grid opened this issue on Feb 13, 2005 ยท 22 posts
grid posted Sun, 13 February 2005 at 10:22 AM
PhilC posted Sun, 13 February 2005 at 10:35 AM
Previously you may have saved as a single group. If you save the OBJ retaining groups as an option you should have no trouble.
grid posted Sun, 13 February 2005 at 11:04 AM
cool thx I will give it a swing
xantor posted Sun, 13 February 2005 at 6:26 PM
Cylindrical mapping might work better for this.
grid posted Sun, 13 February 2005 at 8:11 PM
xantor posted Sun, 13 February 2005 at 8:57 PM
Have you tried cylindrical mapping? Flat mapping usually causes some parts to have stretched textures.
grid posted Sun, 13 February 2005 at 9:05 PM
yea i tryed them all. they are not streched they seem to be out of place.
xantor posted Sun, 13 February 2005 at 10:01 PM
It looks like some of the polygons have different mapping than the rest.
moochie posted Mon, 14 February 2005 at 2:36 AM
The whole side seems badly stretched. A trick I use to check for stuff like this is to use an untextured texture map (ie just the black and white grid straight out of UVMapper) and apply that as the texture. You'll soon spot any distortions. And if you colour in individual polys on the texture map, that'll show you where suspect areas are.
grid posted Mon, 14 February 2005 at 4:43 AM
moochie posted Mon, 14 February 2005 at 12:47 PM
You're not giving us a lot of clues, but that looks like a repeat of part of the pattern from the back. If you open the obj in UVMapper again, go through each of the 'Select by Material' options, and you should find that part showing up in the wrong group. Alternatively, if you've got the Pro version, you can save a coloured and labelled version of the map .. again look for that side part in the wrong material group. Or just post the map here (or a link to it). Unless you've got loose polys which are actually laying on top of the mesh, the map will hold the answer.
grid posted Mon, 14 February 2005 at 4:01 PM
moochie posted Mon, 14 February 2005 at 4:57 PM
Hahaha. Why did you rotate the one pic that would give the biggest clue (bottom right)? But I'd still refer you back to my previous post .. the edges of the wrong bit of texture are straight, so clearly those polys are in the wrong group. Do the coloured, labelled map export, as suggested, and I bet everything becomes clear. As for groups, you should be splitting the model into a number of separate groups and mapping them according to the topography of the parts. The cups, for instance, should be using the spherical mapping option. The straps .. planar. The back probably planar too. You might need to put in seams for where the edges of the maps meet, but you'll get rid of that stretching.
AntoniaTiger posted Mon, 14 February 2005 at 5:20 PM
One thing to check, apart from the actual UV mapping. Are there some polygons with inverted normals? If you render with one of the options -- something about back-facing polygons -- and those dodgy places appear as holes in the mesh, that's the problem. You can fix it with the Grouping tool, making a temporary group from the polygons you want to reverse, but it can be a bit more complicated with a figure, rather than a prop.
grid posted Tue, 15 February 2005 at 3:51 PM
well to say to your rotat the model its the same exact thing on both sides same place and ever thing. When rendering them the are still the same i have not the answer for this one. I fixed one just like this 2 secs b4 this one. got me. this problem is only showing up in poser
xantor posted Tue, 15 February 2005 at 7:48 PM
I would load the object into uvmapper then check it is okay and then delete it from your poser directory and save it from uvmapper again, just to make sure that poser is not using an older version of the object.
grid posted Wed, 16 February 2005 at 5:07 PM
I have done this as well but it seems to me poser keeps recalling it I deleted it all! =( its ok I just gave up with it i try a year from now thanx for all the info
moochie posted Wed, 16 February 2005 at 5:11 PM
Ha! No staying power. Seriously, I've found I learn most when I stick at a problem until I resolve it. If the problem is a real stinker, I usually find something else along the way that takes me in a different direction. Anyway, good luck with whatever you try next.
xantor posted Wed, 16 February 2005 at 7:16 PM
I usually stick with a problem till I fix it too, but some things are just too hard and have to be given up. The worst problem I have found was a figure that had ears with reversed normals, the ears werent a seperate group and fixing them by hand would have been difficult. It should be possible for a program to be written to at least make all normals "point" the same way. Sorry that I wandered off topic.
Jim Burton posted Wed, 16 February 2005 at 7:55 PM
Your on Poser 4 or ProPack, I assume? You gotta delete the .RSR file in the Geometry folder if you update OBJ with the same name. We all know that, some of us just forget it once in awhile.
xantor posted Wed, 16 February 2005 at 9:15 PM
If you have propack you can delete all the rsr files in the geometries drawer (but only in that drawer) propack doesn`t use the rsrs.
grid posted Thu, 17 February 2005 at 4:29 PM
I will give this a try I dont give up as esely as you think i have been trying this for six months off and on Realy i have. I have pro and p5 same thing happens in both versions its just crazy to me I had 2 object files with the same problem when i started this thread the wierd thing is the first one went smothly open it in uv mapewr pro change the map save obj file and tex map and bamm!! it work fine. But then went to the second one and its said no uh hu ant ganna happen!! well I will work on it this weekend!