normals or rotate the map. I followed the tutorial on the UVMapper website exactly (the one where he's remapping the Poser 3 woman). The only difference is I'm using the Poser 4 nude male. Here's a rendering with the template I mapped on the P4 male. If you look at the side of the neck and the top of the arm, you'll see what I mean. The map there is very warped. I reloaded the original P4 nude male and check his map and it's okay, but mine keeps coming out warped.Any ideas?
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Thread: UVMapper problem - seams on textures | Forum: Poser - OFFICIAL