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Old 29th February 2008, 02:20   #5 (permalink)
PatrickDemski
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Join Date: Jul 2005
Location: Southern California
Posts: 9
First, I would not do my UV mapping in Hex, I found it is more productive to use a tool designed especially for this purpose. So I use UVMapper Pro --

http://www.uvmapper.com/

There are other tools, but UVMapper is not very expensive and works very well.

You will need to export your spaceship to OBJ format files. This is where you "split" the model into logical parts. So you might have one OBJ file for the nose, another for the main body, another for the engine nozzles and another for the tail fins. Whatever makes sense and is easiest to re-assemble in Poser.

You then load each OBJ file into UVMapper and perform the projections that create the mapping. You save the model from UVMapper and you also save a texture template file that is produced by the mapping. You can decide to produce one template file for each OBJ file, or you can have several template files associated with a single OBJ file.

The template files can be converted to artwork in any graphics app -- I use Photoshop CS2.

Then you'll import the OBJ files into Poser and use the Materials Room to associate the texture files with the models.
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