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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: texturing poser props UV Mapping tutorials?


diomede ( ) posted Sat, 26 February 2011 at 11:57 AM · edited Sat, 28 December 2024 at 10:13 AM

file_466054.jpg

First time trying to UV Map a model and edit the texture map.

I am trying to make a simple top for poser.  I have uv mapped the top.  For some reason, there is a big void zone in the middle of the model, where the UV map has horizontal gash lines instead of the squares that match the model mesh.  In the uv mapping programs, that zone is nowhere near the edge.

I made the model in Carrara.  I have tried UV Mapping it in UV Mapper classic and in Carrara itself.  Same results.

I have tried just about every possible command in UV Mapper classic and Carrara.  There must be an order to do things in, or a box that needs to be checked or unchecked, or something. 

I attach a picture of the uv map projected to the model.


RobynsVeil ( ) posted Sat, 26 February 2011 at 2:57 PM

Have a look to make sure all your normals are facing the right way. You can do this easily in Blender, wouldn't know if it's possible in Carrara.

BTW, Blender's free, and worth the investment in time to learn it, particularly the new version.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


Fugazi1968 ( ) posted Sat, 26 February 2011 at 5:39 PM

It doesnt look like the UVs match the model.  This may be a silly question, but after doing your UVMapping did you export the model and reimport it into Poser?

John.

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ockham ( ) posted Sat, 26 February 2011 at 7:28 PM

Sometimes UVmapper won't actually redo the map until you force things. 

How I do it: 

Select the groups or material zones that I want to map together.

Hit apostrophe then right bracket  '] to force an initial map, which will probably look awful.

Pick the type of mapping (cylindrical, etc) that seems appropriate. 

If this mapping doesn't feel right, I'll hit F2 to turn on the 'interactive'.  This will usually produce a better-fitting map immediately, but sometimes it's necessary to rotate the little circly things on the right side until the correct perspective comes through.

Hit F2 again to get out of interactive.

Hit Ctrl-T to save the template as BMP.

Finally Ctrl-S to resave the OBJ.

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BionicRooster ( ) posted Sat, 26 February 2011 at 9:40 PM · edited Sat, 26 February 2011 at 9:41 PM
Forum Moderator

The UV prolly does match the model, they most likely did a 'projection normal' type uv mapping and there's some edges butted up to one another, which causes horrible texture stretching.

                                                                                                                    

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diomede ( ) posted Sun, 27 February 2011 at 7:46 AM

Thanks for your suggestions everyone.

I had exported and re-imported the model, so I don't think that was the problem.  I even deleted the offending polygons, recreated that part of the model, and started over with a new uv map - same results.

I think part of the problem is that I don't yet understand splitting, merging, and stitching the uv's.  I think part of this probem might be that I used cylinder mapping, and that row of polygons (and part of the collar) are where the 'caps' might be. 

 

I plan to start over with a new shirt.  This time I will create material zones to try to make it easier to separate the map zones.  Hopefully, I'll get better.

Thanks again.


bob1965 ( ) posted Sun, 27 February 2011 at 8:21 AM

Looks more like the anterior super structure has exceed the load bearing capacity of the container material resulting in shearing and eminent containment failure. :lol:

 

Seriously though you should consider picking up Blender even if you only use the UV mapping capabilities to start.

If you do that then there's a couple or three of us around that can walk you through the process and get you squared away pretty quick.

I would recommend using the stable 2.49b version over the 2.5x series at the moment since you never can tell if the OBJ importer/exporter will work on any given revision.

If you do get Blender 2.56 download the revision from the Blender site since the OBJ importer does work correctly in that version.

Get the zipped version either way as it will run from any location on your computer.


RobynsVeil ( ) posted Sun, 27 February 2011 at 2:33 PM · edited Sun, 27 February 2011 at 2:35 PM

Quote - I would recommend using the stable 2.49b version over the 2.5x series at the moment since you never can tell if the OBJ importer/exporter will work on any given revision. If you do get Blender 2.56 download the revision from the Blender site since the OBJ importer does work correctly in that version.

I've had no problems importing or exporting from and to .obj files in 2.56a (the current release) and I've been doing a fair bit with it, including morph targets. The new interface is worth getting the head around: there are a lot of new features and "ways-of-doing-things" that would need to be learned, so I would recommend sticking with the newer version if you're not already familiar with 2.4x.

Blender's odd enough to learn even one version, two would be a bit overwhelming.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


bob1965 ( ) posted Sun, 27 February 2011 at 6:15 PM

Hey cool you handle this one then.


diomede ( ) posted Mon, 28 February 2011 at 1:43 PM

file_466112.jpg

I started from scratch.  Here is the result - better, but still needs work.


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