As you can see below Poser maps the same texture map, differently sized depending on what kind of shape or size your object has. Try a test render on the object you want to texture and judge the amount of size increase or decrease you think appropriate. Open the texture editor and scale the picture source up or down (scale u /scale v) the same amount. Note : If the material relies on several picture sources for bumps or reflections these should be scaled the same amount as well. ![]() Results on a cube with the same material (Metal23a in your Samplelibrary) scaled up from 0,25 to 1 on both u and v coordinates ![]() |
Basic colors It is very easy to adjust the basic colors of the textures to your need. Most suitable are resource textures that have little specific color themself.I will demonstrate this on hand of an example model. Go to the file directory of poser and choose the option import. A menu will open, there , choose the option "Wavefront OBJ". In the folder "Samplemodels" you will find the mesh "BARREL_1.obj".Load it. Advice : In the properties menu of the imported mesh turn off the "smooth polygon" options, some meshes tend to "baloon" on rendering otherwise. Move to the materials editor.Enable the selection tool (lefthand side illustration 1) and point it at the middle of the shown drum. The meshpart called "body" will now be selected in the texture editing window (2). Call the "3ddj`s/Samples" materials in your texture library and choose "SMetal1". In the texture editor click the diffuse color window (2), a dialog box will open (3). Choose a color there or (what i advise to get the exact RGB colorvalue for other meshparts) click the box on the right(3) for exact color definition (4). ![]() |
The drum using different base colors ![]() Apply "Smetal6" to the submesh"lid" and to the submesh "Rim". The result will be an Oildrum like below. ![]() |