learning3d opened this issue on Feb 14, 2023 ยท 14 posts
learning3d posted Tue, 14 February 2023 at 7:44 PM
Anyone know anything?
nerd posted Tue, 14 February 2023 at 7:59 PM Forum Moderator
There's a free version of UVMapper get that here: https://www.uvmapper.com/
Open the OBJ file for the item you need a template for.
Save the template from UV Mapper.
hborre posted Tue, 14 February 2023 at 8:37 PM
Depending on which figure it is you might find something here.
WendyLuvsCatz posted Tue, 14 February 2023 at 11:43 PM
all the safe links to the free ones I use namely Pulling Shapes Roadkill and Lith Unwrap are dead sadly
I use Ultimate Unwrap 3D, Carrara, Hexagon, iClone and Zbrush to export UV templates
Blender should also do it
donnena posted Wed, 15 February 2023 at 11:27 AM Online Now!
For personal use, you can dig the jpgs out of the texture folder and repaint them, remembering to save with a different name. This makes it very easy to find and apply the new texture for your render.
;>
Andy!
Boni posted Thu, 16 February 2023 at 11:56 AM
In "Free Stuff" sometimes with a search you can find folks have made templates that emphasize the the seam guides, these work wonderfully well.
Boni
"Be Hero to Yourself" -- Peter Tork
learning3d posted Thu, 16 February 2023 at 8:40 PM
Ok will check it out thanks!There's a free version of UVMapper get that here: https://www.uvmapper.com/
Open the OBJ file for the item you need a template for.
Save the template from UV Mapper.
learning3d posted Thu, 16 February 2023 at 8:41 PM
Ok those look handy, thx!Depending on which figure it is you might find something here.
learning3d posted Thu, 16 February 2023 at 8:42 PM
Is Ultimate Unwrap 3D free? Yes Blender can do UV mapping I just am not too good at it. Thanks for the reply!all the safe links to the free ones I use namely Pulling Shapes Roadkill and Lith Unwrap are dead sadly
I use Ultimate Unwrap 3D, Carrara, Hexagon, iClone and Zbrush to export UV templates
Blender should also do it
learning3d posted Thu, 16 February 2023 at 8:46 PM
Yes I have done this before, but I mean something that has no jpgs or anything. So I'm assuming that I would need to export an OBJ of whatever and then use UV mapper to make a template and then I can use that in the material room - 2D image node plugged into the top color slot? Thanks for checking out the thread!For personal use, you can dig the jpgs out of the texture folder and repaint them, remembering to save with a different name. This makes it very easy to find and apply the new texture for your render.
learning3d posted Thu, 16 February 2023 at 8:46 PM
Ok, thanks Boni!In "Free Stuff" sometimes with a search you can find folks have made templates that emphasize the the seam guides, these work wonderfully well.
NikKelly posted Thu, 16 February 2023 at 9:38 PM
Tangential problem is crafting a transparency, reflectivity or emission map for a 'well wrapped' prop, typically a complex OBJ with equally complex textures.
As some UV mappers allow parts to be moved around to minimise 'wasted space' on a texture, finding eg interior mirror or small bulk-head lamp can be fraught.
Unless you're fortunate enough to spot the shape, may come down to a 'binary chop': So, apply a 'half+half' painted image crafted in eg free Irfan view. Half-paint the portion that hit target, repeat until located...
My worst-case was seventeen (17) iterations to locate a few dozen pixels in unexpected part of a very busy 2k texture. A smear rather than a shape, it could not be found 'by inspection'...
learning3d posted Tue, 21 February 2023 at 9:22 PM
I finally did figure out how to do it. It is a bit confusing but I will try to describe it in as few steps as possible. It seems that essentially the obj has to be linked or connected to the texture file. If anyone knows of an easier way to do this please let me know, thanks.
For this I will be using UVMapper Classic (free) from http://www.uvmapper.com/download/uvmapper030a.zip
I am unsure if this will work with \a Poser exported OBJ, so it is best to look in your Geometries folder and find the manufacture provided OBJ's, you can go to Scripts - PrintInfo -ListFiles to find out exactly what OBJ's are being used in Poser. If it is an OBJ you exported from Blender / 3d Max or a program you will likely want to use that.
1. Open UVMapper
2. . Hit "Load Model" - to Load OBJ to make a texture map (template)
3. Edit - New UV Map - Planar ( I suggest making the map size bigger than the default 1024 (4096?), than hit OK)
4. File - "Save Model" to save your new model (I suggest saving a new model not over your old obj, this new model will be needed in order for the texture map to work.
5. File - "Save Texture Map" - this will be your texture map you will modify in the paint program of your choice for desired results.
6. Open Poser if its not open already, save the Figure you want a texture map for somewhere in your library.
7. Close Poser
8. Navigate to where Poser saved the figure in your library. Make note of the obj's name exactly then delete it. Place the obj you just exported from UV mapper in the File "Save Model" step to the same location where Poser saved your new figure. Press F2 and rename that file to the exact name of the Poser created OBJ.
9. Reopen Poser and use the new created texture map with the Figure.as an "Image Map" node in the material room for Diffuse Color / transparency map /bump map / diffuse map / etc etc.
Hope this helps someone.
learning3d posted Tue, 21 February 2023 at 9:26 PM
I hear ya, texture editing seems like a shot in the dark.Tangential problem is crafting a transparency, reflectivity or emission map for a 'well wrapped' prop, typically a complex OBJ with equally complex textures.
As some UV mappers allow parts to be moved around to minimise 'wasted space' on a texture, finding eg interior mirror or small bulk-head lamp can be fraught.
Unless you're fortunate enough to spot the shape, may come down to a 'binary chop': So, apply a 'half+half' painted image crafted in eg free Irfan view. Half-paint the portion that hit target, repeat until located...
My worst-case was seventeen (17) iterations to locate a few dozen pixels in unexpected part of a very busy 2k texture. A smear rather than a shape, it could not be found 'by inspection'...