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Using UVMapper Classic for Windows |
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The first thing you need to
do is download UVMapper Classic for Windows here.
The model I am using in this tutorial is the
nude female from Poser 3. Start Poser, select "Figures->People"
and double click on the Nude Woman. Do not check "Keep current
proportions" and click ok. Since we want a good reference pose we
will use the default. Select "File->Export->Wavefront OBJ..."
to create the obj we'll be remapping. Select "Single Frame" and
"Export object groups for each body part".
Okay, now we're ready to begin. Start UVMapper Classic
and maximize the window. Load the model we just created. You will
see the default texture map that was created by Zygote, the group
that created the model originally. We're going to ignore that and
create ours from scratch. Select "Edit->New UV
Map->Planar". Initially, we'll use the settings shown on the
dialog box to the left. |
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Then select "Edit->Settings", click on "Color
by Group" and click on ok. Your screen should now look like
this.
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First off, select "Edit->Select All" and
press the numeric keypad '/' key to shrink the selection to 25%,
half of x and half of y (the numeric keypad '*' will do the
inverse.) Press Enter to save your adjustment. A note here, if you
didn't like the adjustments you just made, press Esc to undo your
changes since making your last selection or remapping.
Now we're going to isolate the face, remap
it, and set it aside for later.
Select "Edit->Select by Group", click on
"head:2" and then click ok. Use shift+right-arrow about four times
to move the head to the right. Next select "Edit->Select by
Material", click on "skin" and click ok. Use shift+down-arrow to
move your selection down. Your screen should
now look like this.
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Press Enter to save your changes. Now left
click the mouse and drag over the face on the right to select it. Be
careful not to select any polygons other than those on the face.
Press '=
' to maximize your selection
and select
"Edit->New UV Map->Spherical". Use the settings shown on the
dialog box to the left. |
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Your screen should now look like
this. |
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Press numeric keypad '/' a
few times to shrink the selection and use your mouse to click on the
selection and drag it to the lower right corner, out of the way for
now. Note: you can also use PgDn to place it there, all the
direction keys work for moving the selection around the screen. Now
left-click and drag to select everything except the pace in the
corner.Your screen should look
like this. |
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Okay, press = to maximize your
selection. Select "Edit->New UV Map->Planar" and use the same
settings as last time (the dialog will remember them) except select
"Split by orientation" and click ok. Press Enter and your screen
should look like this. |
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Select "Edit->Settings", choose
"Color by Material" and click ok. Select "Edit->Select By
Material". Now we're going to do a multiple selection. Single click
on eyeBall. Now, while holding down the Ctrl key, also click on
eyeBrows, iris, lashes and pupils. Holding Ctrl allows you to toggle
the selection of any item. You can also click and drag to toggle
more than one item at a time. Holding Shift allows you to select all
between your first and second selection. Click ok. Press = to
maximize. Select "Edit->New UV Map->Planar". Select "Don't
Split" and click ok. Resize the selection by using the keypad keys
/, *, + and - or just grab a handle on the selection with your mouse
and drag it to resize. I've chosen to move the selection to the
left, like so. |
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Now, select each material (eyeBall,
iris, lashes and pupils) one at a time and move the selections down
like so. |
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Perform the same procedure with the
mouth. Use "Select by Material" on the following items "innerMouth,
lips, teeth and tongue". I've placed them below the eye maps.
Finally use "Select by Material" to select "nipples" and resize
them. Once they're resized, I used the mouse to select one and move
it closer to the other so that it wouldn't take up so much room on
the map. |
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I then relocated them to the upper
left corner. Now use the mouse to reselect the face in the lower
right corner. Press * to enlarge it, adjust the proportions and
place it in the center of the map. Something like this. |
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Now we want to remap the hands. Select
"Edit->Settings", choose "Color by Group" and click ok. You can
select the hands by using "Select by Group" and clicking on every
part that makes up the hands, but here's an easier way - select only
"lHand:2" and move it up (be sure that you can isolate it again by
dragging the mouse over it.) |
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Now
use the mouse to select the remaining fingers. Be very careful
not to select any polygons other that those of the fingers. If you
see that you've made a mistake after moving your selection, press Esc
and try it again. Drop the fingers anywhere on top of the
hands. Press Enter to leave them there and use the mouse to
reselect the hands along with the fingers.
Select "Edit->New UV Map->Planar", choose Y-axis alignment this time so that
we're "looking down" on them, choose "Split by Orientation" and click ok.
Resize them and place the in the top center of the map. Now
select "Choose by Group" and select "lFoot:2" and "lToe:2". Remap them
using the same settings that we used for the hands. Resize them and place
them on the right side of the map. |
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Remap both feet, and remap the
fingernails and toenails in the same way that we remapped the hands
and feet. After selecting "Edit->Settings" and choosing "Black
and White" your texture map should look something like
this. |
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Now save out your new obj. I recommend
changing the name and not overwriting your original model. Then save
out your new texture map. remember that it's still a 256 color image
and probably needs to be converted to 24 bit in a paint program. I
expect to have 24 bit texture map saves as an option in the future.
Just be sure that you use the new model with your new texture map.
The new texture map will not work with the old model.
A couple of things you can do with this -
suppose you want to place a tattoo on Posette. You can use the mouse
to select a few polygons from where you want to place it, and resize
them much larger for detail. You don't have to be constrained by
groups or materials, you now have the ability to grab any polygons
you want and remap them any way that fits your need. Also, if you
want an ankle tattoo, you can select those polygons, remap them
cylindrically and you'll have a nice flat map of her ankle to draw
on. The possibilities are
endless!
If you have any
questions or comments, please feel free to
contact
me.
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