Forum: Poser - OFFICIAL


Subject: WIP: Walrus Man

garicstarr opened this issue on Mar 26, 2003 ยท 13 posts


garicstarr posted Wed, 26 March 2003 at 12:41 PM

Finally have the model the way i want him, but now to texture him. What's the best way of going about it since the feet, the body and the head are three different objects?

Any suggestions?

This is my first try at an original (sorta) model and would love some feedback! Many thanks to Bloodsong for helping me out with some advice. It was truly invaluable!


pigfish posted Wed, 26 March 2003 at 1:13 PM

I can''t help with your question but I'm glad you found his head. He's looking really sharp!


garicstarr posted Wed, 26 March 2003 at 1:19 PM

thanks...actually the new morphed head i made before somehow got corrupted and i had to make another one. Worked out for the best since it came out better than before. Practice does help after all!!


tonymouse posted Wed, 26 March 2003 at 3:10 PM

Too Hot!! is this a private piece or will you be putting it up for. . . Sale? Or . . .? and is this just the begenning cuz I think with all the toon stuff being very popular, it woud go very well, he and his ilk. not to mention other species. Tonymouse


jaybutton posted Wed, 26 March 2003 at 3:15 PM

This guy is really cool, great job! Sorry I'm not much help at texturing, :( but keep up the good work! :) Jay



garicstarr posted Wed, 26 March 2003 at 4:14 PM

I can't sell him since he's just a combo of Jon's Dwarf Warrior, DAZ3D's Walrus and Flaming Carrot's feet by 3DCC.com. 2 free models and 1 i paid for. 2nd I have no place to host him right now so I can' put him in the free stuff. I'd love to share him just so i can get 2 or 3 textures for him but it doesn't seem likely anytime soon. I am going to use him in a movie i am planning. Right now i am in pre production, polishing the script and recording the dialogue. Then after I have all the models I need, I am going to buy Vue D'esprit 4 and Mover 4 combo package and a new super computer to make the film. It's going to be a long process but I know with help from everyone here in the forums I'll be okay.


Lyrra posted Wed, 26 March 2003 at 6:34 PM

well your problem is that you have three models with 3 uvmaps. So either you get three matching textures made, use 1 'universal' texture for all of them, somehow make them into one OBJ with new UVmapping, or use Poser5 and the procedural shaders. Since you are planning animation, I'd suggest going for the most work route of making 1 OBJ. Then one map can be made for the whole thing, and you don't have animating issues when dealing with composite figures. 1 universal texture will look universally bad on all of the pieces ... different apparant scale and with stretchies. Sometimes it works and sometimes it doesn't. As it stands, you'd need 3 maps for the three models.



garicstarr posted Wed, 26 March 2003 at 6:56 PM

how do i make it all one obj? I don't want to lose all the morph targets for the face, which was the whole point in the first place. Or how do i go about making the 3 maps? Thankfully my human model while much larger in file size was so much easier to make. ;) Thanks for the help!


Lemurtek posted Thu, 27 March 2003 at 7:34 PM

There are a number of ways to do this. In Lightwave Modeler 7.5 (what I use) You can load each part, combine them using cut and paste, and then use the UV copy and paste to combine the UV maps. This is somewhat tricky, you'll probably need to unweld the various parts before using the UV Copy command. Another way is to use John R. Wind's Compose utility. You can merge various .obj files, and keep the UV's etc. Once you have the body all combined into one object, you'll probably need to bring the .obj into UVMapper. Most likely the different parts will have overlapping maps, so you select the newly added parts and resize move them around until you get a clean non overlapping map. This is the old school method. Some models like Vicky have a combined map using two or more bitmaps, on vicky, the UVMap the face occupies the whole maps and overlaps the body, but since two separate bitmaps are used, it works. Regards- Lemurtek


garicstarr posted Thu, 27 March 2003 at 7:45 PM

how will this affect my morph targets and dials? I don't want to lose them :( Thanks for the suggestions :)


Lemurtek posted Fri, 28 March 2003 at 2:05 AM

The actual morphs and dials will be stored in the CR2. If you're careful with the tools you use when combining the parts, you should be ok, since rempapping the UV's won't affect the actual vertex data. You have to be careful if you want to do this in Lightwave, because some of the commands can really mess up the vertex order. If you haven't done so, I'd recommend getting John R. Wind's Compose. It can merge the object parts without worrying about vertex order too much. It's free, I think you can find it here in free stuff or in the back room maybe. If compose gives an 'out of range' error about the object file, load it and resave it from UVMapper, that usually fixes the object file. There tends to be a bit of black magic about all this, so make sure you save often and in multiple revisions so if something goes wrong, you don't have to start from scratch. Regards- Lemurtek


garicstarr posted Fri, 28 March 2003 at 2:09 AM

I'll give it a shot. Just remember you're talking to a pure rookie at all of this. :) Thanks for the advice!


Lemurtek posted Sat, 29 March 2003 at 1:47 AM

No Prob. If you have any more questions, just ask and I'll try to answer coherantly. :) Regards- Lemurtek