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Well, I thought I'd got the hang of UV mapping an exported poser figure
using 3dwin and UVMapper, however, that was because all my exported models
had been bald (e.g. my Krishna from the irtc).
When I follow the same process with a poser figure with hair, I end with a
UV image map that appears to be the figure, with a huge blob of hair
superimposed on top of it. Does anyone know how I deal with it? Are the hair
and the figure expecting different image-maps? Any ideas?
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"To stop children being afraid of the dark, try to fill their daylight hours
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Tom Melly wrote:
> When I follow the same process with a poser figure with hair, I end with a
> UV image map that appears to be the figure, with a huge blob of hair
> superimposed on top of it. Does anyone know how I deal with it? Are the hair
> and the figure expecting different image-maps? Any ideas?
Hair (and props) use their own uv maps and uv coordinates (the hair maps are
somewhere in the texture directory). I don't remember well what was going on
with P3, but it seems that a character with hair is converted as one object with
one texture, so that the uv coordinates of the hair also read the texture map,
leading to strange results. This doesn't happen with P4, where the textures are
defined separately in the converted mesh. Looking at older files, it looks like
the workaround I used then was to export the hair and the body separately in
Poser, but it's possible that more modern converters can do this directly.
Actually, all that is needed is to declare the hair texture separately.
G.
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