nomuse opened this issue on Jan 25, 2004 ยท 4 posts
nomuse posted Sun, 25 January 2004 at 6:51 PM
I know there's a couple of us building props and costumes for the Poser crowd within our beloved Carrara. Some of us have been doing this since Ray Nightmare! Anyone have any comments, tips, et al to share on this process? I'll start the ball rolling on my experiences with textures so far... I've been building entirely within Vertex Modeller, naming selections of polygons to make object groups. I've found that if I assign Shading Domains from within the Vertex Modeller, and also create a multi-channel shader for each domain in the layers list, I can export an .obj file with the proper usemtl statements. Unfortunately, the domain names I saw in Carrara vanish, leaving me to do a find-and-replace with BBedit of a list of "usemtl Default_1," "usemtl Default_2." And, of course, there is the usual reversed-normals dance. I had some luck stripping normals via UVmapper, but the only real solution I've had is to empty all polygons, detach the vertices, do a weld at a fairly small value to catch any stray vertices, triangulate to catch any loose n-gons, then re-fill. And sometimes I STILL have to invert a few faces.