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Houdini
03-04-02, 08:04 AM
For the first time I tried to use a Poser character and see what can be done with it in ZBrush...and I like the result.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1015257825sds.jpg
This is a Poser2 character(old but still working), itīs an ideal adul one that I exported as a .dxf file. In Z I deformed it using the edit tools to make him look stronger. Also did a little editing in itīs head. Then I textured it...them best I could in the moment.
I know itīs not a very good work but with it I have another vision of what can be done in Z...and what a vision it is.

Houdini
03-04-02, 08:08 AM
:confused: I also have a question to you masters:
Can I export a textured model in Poser that when I open it in ZBrush it has the poser texture already on it?
Thanks for your answers.

Mentat7
03-04-02, 11:04 AM
Hi Houdini! Poser meshes are quite versatile when used in ZBrush. Check out this link to my Atlas (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004147) pic that I did recently. Yes you can use poser textures when importing into ZBrush. You have to import them seperately. Once you have imported the Poser mesh (keep it in edit mode) go to the TEXTURES pallet and import the texture for that particular model (you will have to search for it in your hard drive if you don't remember where it was saved). Also it must be in photoshop or bitmap format- jpegs will not import! Flip the texture vertically and voilla!! Just a footnote: I keep a folder just for a particular piece I am working on in my ZTools directory. For example whith the Atlas image I had a folder named Atlas where I kept all of my tools and then I had a folder named Textures and another named Materials which is where I kept all my custom textures and materials. Hope this helps. If you want further explanation feel free to e-mail me. :)

khlon
03-04-02, 11:10 AM
The only problem is that the arms is not as masculine as it supose to be. Use a small brush and and large z ( while you are still in trasform mode)intensity to define the lines between the muscles. Actually is quite good. ;) ;)

Mentat7
03-04-02, 01:22 PM
You may try using the INFLATE deformation on it as well. Inflate then Smooth. See what you come up with!

Houdini
03-04-02, 03:48 PM
Any help I can get is priceless so thank you very mush for posting your wisdom.
Mentat7, Iīve done it like you said. I exported the mesh and then the texture as .psd but when I imported it into Zbrush I had this result...
http://www2.zbrushcentral.com/zbc_uploads/user_image-1015285629lhz.jpg
I really donīt know what went wrong...any comment please?

Mentat7
03-04-02, 05:41 PM
Two questions:

1) Was this texture created for this poser figuer or is it for a different figure? For example the textures for the basic Poser 4 male will not fit the Michael 2 figure well without slight modifications (at least it doesn't work too well for me)

2) Did you FlipV on the texture? See the button in the Texture Pallet? Try that and let me know what happens

aurick
03-04-02, 06:28 PM
I think you'll find that the answer is to flip the texture vertically as Mentat7 suggested.

Poppy
03-05-02, 02:57 AM
Is it not obvious that he did flip his texture just look at his screen shot? I too have had this problem, checked the forum without satisfaction, and given up and used TextureMaster only to get black images or faulty images, and given up and gone to the forum daily to any instruction, and given up.

I have been able to make lovely textures.

Many times the manual tells you what you can do but no instruction on how to do it .The instruction is totally incoherent especially considering that you have to go to the four corners of the earth to get this information .

Houdini
03-05-02, 02:58 AM
That screenshot is showing the texture already fliped in V...
I think that the problem is that ZBrush is not compatible with Poser2 texturing system...the way that the textures are made in Poser2 is completely diferent from version 4.
If you know how to use this system(Poser2) in Zbrush please let me know.

Mentat7
03-05-02, 05:00 AM
Unfortunately if it doesn't fit it doesn't fit. Have you tried using TextureMaster to paint your own new texture? It would help you do an awesome job.

Mentat7
03-05-02, 05:01 AM
When I get a chance I will do a little tut on how to texture a poser mesh. A quick and dirty way. TTFN

Mentat7
03-05-02, 02:22 PM
Houdini...something just occured to me. I am not sure how this works in Poser 2 but I know in Poser 4 that the head and the body have two seperate texture maps. If you were to export the Poser 4 body as a single piece and then attempt to use the texture you would have a problem. Can you export the head and body seperately? Do you have those options?

