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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)



Subject: Pop quiz for the pros :D


Dolphin ( ) posted Wed, 10 July 2002 at 7:22 AM · edited Sat, 03 August 2024 at 11:31 PM

ok.. what's up with this?L.. my texture map is wonky and there's black bits that appear to be part of the object itself.. can I get rid of these? I'm using milkshape and uvmapper (don't laughL) .. Help meeee pretty please with cherries on top?


Dolphin ( ) posted Wed, 10 July 2002 at 7:24 AM

file_15713.jpg

oops.. here's the render.. ;/


c1rcle ( ) posted Wed, 10 July 2002 at 7:31 AM

have you tried deleting the rsr file in geometries then run it through uvmapper again don't change anything just save it. not that I'm an expert :) Rob


steveshanks ( ) posted Wed, 10 July 2002 at 7:35 AM

Do what Rob says but hit insert key when your in uvmapper, you have degenerate faces on the model........Steve


eirian ( ) posted Wed, 10 July 2002 at 7:37 AM

The black bits look like missing polygons. Is it a prop or a conforming figure? If the latter, open the CR2 file in a text editor to find out where the geometry is stored (the .obj - the reference will be near the top of the CR2), then go into that folder and delete the RSR. Restart Poser and it should be fine. Props often have the geometry in the .pp2 file instead of in the geometries folder. If that's the case here, you could still try deleting the RSR: it might work. That might fix the other problem as well, I don't know. But it looks as if the problem is the UV mapping. Are you definitely using the correct template? If you used UV Mapper to create your own template, sometimes you have to resave the .obj to make it work. Beyond that...I'm stumped :-)


c1rcle ( ) posted Wed, 10 July 2002 at 7:38 AM

didn't know that, told you I wasn't an expert :D Rob


Dolphin ( ) posted Wed, 10 July 2002 at 7:54 AM

alrighty :) I've got the texture map sorted now, removed degenerative thingys (L) and I'm still getting the black bits?.. ;/ (thanks for da help guyz :_D)


steveshanks ( ) posted Wed, 10 July 2002 at 8:03 AM

try it again incase it missed any, but failing that you'll need to go into your 3d app and fix them.....most likeley some overlapping polys or double points.....oh oh try opening it in your app and saving back out that fixes it for me sometimes.....Steve


Dolphin ( ) posted Wed, 10 July 2002 at 8:06 AM

eeee.. I'll give it a try.. my app isn't very forgiving thoughL.. it's a bit duff actually.. but it's doing the trickL Cheerz Dolph


Dolphin ( ) posted Wed, 10 July 2002 at 8:22 AM

file_15714.jpg

well it turns out I needed to weld my vertices (whatever that is*L* *blush*) and it's all turned out.. completely not how I wanted it to.. but it's not bad for my first really*L* Thanks again to all that replied.. dunno what I'd do without you guys :) Dolph.


VIDandCGI ( ) posted Wed, 10 July 2002 at 10:43 AM

From what I know welding vertices takes two vertices in the exact same space or within a certain distance (depends on proggy - some also do this by selection such as LW) and welds them into a single point. what causes black faces is sometimes where a model has duplicate points in those areas and welding gets rid of these duplicates. Hope that helps :)


bikermouse ( ) posted Wed, 10 July 2002 at 1:07 PM

Dolphin: You might check into an app called "compose" by John Wind. sorry I can't find the url. remind me and I'll look it up if you can't find it by doing a "google" serch. - bikermouse


Netherworks ( ) posted Wed, 10 July 2002 at 1:28 PM

Agreed with VIDandCGI and SteveShanks :) I just went through this and loaded the object back into the modeler and had to isolate all these double points.

.


steveshanks ( ) posted Wed, 10 July 2002 at 1:59 PM

one thing you need to be careful of when welding is, if you weld everything you may lose crisp sharp edges so if you have split the object anywhere to avoid posers over smoothing you need to selectivly weld points to avoid spoiling your edges.....i have a tutorial here http://interneteye3d.com/ about smoothing if its of help......Steve


Dolphin ( ) posted Wed, 10 July 2002 at 5:01 PM

Mouse >> lookin now buddy.. :) thanks for the tip VIDCGI >> L thankyou.. it's good to know what it's doing to my objectL Steve > hmm.. I noticed.. hence my prop came out more 'bumpy' than I originally intended. :/


Dolphin ( ) posted Wed, 10 July 2002 at 5:25 PM

okay.. I found and downloaded compose.. aaaaaaaaaaand reaching new heights of stupidity.. I can't get it to run.. L


Dolphin ( ) posted Wed, 10 July 2002 at 5:39 PM

people like me need to go hereL http://www.angelfire.com/art2/cheapskate/index.html


bikermouse ( ) posted Wed, 10 July 2002 at 5:53 PM

Dolphin: regarding compose. Start by loading just the obj file. If the file is very large, it might take a while for it to load. The merge(?) feature is the one to check out. When saving, make up a new name so you don't overwrite the original.


electroglyph ( ) posted Wed, 10 July 2002 at 6:27 PM

Attached Link: http://www.renderosity.com/freestuff.ez?Topsectionid=1&Form.SortOrder=UserName&Start=109&Sectionid=

Are those green and red lines in the first render the map mesh that uvmapper drew? If so, you have polys running all over your surface. Did you start fresh, or did you take a mesh and tewak it? When you use uvmapper you have to save the new map and the mesh. If you map a mesh the old mesh still trys to use the old texture map unless you save out as a new mesh in uvmapper. (I cussed for half a day until I figured this one out.) You also have that big spike coming out to the side. I did this in rhino once by grabbing the front and back edit points at the same time. It is easy to do if you have a recurved surface like this one. If you want it, thats fine or you can push it back or start it again. I save early and often when I'm working. When I am trying something I'm not sure of I'll save a filename001 and do the change on filename002. If I'm sure it works I delete the first. If I really wipe out a surface I can't rebuild I throw away 002 and try again with 001. Remember once all editing is done you have to run uvmapper last and save a texture and a mesh. Then edit the bitmap with watever your drawing program is. P.S. the poser freestuff utilities had some gizmo that was supposed to sort out meshes and unravel them. Your surface is a series of dots. Three dots make a triangle which the program joins to make a surface. If you drag one triangle off of another one or if you wind up with two or four dots anywhere on your mesh you get a hole (those little black squares). The program is called Detriang from Anthony Appleyard. I have not used it but it will cut apart your mesh and try to reknit the surface. The link to the renderosity download page is below. Good Luck


electroglyph ( ) posted Wed, 10 July 2002 at 6:32 PM

Oops! the link is below in the composer bit it's first when the message actually posts.


Dolphin ( ) posted Wed, 10 July 2002 at 6:49 PM

Glyph >> thanks a lot I'll give that a try.. I've been tweaking another's mesh (why do I feel guilty saying that?L) not mine.. and there's a helluva lot of multi-vertice wibbling goin onL.. I think I'm gonna throw this attempt on the trash pile and mark it all down to learningL.. won't let that stop me though.. nosirL Biker >> thanx bud.. all sounds greta but I can't get the damn thing to start at allL.. I unzip it. unzip some more and I've gotta heap of files with place to goL


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