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Poser help needed!lordvicore said:If I'm not mistaken that model comes from 3D warehouse. It looked like a SketchUp issue... Lots of people who are great modeler don't understand the flipped normals in SU.
Open the model up in SU... Go to View> Face Style> Monochrome... You'll see that the parts of your model that are Blueish-purple are the same parts that are reversed in Poser.
There are two ways of fixing this.... The best is to flip them manually, You will have to choose- View> Hidden Geometry and then go into the various groups that make up the model and flip the normals to the WHITE side facing out... (the problem is the part may not be "painted" on the other side)... you flip the normals by Choosing- Edit> Face (or Surfaces)> Reverse faces.
There is a script that tries to figure out what faces are flipped improperly and tries to fix it... it may be OrientFaces.rb, but I forget... Go to SketchUcation and look around in the plugins index at the plugins forum...
I have to run now, I'll try and check back tonight and see if there is something better out there... Good luck.I do alot of Sketchup modeling. There are tons of models with this problem. Beginners especially. They think,click, ooooo color and go with that. It works fine for SU but it won't work when exporting. There are two sides like you said, a white one and a bluish one. Each will take a color or texture. The side that is white will dominate when exported. You also will get a surface called "Font" which will always be white. Sometimes the entire model. These are the flipped normals with the wrong side (bluish) one textured or colored. Will stay white.
One way to resolve this is to use grouping. If you make a flat plane, select it, go to edit, make group. The entire plane will then select with edges. Now texture or color it and it will export with that color or texture on both sides everytime. I group everything. Make a room, make a wall plane, cut your window or door way, now group it. Now pull out the wall for thickness. Now texture it all one color, OR, go to edit, edit group, open the group up and color inside wall part, and use a brick texture on the outside wall part. click the group off and it will hold the color and bricks in place. It can get complicated, but gets easy after you learn how to work with groups...also you can group something, like a table leg, then go to edit, copy, paste into place, and it will duplicate the leg on top of the other one, then just use the arrows on your keyboard to move them side to side or up and down. This makes a precise placement. I do this for tires on cars, you can even flip the tire in edit also.
The person who made this car must have either converted it from a .3ds file or .obj file and just didn't know about grouping correctly. I have made hundreds of models in SU and never had a single complaint on import of the .obj files from any program user. This is the key...grouping!
Daz Studio 3.1 import and rendered:
Poser help needed!If I'm not mistaken that model comes from 3D warehouse. It looked like a SketchUp issue... Lots of people who are great modeler don't understand the flipped normals in SU.
Open the model up in SU... Go to View> Face Style> Monochrome... You'll see that the parts of your model that are Blueish-purple are the same parts that are reversed in Poser.
There are two ways of fixing this.... The best is to flip them manually, You will have to choose- View> Hidden Geometry and then go into the various groups that make up the model and flip the normals to the WHITE side facing out... (the problem is the part may not be "painted" on the other side)... you flip the normals by Choosing- Edit> Face (or Surfaces)> Reverse faces.
There is a script that tries to figure out what faces are flipped improperly and tries to fix it... it may be OrientFaces.rb, but I forget... Go to SketchUcation and look around in the plugins index at the plugins forum...
I have to run now, I'll try and check back tonight and see if there is something better out there... Good luck.CAR AND BIKE LOVERS THREAD - MARK IImusic2u4u said:It's all sketchup, and I rendered these in DS. The body is seperate, interior, dash, Frame, front end,and rear end are seperate. It was all made by the same guy, so all the parts fit together. Problem is...it's all together too big a file for the warehouse, so he uploaded the parts seperate. I just exported each part as .3ds, took each through Poseray to smooth it out, then exported as .obj files and assembled it in DS. No postwork was used in the renders. This is how it looks in DS. I had recolored all the suspension and frame parts but forgot to save it after all that work...what a dummy! Lots of mat zones avail. Only set back is the doors and hood don't open.http://sketchup.google.com/3dwarehouse/search?uq=0651046356747492437413584&scoring=m
:-)
Thanks for that info. Thought maybe you hit on something good that would work for Poser so I tried it. No luck. Still came out looking just as if I had exported it from Sketchup as an obj file. Most of the car has reversed polys. Even tried fixing that in PoseRay with no luck.
