View Full Version : Step by Step Export tutorial from lightwave into poser.

06-25-2009, 10:39 AM

Pardon me for appearing a little slow perhaps, but ive been trying for some time to work out surface baking and the such and exporting somethign to get it to look the same in other programs, in this case Poser.

Recently, I have created some models of Greek pots and this has generated a little interest with a few people asking to have them to use in poser, much to my embarassment I cant send them becuase I dont know how.


Ok, so the pot is a simple model, done in modeller and subpatched to make it all pretty and guff. so what I really need is a step by step guide, an idiots guide if you will as to how to get the object out of Lightwave and into poser without it looking like a box and having its texture intact.

Anyone willing to do this would have my most gracious thanks and the models of the pots, if you want them :P

Ive looked around on the internet quite a bit, but sadly there is limited information about this, the manual makes little sense to me, so if you were to make one I would be happy to publish it on my site (under your name obviously with all links, credits etc to you)

06-25-2009, 11:55 AM
If you have Poser Pro, I'd pull the Poser content into LW and do it there. If not, the easiest way IMO is: freeze your subds, bake your textures (if necessary, like you're using procedurals), and export as OBJ. Poser should import the OBJ/textures fine.

06-25-2009, 11:59 AM
Dude, r'osity is brimming over with such tuts... lol.

First... subdivide ur objects to buggery so they're smooth without subDs (look at "freeze" and subdivide>metaform)...

Then, create a UV map for the geometry... dont know how to UV? Just choose atlas mode, and let LW do its best...

Then, load the object into layout, with surface... switch ur camera to the surface baking camera, select the appropriate UV... and U can bake away from there. For colourmaps, turn off ur lights and set ambient to 100... for the bumps... same thing, but replace the colour texture with ur bump texture to get out the b/w bump instead.

Back in modeller, apply these maps to the surface using the UV... export to obj... send it to the poser people.

06-25-2009, 12:02 PM
I dont have poser pro unfortunatly but thanks anyway :)

I tried looking, must not have done so at renderosity or just not done it well enough, doh!

ill give that a go, thanks RebelHill, much appreciated.


06-25-2009, 01:36 PM
Ok, ive followed those steps, but im going wrong somewhere, the texture now appears in Poser, but there are big black lines on it where the divide is.


Below are the settings I used for the surface baking.


Anything obvious that ive missed?



06-25-2009, 03:20 PM
It looks to me like you used Atlas for your UV map. That's not really an optimal solution, especially if you're using them in Poser. You end up with too many seams and always in the wrong places. There's really no reason to have more than 3 UV islands for that object - 1 for the main body, and 1 for each handle. Ideally, the seams should be hidden, too, unless everything lines up very well, which can't be done with atlas mapping.

But lacking a better UV map, you might try playing with the UV border settings for the SB Camera, or raising the sample rate for the Poser render.

06-25-2009, 03:28 PM
It was done in Atlas mode - Problem is I have no idea how to UV map, Ive tried a few different ones and they always end up a complete mess unfortunatly, maybe ill have to spend tommorrow reading up on that. Thanks for your reply IMI.

06-25-2009, 04:08 PM
Heres a free video on basic UV mapping.
Heres a commercial DVD on the topic:

06-25-2009, 04:11 PM
Increase the "UV Border" for the baking camera, and you'll lose the black lines. A value of 1.0 should do it, but try to keep it as low as possible.

06-25-2009, 04:12 PM
Here's ideally more or less what you want to get. See image.
I went and quickly made a similar object to be able to show this.
The body is one island, and the arms are separate. Note that I didn't use all the UV space. That's because the polygons are all more or less proportional in the UV map as they are in the object itself. That minimizes distortion, as seen with the UV checker image, and you can see the seams are more or less hidden.
It could have been better with a little more tweaking, but it's good enough for demonstration purposes.

For UV mapping, you might want to check out the PLG UV Plugins (http://homepage2.nifty.com/nif-hp/index2_english.htm). Excellent little FREE plugins for Modeler. :)

06-26-2009, 02:47 AM
SplineGod - the first video doesnt work there, but thanks anyway I bookmarked the link :)

Sekhar I tried increasing the border that didnt work either sadly.

IMI I tried the PLG UV plugins, unfortunatly my computer wasnt much of a fan of it. Im reading up on how to create UV maps in a texture book I have, ive never really done it before you see.

Thanks for all your replies, much appreciated!


06-26-2009, 08:37 AM
IMI, I managed to get the PLG plugins to work finally with fairly good results, so thanks again!

and yes.. it HAS taken this long for me to get it right :P