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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 30 4:51 pm)



Subject: stretches marks on a render


billy423uk ( ) posted Mon, 07 August 2006 at 6:54 AM · edited Thu, 30 January 2025 at 5:05 PM

file_350347.jpg

not sure where to post this really. it happens when i render in poser so i'll try here first.

i exported an object from max and imported it into poser to see what it looks like there. after doing a quick render it comes back with lots of crap on it, any idea how to get rid of it please. i have a feeling its stretched mesh but knowing it and getting rid of it are two  different things lol

 

billy


dbowers22 ( ) posted Mon, 07 August 2006 at 11:22 AM

Quote - not sure where to post this really. it happens when i render in poser so i'll try here first.

i exported an object from max and imported it into poser to see what it looks like there. after doing a quick render it comes back with lots of crap on it, any idea how to get rid of it please. i have a feeling its stretched mesh but knowing it and getting rid of it are two  different things lol

 

billy

You probably need to adjust your UV map.  Load your object file into a program like
UV Mapper and see what it looks like.  What I suspect is that the polygons of the
stretched out parts are actually all scrunched together on the UV map.  You will have
to spread them out in the UV Map by trying a different mapping scheme. 
Note: don't spread out the actual polygons in the object file themselves.  You need
to spread out the UV map polygons.



Miss Nancy ( ) posted Mon, 07 August 2006 at 1:46 PM

billy, post the UV template. it may need unwrapping.



tainted_heart ( ) posted Mon, 07 August 2006 at 7:38 PM

Could it be non-planar polys? Not sure how Max handles them. In Lightwave you can fix it by "tripling" them which converts them to triangles.

It's all fun and games...
Until the flying monkeys attack!!! 


billy423uk ( ) posted Mon, 07 August 2006 at 7:49 PM

thanks for the help everyone.

i never did a uv map of the object. i just exported and imported to see what the head looks like upto now. actually it's half a head.

i'll take it into uv mapper and get a template done.  when you say spread out the polys, do you mean on the actual template? i'll post the map if the prob still persists

thanks again

billy


billy423uk ( ) posted Mon, 07 August 2006 at 8:11 PM

file_350426.jpg

heres a box map i did and the render is the same.


Fazzel ( ) posted Tue, 08 August 2006 at 12:54 AM

I would go with some other map such as cylindrical so it isn't so broken up.
And if you didn't do it, you need to do a Save Model after you have
remapped it in UV Mapper.  Also you need to  Save Texture Map.
Then take this template into a paint program and use the  template
to paint your texture onto.
Then load up your new object file and apply your new texture to it.



billy423uk ( ) posted Tue, 08 August 2006 at 3:02 AM

hi fazzel

thanks for the tip about saving, i got stuck on that a while back and was already helped with it. i tried all the other maps and the polys looked like they'd been folded by a blind washer woman bereft of hands. can anyone  tell me if i'd be better off doing the mapping in max itself and if i do will the uv maps carry over to here okay...

billy


patorak ( ) posted Tue, 08 August 2006 at 5:40 AM

Hi billy423uk!    I use Lightwave and UVMapper Pro.  I usually do two separate groupings.  The first is for UV seams.  My next step is a Planar map for the whole object.  Then I break down into parts;  Spherical for head, and eyes,  torso, Cylindrical for arms legs, Some splitting by hand I might add.  When I'm satisfied I load the model into UVMapper Pro Stitch it,  tweak it and UV relax it.  Then load it back into Lightwave and group for materials.



billy423uk ( ) posted Tue, 08 August 2006 at 6:04 AM

how does one do the splitting by hand patorak?

thanks for the response

billy

 


patorak ( ) posted Tue, 08 August 2006 at 9:10 AM

Hi billy423uk!  First,  load you model into Poser as a Wavefront obj, select and uncheck cast shadows,  render. 

Second  I have to answer your question with a question.  Does 3d studio Max have an Unwrap,  Unfold,  or Pelt function?  If so and you desire a map like V3 then we need to select edges and unwrap it much like a piece of candy.  This is what I term splitting by hand.

Third,  as someone once told me,  "Open up the hood and dig into the engine of your 3d modelling application."  To do this make a sphere and explore all the mapping functions from Planar to Pelting and the views along the X,Y,and Z axis.

Fourth,  consider the Texture Artist.  One of their main concerns is blending seams.  We as UV mappers are laying the foundation for them.  We need to ask ourselves "Where can I place my seams as to be easily camoflauged?"

Hope this helps.  Feel free to email me with any more questions.

chieftanoclan7@sbcglobal.net



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