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Poser texture problem
#88766
09/05/06 03:37
09/05/06 03:37
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Joined: Sep 2006
Posts: 94 Sunbury Victoria, AU
Shaque
OP
Junior Member
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OP
Junior Member
Joined: Sep 2006
Posts: 94
Sunbury Victoria, AU
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1. When I make a character in Poser 5 (low poly P3 figure) I create a texture from one of the figure templates that works fine in Poser, but when I export the figure to a model (I've tried 3DS, LWO & OBJ along with MTL texture), the texture is misaligned and even MED reports that the texture is a different size to the model. All my 3D programs fit the texture incorrectly. I have checked for UV flipping upon export, it's just that the texture fits right, but theres an odd anomoly that creates ugly seams. I can't use MAX2MDL because Max says the texture format is incorrect. Is there a Poser standard for these textures?
2. MED will not allow me to import and append frames from 3DS models because it says there are too many verts in them. Is there a way to reduse the amount of polys or verts on a model while keeping its shape?
Can someone help me? Thanks in advance.
Knowledge is a right, wisdom is a choice.
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Re: Poser texture problem
[Re: Shaque]
#88767
09/05/06 06:02
09/05/06 06:02
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Joined: Oct 2003
Posts: 2,628 IL,US
FeiHongJr
Expert
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Expert
Joined: Oct 2003
Posts: 2,628
IL,US
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You got some expensive toys 1. Not sure 2. Yes, A. You could do it by hand... Long process but best route to take.As you control where verts and faces are removed B. Use a decimation program blender has one.... However that will ussually lead to messed up deformations in the animations.
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Re: Poser texture problem
[Re: FeiHongJr]
#88770
09/06/06 00:50
09/06/06 00:50
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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...you might also want to read the 'rules' on using Poser figures as 3d objects for games/applications. Basically, you can't. You can use Poser to make, uh, "pretty" pictures and animations. You can't export the models, import them into your game for use as, say, player characters or NPC's. Well, that's how it used to be waaaaay back around Poser 2 or 3.
Anyway, take a look into their terms of use, EULA and stuff. Maybe they changed it. Better safe than sorry.
Oh, and I *think* Poser uses some crasy propriatary way of handeling texture/uv mapping...not sure though.
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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Re: Poser texture problem
[Re: Paul_L_Ming]
#88771
09/06/06 02:30
09/06/06 02:30
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Joined: Sep 2006
Posts: 94 Sunbury Victoria, AU
Shaque
OP
Junior Member
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OP
Junior Member
Joined: Sep 2006
Posts: 94
Sunbury Victoria, AU
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Well, I managed to pull it off, except for the texture. I exported a figure with a reasonably low poly count and then imported the model into Max. I coloured the model by chosing only elements and polygons and made a half decent character. I'm now trying to figure out how to export the colours I used in the material editor out to a texture. Wavefront OBJ works with the MTL, but I can't use that in MED.
With the 3DS model however, I successfully created a 67 frame MDL, only to output a 12 megabyte MDL and without a texture. (I wanted to skip ahead to make sure all that I'm doing is viable.) It worked in WED apart from a few animation quirks I've yet to work out. I'm still only a newbie with A6 and it seems I've a lot to learn. I have not yet got around to making at least a room with something to do in it.
I once heard a wise man say, "The journey of a thousand miles begins with one step." I guess I will be patient and take one step at a time.
Knowledge is a right, wisdom is a choice.
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