Houdini
03-05-02, 02:51 PM
Yes, some kind of that is possible in Poser2...but Iīve tried that too. :(
Here is what I think the problem is:

Poser2 texture:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1015368529ukf.jpg


Poser4 texture:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1015368606utm.jpg


Can you see the diference? HELP!!!!! :confused: :confused: :confused:

Mentat7
03-05-02, 03:00 PM
I will have to think on this......and do some experiments.

aurick
03-05-02, 03:03 PM
The OBJ file includes information in it that tells the computer what part of the 2D texture matches up with which part of the 3D model. As a result, the problem isn't due to the differences in models between P2 and P4.

It is possible that the P2 model isn't having the UV coordinates exported along with the figure. Or it could be that they are rotated differently from what became the P4 standard.

Here's something that you can do to find out what's up:

Start ZBrush and import your model. Load TextureMaster. Using the TM, paint colors onto the figure -- different colors for the face, right hand, right arm, left hand, left arm, etc. Do the same for the back, using still more colors. As you go, write down the colors and what they correspond to. Finally, export this ugly texture that you have created and compare it to a regular P2 texture that you have. You should quickly be able to see how the P2 texture is rotated in relation to the one that you created. Once you know that, you should be able to simply rotate and/or flip the texture to match what TextureMaster created, and your figure will now wrap correctly.

If the two textures don't correspond in ANY way -- for example, if the entire texture gets filled with color with no white spaces, then you will know that P2 doesn't export UV mapping. But if you see the shape of a figure appear on your TextureMaster creation, then there should be a fairly simple way that the two textures can be matched up.

If none of this makes sense to you, send me an email with a zipped P2 OBJ and I will figure out what's and get back to you.

Houdini
03-05-02, 03:21 PM
Screenshot - (Nudity) (http://www2.zbrushcentral.com/zbc_uploads/user_image-1015370137une.jpg)

I DID IT!!!!!

Mentat, tnkx for your tips about texturing, they really were helpful and Iīll keep them in mind everytime I texture something. Aurick...you saved my life ;) when you said that .obj files keep the texture properties. The problem was not imcompatibility btw Poser2 and Zbrush, it was going all bad because I was exporting the meshes from Poser as .dxf files!!!!! That was why it wasnīt working...
It was so simple after all!!! :) :) :)
THANKS GUYS!!!!!

Mentat7
03-05-02, 04:02 PM
DOH! Of course! .dxf files will not export any kind of UV mapping coordinates. You need to export it as an .obj file to get that. I should have asked you what kind of file you were exporting to begin with!

Steve Shaw
10-23-02, 05:04 PM
[NOTE: I hadn't realized there were TWO PAGES to this thread when I originally posted this reply. I didn't know that it had already been discovered that the problem was using DXF format, which doesn't contain UV info.
Anyway, rather than delete this post, I leave it here, in case it contains info useful to someone else.]

This may be an old enough thread that no one cares, but just in case here are some observations:

* That image looks like ZBrush didn't find any UV coordinates in the OBJ file, so it did its default cylindrical mapping.

* The first step to take with any OBJ / UV mapping problems (not specifically for OBJs from Poser, but in general) is to download Steve Cox's free UVMapper, at uvmapper.com.
Load the obj into that; load the texture & make sure "View/Texture" is checked. The object should appear appropriately textured.

* If it DOES look okay, then UVMapper's superior OBJ reader has correctly made sense of the OBJ file. "Save Model", and UVMapper will save a version that will work more consistently in a wide range of applications.

* If it DOESN'T look okay, then the original OBJ isn't going to be useful for UV-based texture mapping. You can use UVMapper's various options to set up a UV map.
However, that won't help transfer existing Poser2-man textures. See the next step.

* The version of the Poser2 man that ships with Poser4 works fine in ZBrush 1.5 - I just tried it. Poser2-man textures worked fine with it, once I did "Texture/flipV" in ZB. Perhaps the original version of the OBJ that shipped with Poser2 was different in some way that ZB didn't like. Get hold of the version that came with Poser4 if you don't have it.
-- Steve S.