O.K., I’m back…
In the immortal words of Peter:
“Holy crip, it’s a crapple!”
No worries, nDelphi, we just have to assume things when people don’t detail all accounts of an issue.
O.K., I took a look at the model. Even though it is a very pretty model, and highly detailed, it is by far a model for DS/Poser. That is why it is listed on ShareCG under 3D Models as opposed to Poser, or DS sections.
For it’s intended usage (probably a rendering software that reads smooth groups in the OBJ) the model is fine. Not great, but fine. He puts up the poly count like it is some kind of badge of honor, and all I see is where he could have saved on polys, corrected mesh issues, and created proper smooth groups. It’s not my model, so I could care less, but for a newbie such as yourself trying to use this monstrosity in DS/Poser, and/or making any jury-rigs to the mesh, I feel bad for you or anyone else attempting it.
One thing I love about DS is it will show all anomalies in the mesh, and point out all the artifacting in meshes not intended for DS/Poser.
DS/Poser do not read smoothing groups (set hard edges) properly, so either the modeler needs to compensate, or the software does (like Poser’s ability to set smooth angles).
This mesh is a train wreck for purposes of DS/Poser, and not only does it contain one Material/Shader domain, It was UV-ed via per-facet. Probably to have no stretching issues per facet, and (author probably has) 3D painting across seams software. Would be a nightmare to try and paint that 2D map.
The author has created this model with every edge being hard edged (all facets with individual smooth grouping), and disregarded any natural smooth objects such as spheres, columns, and etc. Not an issue for DS, though, as DS doesn’t care.
Hexagon, however, does read the smoothing groups in the OBJ file, so nothing looks wrong with the mesh in Hex.
A proper model like this for DS/Poser requires mechanical beveling of all intended hard edge data, or coincident facet separation to be viewed correctly.
The artifacting in those spots you show are due to how DS reads quad data structure. Even though there are no n-gons, the author either performed unnecessary weld triangulation on perfectly good quads, or (as in the artifact instances) has non-planar straight quads that need triangulation to rectify the anomalies.
In other words, the simple fix for you to do is to just triangulate (3 point triangle) the quads (4 point polygon/facet) of the offending facets. You can either do this by hand using the connect vertices tool, or auto triangulating by selecting poly, and using the triangulate facet tool. It should correct your issues.
Below are some pics showing what I mean. You can see the artifacting clearly in DS, but looks fine in Hex. I created a separate shader domain for one offending facet, and hid it. You can see the four vertices that make up that quad (and one to left of it). The three vertices in a straight line are what are causing the anomalies. These quads need to be triangulated.
In the Wings3D pics you can see the hard edge data clearly. All the edges are orange (hard edge view setting in W3D) on the mesh. You can see how nice the model looks in shaded mode, but this is only good for a handful of software/renderers.
I also included a screenshot of the UV’s. I selected one UV group, and you can see it’s placement on the map.