Essexboy opened this issue on Jul 26, 2004 ยท 14 posts
Essexboy posted Mon, 26 July 2004 at 5:59 AM
3Dream posted Mon, 26 July 2004 at 6:23 AM
Hello Essexboy If the furniture goes to the poser geometries folder remove all lines started by "vn". Poser does not need that. You can do this in a text edictor like Word or Notepad.
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Essexboy posted Mon, 26 July 2004 at 6:25 AM
ok great many many thanks essexboy
Essexboy posted Mon, 26 July 2004 at 8:15 AM
lo again can i ask should i give the obj a map in uvmapper first before i delete the lines withvn in them or just delete them and then take them to uvmapper essexboy
3Dream posted Mon, 26 July 2004 at 9:32 AM
Its the same . You can delete first or after . Both ways will give the same result. Is up to you.~ Allways remeber to save the original obj if something goes wrong
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EnglishBob posted Mon, 26 July 2004 at 10:26 AM
When saving from UVMapper, there is an option 'export normals'. If you uncheck that, it will remove the normals there and then. No OBJ hacking required. Your model might still be on the heavy side after that, though. How many polygons does it have? UVMapper will tell you that as well - select Statistics from the Help menu.
Essexboy posted Mon, 26 July 2004 at 10:36 AM
at the moment it has 3o meg of it lol and thats due to the orniments on the draw fronts as they are modles not painted essexboy
xantor posted Mon, 26 July 2004 at 10:45 AM
The ornaments could be textures, to make the file size much smaller.
EnglishBob posted Mon, 26 July 2004 at 10:57 AM
Or a combination of simple mesh, texture and bump map. That sort of modelled-in detail isn't going to be visible in nearly all renders.
Essexboy posted Mon, 26 July 2004 at 11:05 AM
i think your right peeps i may have to go the way of textures and bumps,i just wanted to make high quality modles is all but thansk for all the help
Spanki posted Mon, 26 July 2004 at 12:44 PM
Just a word of caution... I do NOT recommend the method 3Dream gives for removing the normals... if you do that, the facet lists (the polygon descritptions) lower in the file will still be referencing those normals and so you are technically creating a 'corrupt' .obj file (may very well cause some 3d programs to crash). If you want to remove the normals from a .obj file, you should use EmglishBob's method instead. This method writes out the appropriate facet records.
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Tunesy posted Mon, 26 July 2004 at 1:14 PM
You're going to end up with very heavy models trying to do detail like that with geometry. You might wanna do a bit more mapping instead. I feel for ya, though. I do pretty well with 3d modeling, but paint programs just remind me what a lousy artist I am ;)
nomuse posted Mon, 26 July 2004 at 8:48 PM
Have to butt in here...removing the normals (which Poser calculates itself anyhow) can cut a third or more off the .obj file but it isn't a savings either in poly count or in the size of the rsr inside Runtime once Poser gets done. I did some checking back and forth; what ends up in the Runtime is exactly the same size as what I had before I stripped normals. So save this for optimizing download size. To really optimize poly counts, learn to work closer to the vertice level. Outside of those bezels on the front surface you should be able to knock this down considerably...down as low as hundreds of polys if you split faces and allow some blockiness about the curved moldings.
Roy G posted Wed, 28 July 2004 at 8:48 AM
One way to get a nice image map is to make the model, Render it in Poser, then use the resulting image as a texture.
nomuse
Removing the normals will also make the obj file load much faster. So there is a good reason to do it. :)
Message edited on: 07/28/2004 08:58