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View Full Version : Thanks, Aurick and Slosh but no luck!



mistfall
09-01-02, 01:46 PM
Thanks, gentlemen, for your advice on dragon-texturing. I tried increasing texture size, and making sure the whole model was in front of the clipping plane, but I still had the same results.

I had a look at the UV map for the dragon in UVMapper, and the big spaghetti bowl of wireframe I saw there might be a hint why it isn't working. There's so many parts that are texturable that they are piled up on one another in the map so thickly that it looks like a big pile of black lines.

The model may need to be exported and textured in groups, though I have no real idea how to do that.

Do you think the problem could be the UV map's complexity? Any suggestions?

Muvlo
09-01-02, 03:15 PM
You could try using UVMapper (or ZBrush, if ZBush can do this?) to give the model new UVs. :)

aurick
09-01-02, 04:09 PM
Ah. They created it with multiple material zones, each getting a different texture map. Sort of like they did with Michael and Victoria, putting the head and body on separate maps.

You'll have to take a look at things in Poser. When you look at the material screen, you'll be able to figure out which parts use which maps. From there, you can export so that each exported model only uses one map.

It might help to look at the texture maps that come with the model, too.

I don't have the dragon yet, or I'd be able to tell you exactly.

DLee
09-01-02, 04:09 PM
You have a template? With poser human for example like Vicky 2, there is the head map and the body map. You have to export head only to texture, then the body. Seperatly. You might take a look down at the breakdown they have it in, and do that. Or remap it with uvmapper. Not sure if this will work for you.