Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 4:55 pm)
Quote - try setting normals forward and see if that helps. Holes are missing or reversed polygons.
I actually just checked the obj in wings3d and noticed there are doubles of geometry names for every part of the figure. So I selected the top one that says head and it didn't select the whole head like it should. It selected the hole (which is visible in wings). Then I selected the second one named chest and it selected everything else but the hole.
If I make the top name invisable the hole shows up (obviously). Is there a way to fix this?
If you exported it out of Poser, no matter what, it will combine into a single mesh when you bring it back in. For some reason, when you export a mesh out of Poser, it divided the mesh according to the grouping, at least in Wings 3D. I am not sure about Blender or other 3D apps, but in Wings, it imports divided with the grouping.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Did you reapply her rigging when you brought the mesh back into Poser? I think I know where part of the problem may lie.
If you did that, could you explain that step by step how you did it? I know I've made the mistake of auto grouping in the pose room, then clicking 'yes' when Poser asks if I want to automatically group the new figure with the new bones. It doubles the grouping names.
If you look at two identical meshes side by side where one was auto grouped in the pose room and the other grouped in the setup room, you will see differences in the grouping.
This may have caused your problem.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Wings3D does NOT work with the object file directly exported from the geometry folder.
You DO NEED to use an object file that you exported out of the Pose Room from a 100% ZEROED figure. (See attached Export options)
Otherwise the grouping will be all over the place and the vertex order completely messed up. There is no way to "fix" this later on.
Also DO NOT WELD the mesh during export or import. This also messes up vertex order and will prevent the original morphs from working.
Poser will "re-weld" the mesh automatically once you turn it back into a figure using the original cr2.
But in Wings3D, the mesh will load UNWELDED and it has to stay that way as welding would change vertex order.
If you DO NEED a WELDED mesh for sculpting, use ColorCurvator's PoseMorphLoader script.
Or sculpt inside Poser using the MorphBrush.
Or use ZBrush and GoZ.
For the UV re-mapping:
This will be a waste of time for most newer Poser figures, as the "pelt mapping" is already the most effective mapping possible that gives the least distortion with the best use of UV-space.
A simple "front-back" mapping like the old Poser figures had might appear simpler to paint on but will give you very nasty texture stretching and if you're not really careful you might even create overlapping UV's, making the figure unusable.
Get yourself a 3D-painting program that lets you paint/texture directly on the figure instead of messing with UV-seams.
Quote - For the UV re-mapping:
This will be a waste of time for most newer Poser figures, as the "pelt mapping" is already the most effective mapping possible that gives the least distortion with the best use of UV-space.
A simple "front-back" mapping like the old Poser figures had might appear simpler to paint on but will give you very nasty texture stretching and if you're not really careful you might even create overlapping UV's, making the figure unusable.
Get yourself a 3D-painting program that lets you paint/texture directly on the figure instead of messing with UV-seams.
I do have blender and I hear it can let you paint on the model. I just want to use picutes to texture the models so I am not sure how to do that in blender. Any advice?
Attached Link: http://lmgtfy.com/?q=blender+3d+painting+tutorial
Sorry, I do not use Blender so I can't help you with that.But Blender has its own forum here, and from what I know there should be tons of tutorials out there for it.
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I finally remapped a figure I had been wanting to texture in uv mapper. I wanted to keep the morphs and dials of the original figure so I edited the 2 lines in the cr2 file to match the new obj. Everything seemed to go well BUT there are a few little holes in the figure. I am not sure why or how to fix it. Any idea?