CAR AND BIKE LOVERS THREAD - MARK IIIt's all sketchup, and I rendered these in DS. The body is seperate, interior, dash, Frame, front end,and rear end are seperate. It was all made by the same guy, so all the parts fit together. Problem is...it's all together too big a file for the warehouse, so he uploaded the parts seperate. I just exported each part as .3ds, took each through Poseray to smooth it out, then exported as .obj files and assembled it in DS. No postwork was used in the renders. This is how it looks in DS. I had recolored all the suspension and frame parts but forgot to save it after all that work...what a dummy! Lots of mat zones avail. Only set back is the doors and hood don't open.
http://sketchup.google.com/3dwarehouse/search?uq=0651046356747492437413584&scoring=m
:-)
CAR AND BIKE LOVERS THREAD - MARK IImusic2u4u said:betsy662 said:Cherokee said:betsy662 said:petipet said:I understand that you like retro style. I looked at the models cars DAZ and Renderosity them very much. I am at a loss to know what model do to please you. Nemogli you tell what model of car you would like to see. So I did not repeat.
Sorry for my English.Oh man, there are so many we would like to see, let alone to have! Of course the more popular cars are pretty much already covered, cars like the 55, 56 and 57 Chevy's have already been done, I would like to see more Ford products of course, a 49 would be real nice to have, as well as a 56 and a 57.
And the 1960 thru 1964 Fords.
Absolutely, especially the 1964 Galaxy 500 XL!
Like this?
:-)Now, how did you get that out of Sketchup looking that good?
If that is an obj file and not rendered in Sketchup, I WANT IT.
CAR AND BIKE LOVERS THREAD - MARK IImusic2u4u said:betsy662 said:Cherokee said:betsy662 said:petipet said:I understand that you like retro style. I looked at the models cars DAZ and Renderosity them very much. I am at a loss to know what model do to please you. Nemogli you tell what model of car you would like to see. So I did not repeat.
Sorry for my English.Oh man, there are so many we would like to see, let alone to have! Of course the more popular cars are pretty much already covered, cars like the 55, 56 and 57 Chevy's have already been done, I would like to see more Ford products of course, a 49 would be real nice to have, as well as a 56 and a 57.
And the 1960 thru 1964 Fords.
Absolutely, especially the 1964 Galaxy 500 XL!
Like this?
:-)
Okay, you either rendered that somehow in Sketchup, or you found a way to make it work in DS, which is it? LOL
Genesis, Poser & VueHi,I have been exporting into vue as objs for a long time.I'm not sure if you are wanting to move your models as you can with poser inside Vue...I just take them in with their maps ,export as obj and mostly they work really well.I love the atmosphere in Vue.In this Image I made the background shape in sketchup and converted it into a vue file to import it into vue.
CAR AND BIKE LOVERS THREAD - MARK IIbetsy662 said:Yeah I worked that one together about a year or so ago, I couldn't get the mesh on that one to work well at all, I did manage to fully assemble the car in Sketchup, but once I exported it, the body just has too many things wrong with it, didn't work well in DS at all!It didn't work well in Poser either.
CAR AND BIKE LOVERS THREAD - MARK IIYeah I worked that one together about a year or so ago, I couldn't get the mesh on that one to work well at all, I did manage to fully assemble the car in Sketchup, but once I exported it, the body just has too many things wrong with it, didn't work well in DS at all!
CAR AND BIKE LOVERS THREAD - MARK IIbetsy662 said:I'd love it just for its luxury sports muscle car appeal!Oh yeah!
I know about the Sketchup one but I've just never been able to get all the parts together, plus, I've found problems with the mesh when exported from Sketchup. If I just just get the body and interior to export good, I'd work with that one.
Object transparent in scenemark said:jvdesuit1 said:BWSman said:A couple thing I noticed.First was your diffuse colour was black and diffuse strength was set to 0%. Most times the colour should be white and the strength at 100% If you still have the old object; try loading it again and making those changes.
