@mininessie Awesome wild tigress Dawn render! Nice touch with the jewelry, it adds personality! ^___^
I have finally textured these pants, and modeled this new crossed straps top last night. Figure is Dawn with my custom body morph and my CatsEyes textures. Clothing modeled in 3DSMAX. Rigged and rendered in Poser with Superfly. Textured in Paintshop.
I had to throw away the existing pants OBJ and rigging. I was letting Poser do the grouping - and what's worse - I was using the OBJ created by Poser. The rigging was fighting me all the way. There were also issues with some groups not responding to weight maps.
Then I just TRASHED everything, got a fresh copy of the pants from 3DSMAX, and grouped it in Modo. THEN the rigging went smoothly and uneventful. When I finished the rigging, Poser created a new OBJ when the file was saved, which I promptly THREW AWAY and replaced with the one grouped in Modo. I could finally finish it in just a few hours, and with the spare time, I have modeled this new top for Dawn in 3DSMAX. Of course, it was grouped in Modo and doesn't use the [broken] OBJ created by Poser.
Another advantage of grouping models in Modo is that it will easily export to DAZ Studio. In addition, OBJs created by Poser have split geometry, which changes the vertex count and make morphs and UV editing impossible in other programs (except for zBrush because it doesn't use groups). Not to mention split geometry will rage havoc when you try to create JCMs in Poser, because the morphing tool doesn't [yet] support non-Unimesh geometry. SMS has created a workaround to avoid JCM editing destruction, but good luck with that. It's much easier to group the model properly as unimesh in Modo or Blender3D. I am not sure if any other program can do that.
I remember me having arguments with Cath (Mec4D) here in the forums about this, because I didn't know Poser was breaking the OBJs into multiple pieces. 3DSMAX and all other Autodesk programs will also break the model into multiple parts, so I thought that was the only way. Even in Blender3D, that's the default setting, but it can be changed to keep the model in one piece. In Modo it's the opposite - the default is NOT to split the geometry, so it's less dangerous. If Cath didn't warn me about it, I would never know what was going on. The poly count doesn't change, but the vertex count and order do. But way back then I didn't have Modo, so I had no way to avoid the geometry splits.
Coming from 3DSMAX, it took me a while to understand Modo, because everything is called differently, and it has its own way to doing things. It was not easy or intuitive to figure it out, but it was very worth my time. Thanks to Modo, the outfit below has PROPER grouping and rigging. I could even share morph targets with DAZ Studio if I wanted, which would not be possible if I used grouping created by Poser. But for that, I could not use any of the awesome Poser morphing tools, because anything it exports will have split geometry again.
And what's more important - after the model is grouped in Modo, I can no longer get it back into 3DSMAX for editing, because the model will be broken into separate parts the moment it's imported, even before I could do any editing. Once the model is split, morph targets and UV editing are no longer possible. The morphing tools in Modo are great, but the UV editing is rather poor, so that's a bummer. I better get the UVs perfect right at the first try.