Zbootsboy opened this issue on Aug 16, 2002 ยท 7 posts
Zbootsboy posted Fri, 16 August 2002 at 1:22 PM
I have Poser 4 and recently Strata 2.5, I want to create my objects being able to apply different texture maps to various parts for my Poser figures. Appreciate any help you can give me.
SAMS3D posted Fri, 16 August 2002 at 1:29 PM
okay, you have a model and are not going to change the geometry, just call up the map you want to change in photo paint or what ever and then save your changes on under another name, then go to poser, call up your object and apply your new map accordingly....if you want to make more detailed maps that is a whole different answer, but I didn't want to bore you with how if that is not what you are asking? Sharen
Zbootsboy posted Fri, 16 August 2002 at 1:46 PM
More detail is what I'm looking for. Like exp. with a human figure, one map for eyes, one for lips etc. Right now I'm just working with objects (Knives, swords, etc.), but the one tex.map for all is hard to get the detail I want. I would like one map for blade, one for handle, etc.
quixote posted Fri, 16 August 2002 at 2:25 PM
For a start hit the Poser Forum faq, at the top of the page and read up on UV mapper. Then the tut. pages. Choose an artist you like and read hisher tuts.
Un coup de dés jamais n'abolira le
hazard
S Mallarmé
Lyrra posted Fri, 16 August 2002 at 2:40 PM
Attached Link: http://www.uvmapper.com
Zboot, Well most poser figures (props) are singlemapped. The sole exception are the Millenium figures from DAZ which have 2 maps. Some users prefer multple maps for figures- it's mostly a preference thing, although Poser might have some memory issues I'm not aware of. As for how to do it, I'm assuming you know what UVmapping is and the various projections. The mapper of choice around here for OBJ format objects is UVmapper (free) or UVmapper Pro (pay). If you read through the help files that come with either version you should be able to pick it up fairly fast. Essentially you'll be mapping each piece to take up the full template, overlapping each other. Than you just save each template out separately, and treat each seciton as a separate object for texturing. Good luck!Crescent posted Fri, 16 August 2002 at 2:53 PM
Beforehand, make sure each piece of the object has its own material group. You can create materials in UVMapper, but it's probably easier to do it with your modelling program. This assumes that you know the basic keyboard/menu commands for UVMapper. (You can use the Help menu or go to uvmapper.com for more info.) 1) Load the object into UVMapper. 2) Hide all the materials except for one. Size that material as needed. 3) Hide that material and show the next material. Size accordingly. 4) Repeat until all materials are correctly sized. 5) Save the .obj file. It's best to save it under a new name, but it's up to you. 6) Show one material. 7) Save the texture map. Make sure that the Exclude Hidden Facets box is checked. (It's in the options that come up when you save the map. If I have the name slightly off, please correct me. I don't have UVMapper on hand right now.) 8) Hide that material, show the next material. 9) Lather, rinse, repeat. Lots of texture maps for one object can be annoying, so don't go nuts with it if you're going to distribute it. Make sure to use the newly saved object, not the original one. (The original one will not know what to use for textures.) Hope this is "boring" enough! ;-)
Zbootsboy posted Fri, 16 August 2002 at 3:24 PM
Thanks for the help, I'll give'er a whirl and see if she flies.