Second; Blender can reverse normals too so you don't need to learn a new software. But as mentioned in a previous post; Studio can "see" back facing polygons so normals direction is really not an issue.
I made different tries with the diffuse, ambient and opacity parameters and the result is still the same; the whole set is transparent....... So I'm still not understanding where the problem is. Only the floor of the arena is ok because I did it myself from the original image I found in a paper as to get the exact texture it has today, partly sandy partly grass. If I had the knowledge to texturize the remaining walls etc, I'll do it and probably better than the guy did with Sketchup because I've been there at least 15 times during the last 50 years!What I have noticed in Hexagon is that the normals are not all oriented in the same directions; I wonder if this is not a problem in itself. Should I reorient all the faces in the same direction once and for all and as you can see it would be a huge task due to the complexity of the object? (see picture here)
Have you really set your jpgs in the opacity parameter of the surfaces tab? I think that makes them a transparency map, which could explain why your object is partially transparent.
Don't set any image on the opacity parameter. Just set the opacity to 100%.
Set your jpgs on the diffusion parameter, set the diffusion color to white (255, 255, 255) and the diffusion strength to 100%. See if this helps. Also, with an object like this, you should not need any ambient light. You don't want the object to glow in the dark. I don't think you need an image on the ambient parameter and I would set the ambient strength to 0%.
Mark I've just put the opacity parameter to none and you are right that was the error! For the other parameters I had used each sub items with its corresponding texture in the surfaces tab. You are right too about the ambient it's not useful although it could be an option in the movie to give a more sinister aspect to the place when the camera discovers the skeleton of the fellow who was trapped in the Palestra during Mount Vesuvius eruption.Well at last I will be able to move forward after so many trials.
Thanks a lot
Object transparent in scenejvdesuit1 said:BWSman said:A couple thing I noticed.First was your diffuse colour was black and diffuse strength was set to 0%. Most times the colour should be white and the strength at 100% If you still have the old object; try loading it again and making those changes.
Second; Blender can reverse normals too so you don't need to learn a new software. But as mentioned in a previous post; Studio can "see" back facing polygons so normals direction is really not an issue.
I made different tries with the diffuse, ambient and opacity parameters and the result is still the same; the whole set is transparent....... So I'm still not understanding where the problem is. Only the floor of the arena is ok because I did it myself from the original image I found in a paper as to get the exact texture it has today, partly sandy partly grass. If I had the knowledge to texturize the remaining walls etc, I'll do it and probably better than the guy did with Sketchup because I've been there at least 15 times during the last 50 years!What I have noticed in Hexagon is that the normals are not all oriented in the same directions; I wonder if this is not a problem in itself. Should I reorient all the faces in the same direction once and for all and as you can see it would be a huge task due to the complexity of the object? (see picture here)
Have you really set your jpgs in the opacity parameter of the surfaces tab? I think that makes them a transparency map, which could explain why your object is partially transparent.
Don't set any image on the opacity parameter. Just set the opacity to 100%.
Set your jpgs on the diffusion parameter, set the diffusion color to white (255, 255, 255) and the diffusion strength to 100%. See if this helps. Also, with an object like this, you should not need any ambient light. You don't want the object to glow in the dark. I don't think you need an image on the ambient parameter and I would set the ambient strength to 0%.
Create normal map from mesh with reduced-resolution mesh subtracted?emeyer said:Yes, that's exactly what I'm trying to do, and I find the terrain editor in Carrara better than in Bryce, maybe it's just because I've become more familiar with its UI. But if I draw all the data at high res, it brings my computer to its knees, because as well as the terrains, I have a model of ancient Athens imported from Google Earth (due to the amazing Collada format), with V4 flirting with Michael. So altogether it's just too much data, and that's why I'm trying to merge meshes of different resolutions.Yeah, that's a lot of data for a regular pc to handle.
If you are comfortable with the terrain editor in Carrara, then I suggest make representational maps rather than digitally accurate maps. That is, get the look and feel of the map, but then make overlay maps with the color, placement of trees, grass and objects with maps in photoshop, paint it to accuracy (not precision) and the make other layers invisible, export in a jpg or psd for carrara's use.
