PJF opened this issue on Aug 30, 2003 ยท 19 posts
PJF posted Sat, 30 August 2003 at 5:56 PM
Little_Dragon posted Sat, 30 August 2003 at 6:01 PM
The simplest way to avoid those artifacts is to split the vertices on your mesh. Then the surfaces will render perfectly flat in Poser.
maclean posted Sat, 30 August 2003 at 6:03 PM
Attached Link: http://uvmapper.com/
Yes. You need to run your box through uv mapper (see link if you don't already have it) and use the 'split vertices' option. This will cure all your problems. What's happening is that Poser is trying to smooth the box and making a dog's breakfast of it. Splitting will fix this. macmaclean posted Sat, 30 August 2003 at 6:04 PM
Oops. Xposted with LD. mac
PJF posted Sat, 30 August 2003 at 6:10 PM
Thanks for the quick response, guys. I'll follow through on your suggestions.
PJF posted Sat, 30 August 2003 at 6:23 PM
OK, splitting the vertices certainly got rid of the horrid artefacts. But it also got rid of the smoothing. How do people make models that use smoothing (most Poser figures, etc) but avoid the dark smudges all over the surface?
Little_Dragon posted Sat, 30 August 2003 at 6:27 PM
You split some vertices, but not others. Or you make your bevels very, very tiny.
PJF posted Sat, 30 August 2003 at 7:02 PM
Thanks. I looked closer at some of the established lower res models (such as the original Poser4 figures) and noticed similar dark smudges on some surfaces. It seems to be a universal aspect of Poser smoothing under unfavourable circumstances (lighting/model/camera angle, shadow map size, etc). High res models (keeping individual poly faces small) and big shadow map sizes seems to minimise the problem. That's a relief. I thought I was finally getting somewhere with 3D modelling but had a horrible feeling it was all for nothing. Back to fiddling. Thanks again.
Spit posted Sat, 30 August 2003 at 9:16 PM
Question. That stuff that looks like shading on the top left cube? Is this the same thing: sometimes I'll bring a model into Bryce and it shades like that..even flat surfaces. I've found that if I smooth it in Bryce (at the defaults) that weird shading goes away. (I rarely if ever import to Poser that's why I mentioned Bryce). Is what I describe the same as above? BTW..not important, just something i've been wondering about for a while and never thought to inquire about.
VK posted Sat, 30 August 2003 at 11:26 PM
ockham posted Sun, 31 August 2003 at 1:53 AM
Seams.... hmm. I tried it just now, made a "seamy" box in Amapi and rendered in Poser 4. Sure enough, the corners are sharp enough to draw blood, but the seams themselves show up fairly clearly. Is there a minimum proportion of seam width / face width that works best?
PJF posted Sun, 31 August 2003 at 7:06 AM
PJF posted Sun, 31 August 2003 at 7:13 AM
VK posted Sun, 31 August 2003 at 1:48 PM
VK posted Sun, 31 August 2003 at 1:55 PM
PJF posted Sun, 31 August 2003 at 3:18 PM
Thanks for the clarification, VK. I'll have another go with seams later. By the way, the name's PJF not PFO. Not that I mind particularly but since PFO is a well known Poser acronym for "Poser Forum Online" (original name of this website and now a separate entity) it might be confusing for some. :-)
VK posted Mon, 01 September 2003 at 4:43 AM
Oops, very sorry for the name, PJF. Kindly excuse the silly typos. My thoughts were somewhere else...
ockham posted Mon, 01 September 2003 at 10:56 AM
Thanks for the precision, VK. My Amapi model was about 10%, which is obviously too large. I'm experimenting now with a Python script to place seams on chosen faces "in place". Having a numerical target helps......
VK posted Tue, 02 September 2003 at 10:03 AM
Very interesting. Can Python move vertices? Just curious, I don't have Python, but I read the scripts sometimes.