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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: UVMapper Pro question.


Treewarden ( ) posted Mon, 27 October 2003 at 8:41 AM · edited Sun, 28 July 2024 at 2:09 AM

Hi all! I made a table for Poser and I have a UVMapper Pro question. I made a 3/4" fillet (rounded edge) all the way around the perimeter of my table. In UVMapper I did box mapping. This causes a texture seam around the edge of my table. About half of the fillet is textured from the top (plan) view, and about half is textured from side view(s). Since I want a continuous wood grain (image map), this just makes the grain not line up all the way around the table. Which mapping method do I need to use in order to make this work? Thanks in advance, caravaggio


PhilC ( ) posted Mon, 27 October 2003 at 10:51 AM

Assuming that in Poser it loads with its feet on the floor I would do the following:-

  • Planar map Z everything
  • Select the top plus all the fillet and Planar map Y
  • Move this selection to one side
  • Select the remaining and box map that.
  • Position the parts of the map to suit.
  • Save the OBJ and the map

Hope this helps.

philc_agatha_white_on_black.jpg


Treewarden ( ) posted Mon, 27 October 2003 at 11:46 AM

Thanks PhilC, I'll try that tonight!


maclean ( ) posted Mon, 27 October 2003 at 2:51 PM

You might want to do the legs as cylindrical/Y-axis for a nicer map. mac


Treewarden ( ) posted Mon, 27 October 2003 at 9:05 PM

file_81718.jpg

Thank you both very, very much for your help. I am still having a small problem tho. I've got the legs and all the other parts figured out and the best way to map those, but this dadburn table top is fighting me all the way. When I planar map the table top in the y axis, I get what appears to be the top view with the fillet all the way round the flat top, and the bottom view thats just flat bottom. The problem is that there is a 90 degree straight section just below the bevel and this is where a map seam happens. I applied the wood texture to the top and the bottom, but flipped the bottom one, and it nearly works, but there is some distortion around the edge.

Some of it lines up, some of it doesn't. Should I just go back and remodel the top so that it does not have a straight section? Thanks again!


PhilC ( ) posted Tue, 28 October 2003 at 1:18 AM

When you planar map the top, select the "do not split" option.

Looking good :)

philc_agatha_white_on_black.jpg


Treewarden ( ) posted Tue, 28 October 2003 at 8:58 AM

Oh, O.K. I've give that a try tonight! I didn't even think of that! Thanks!


maclean ( ) posted Tue, 28 October 2003 at 2:32 PM

Maybe this is overkill, but I see you have a square section (blue) just under the round table-top. You can separate those 2 pieces if you want, by making a planar Z-axis map (not split), selecting one with the marquee and separating them, then making a planar Y-axis of each piece. The square parts at the top of each leg (pink) could also be separated in a similar way, then mapped as cylindrical cap Y-axis. One thing I find useful is the 'Scale' checkbox. If you use that option for each kind of map, it will make all maps to the same scale, then you can size them up to whatever you want. Mapping is a bit of a black art. mac


Treewarden ( ) posted Tue, 28 October 2003 at 5:00 PM

Hi mac! Luckily I foresaw (almost) all the texture mapping routes I was going to need. Each color you see is already it's own material zone. I did not foresee how that bevel/fillet was going to work. I am going to try PhilC's suggestion on that now. I assume I'll be needing to go back to the modeler though for this one, as I split the whole object first thing I did. UVMapper Pro seems forgiving to some degree though. Maybe it'll work without doing that. Anyway, I got the whole thing mapped and everything works except for the fillet. I also used your idea from before on the legs! I am definitely realizing that this mapping stuff is way more involved than I thought. You actually need to model figures with this in mind, cuz it's the map you see in the render. I hope to come back with "It's done!" Thanks, caravaggio


maclean ( ) posted Tue, 28 October 2003 at 5:53 PM

You seem to be going about it the right way anyway. It's smarter to have things already split by material. It can save you a lot of messing around in uv mapper, and you can always unite them into one material afterwards easily enough. Mapping can make or break a model, since the whole look of a finished article in poser depends on it. After 3 years making maps, I'm still finding new tricks. I can't wait for the UV Pro upgrade to come out. mac


Treewarden ( ) posted Tue, 28 October 2003 at 7:21 PM

"It's done!" PhilC and mac you are both amazing help! I just learned alot about UVMapper Pro. I'm sure as I go I'll run into more "learning" scenarios with it. Thanks for your guidance on this! There is going to be an upgrade? Sweet!


Lyrra ( ) posted Wed, 29 October 2003 at 6:38 AM

I can't tell you how many scathing emails I've sent back to modelers because the model has no useful group names or material zones. Playing "what is that thing" is not my idea of a fun time. Even if you're not mapping the durn thing yourself, be nice to the person who is.



maclean ( ) posted Wed, 29 October 2003 at 2:59 PM

Right, Lyrra. I'm also a big believer in giving materials relevant names, as opposed to 'Material#27'. I try to call every body part/group and material by names that make as much sense as possible. mac


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