This way, you can precisely place your buildings and other objects using maps for the surface replicator. Each type of object would probably require its own map for place. One for buildings, one for trees and one for flora, then adjust. It sounds like quite a project.
The infinite Skills series available in the store (paid tutorial) gives a very good explanation if this this process of making your own scenes with accuracy (not precision).
For precision, you're gonna need a super computer with dedicated software like Google Earth has. heh
or use Google Sketchup which is another purchase.
But, it can be done in Carrara with some effort and you are satisfied with accuracy, rather than precision.
Object transparent in sceneBWSman said:A couple thing I noticed.First was your diffuse colour was black and diffuse strength was set to 0%. Most times the colour should be white and the strength at 100% If you still have the old object; try loading it again and making those changes.
Second; Blender can reverse normals too so you don't need to learn a new software. But as mentioned in a previous post; Studio can "see" back facing polygons so normals direction is really not an issue.
I made different tries with the diffuse, ambient and opacity parameters and the result is still the same; the whole set is transparent....... So I'm still not understanding where the problem is. Only the floor of the arena is ok because I did it myself from the original image I found in a paper as to get the exact texture it has today, partly sandy partly grass. If I had the knowledge to texturize the remaining walls etc, I'll do it and probably better than the guy did with Sketchup because I've been there at least 15 times during the last 50 years!What I have noticed in Hexagon is that the normals are not all oriented in the same directions; I wonder if this is not a problem in itself. Should I reorient all the faces in the same direction once and for all and as you can see it would be a huge task due to the complexity of the object? (see picture here)
Clone Trooper/Mando ArmorDoomsdayCM said:Does anyone know of good Phase II, Phase III and Mando armor for DAZ?I found this: http://sketchup.google.com/3dwarehouse/details?mid=4c1c3f5f555df9293f217b945a063dd2
It might be adaptable, I don't know.
Object transparent in sceneIt certainly could be that Andy, thanks, it is originally a Sketchup model.
Object transparent in sceneJimmyC_2009 said:It looks like the object is not properly UV Mapped. It looks to me like one UV Template is stacked on top of another
Is this object in seperate pieces in the Scene tab, or is it all one object?No it's in single object but for the floor of the arena which is separate and of another source as to be a the right level about 10m below the ground as it is in reality. I just separated from the amphitheater the hills around it which were in the sketchup file a separate set of polygons. There too was a huge mistake as they were putting the theater above the level of the ground. The Monument was dug inside the hill and not above it!
Object transparent in sceneHi
I have a curious effect that I can't explain netiher solve.
I have converted a sketchup model with my usual methodSketchup collada file export into ---->Import into Blender and----export in Wavefront obj format---->DAZ Studio 4.5---->Import obj file into DAZ scene
I have created in Daz Runtime library two sub-folders folders:
in Geometries / Amphitheatre/ contains all the obj elements
in Textures/Amphitheatre/ all the jpeg files of the object and its different componentsFor reasons I can't understand although I have defined the surfaces with DIFFUSE , AMBIENT and OPACITY parameters as I do usually, the structures of the object are totally transparent and I can view on plan thru the other!
Should I create for each jpg file a corresponding Alpha one? If so this would be a nightmare!!!!There are 54 files!
Can anyone give a solution to this stupid situation! Here is how it looks:
Need for a tutorialJimmyC_2009 said:There is something wrong with the plane, was it from Sketchup, is so you will need to replace it I think.It looks like it only has two triangular polygons, and it will need a lot more polys to deform at all.
Although the object is from Sketchup, I used one of the texture jpeg files to get the view and I erased with Photoshop Elements 11 all the parts of the picture I did not want just to keep the view of the tiers and seating place in the Amphitheater as well as the Arena. Here is the original texture pic and file. The second picture shows what I kept and that is the view I used
Need for a tutorialThere is something wrong with the plane, was it from Sketchup, is so you will need to replace it I think.
It looks like it only has two triangular polygons, and it will need a lot more polys to deform at all.








