UV Mapping in Amorphium 3



Using uv mapped models in Amorphium 3 is posable under a few conditions:
1. The model must be in 3Ds format.
2. The model has to be saved out of a program that supports adding or writing the UV information.

When a model is uv mapped and saved as a 3Ds file, the uv information is written into the file, Amorphium can interpret the uv information and apply it to the model.
For This tutorial Poser 5 will be used along with Amorphium 3 to show how to export, then import into Amorphium and set-up the textures. This procedure can be done with any 3D program that supports writing the UVs to a 3Ds file, or texturing programs such as Ultimate Unwrap3D can be used to create a template and UVs for the model.


Exporting Out of Poser


After the model is set-up, ( Dressed, Posed and Textured ) it's exported using the 3Ds option.
Judy Posed and Textured File Menu Export Menu

The Range Menu is set for a single frame, then the objects are selected on the Hierarchy Menu.
Range Menu Hierarchy Menu

Then a location and name are set.
Save Dialog

In the Grouping Option enable groups for each part. This will keep the model parts separated so they can each receive their own texture map.
Grouping Options


Importing into Amorphium


Import the 3Ds file into Amorphium.
File Menu Open Dialog

On the Import Menu, select as Mesh, ( importing as Tin will lose the UV information ) scaling a full body poser to about 200 will set it just about on the floor.
Import Menu Imported Model


Setting-Up the Texture Maps



Loading the texture maps is rather simple, they are applied in the material channels where they are called for.
Example: Color maps go in the diffused channel, Transparency maps in the transparent channel, Reflection maps in the refection channel, Bump maps in the bump channel. Specular maps can even be used if needed.
Do not apply any mapping modes, moving tiling or scaling ( with the exception of the eyes ). Basically they are just loaded to the default setting with some maps requiring inverting ( in Amorphium ).
Some texture maps may require some altering in an image editor, some alterations can be done in Amorphium. Since there will be many body parts that will be textured with the same map and material setting. The easiest thing to do is create a master material for each map to be used, and load it onto the body part.

Here the head body part has been set-up with a color map, trans map ( for the lashes ), and a bump map.
Head Material

This is a Poser 5 map for Judy, unfortunately some of the facial features ( tongue, teeth, mouth ) mapped to the body texture. Not all can be moved to the head texture, but the teeth and mouth can. In this texture they where moved in Photoshop by dragging the body texture on top of the head texture. Then a selection was made around the teeth and mouth and a layer via copy was done. Then the body layer deleted. That way they are placed exactly where they need to be.
Head Color Texture

Some Transparency maps will need altering too. Poser uses white for non transparent areas, where Amorphium uses black. In poser the head transparency map is only applied to the brows and lashes. But in Amorphium it's applied to the whole head. So the map can not just be simple inverted, cause it will make the rest of the head disappear. The solution for these maps is to use an image editor and draw a selection around just the trans area of the map. Then bucket paint the rest of the map white. Then when the map is inverted in Amorphium only the areas that need to be transparent are white.
Trans Map Before Inverting Trans Map Inverted

Bump Maps use white to bump outward and black to dent inwards, they will not need to be inverted in Amorphium.
Bump Map

Once all the maps are loaded on the body part, adjust all the material channel's setting until the body part looks good when rendered. Then use the material file option and save the material as a master, so it can be loaded on other body parts ( or Projects ) when needed.
Material Saved

A body master material is made the same way, loading the body texture and body bump map. Then material channels set-up and saved.
Body Material

The trans map for hair will most likely only need to be inverted in Amorphium.
Trans Map Before Inverting Trans Map Inverted

The eyes may need to be mapped planar to get the texture setting right. In the Mapper work space set the view to front and planar map the texture. If it is still not right, rotate the eye until it's facing completely front, then planar map it.
Before Mapping Mapped in Front View Rotated Completely Front and Mapped

Any Clothes associated with the model can be texture to. Once all the master materials are made, go through the object list and apply the proper master material by loading it from the material file menu.

Rendered



This texturing tutorial is written and provided by : Stephen Ray
Goto Steves Art Gallery