This brings up an interesting point.
...,If poser can export a low mesh and high mesh of the same model (in quads) that would be useful. You can find some skeletons in the visor directory.......dave
What is a "Avatar Challenge? Mr. Dave"
Can poser export a FBX file? if so try that...........dave
My main problem is that I don't know what I'm doing. LOL!
What do you mean by the textures needing to be grouped together? Is your problem the black areas on the face? Can you check the face normal direction and also check the UV texture editor to see how the texture corresponds to the mesh? Post a screenshot of the latter if you don't mind.
The avatar challenge was a modelling challenge a while back that Dave won. The current challenge is game characters.
This is amazing! I really feel like I'm moving forward now. I tooK your instructions and started playing around with the model and its starting to make sense to me. I figured out that the textures are in the right place, but when Maya imports the model it takes stuff it doesn't understand and turns it into a black blinn. In the case of my poser model a transparent layer to make the eyes shiny was turned black- all I did was slide the transparency up to full and I can see the light!!!
Couple options for the eyes, since there was a mesh under the black brow, you could try deleting the "outer" eyes if there are any.
If that's not it, check the normals. Try selecting an eye: Normals > Reverse
If the single obj mesh isn't UV mapped (it should like not like a mess in the UV editor) you'll have to do that (a pain) but if it is, then you should be able to piece the existing textures together in Photoshop, possibly, and apply it to the whole mesh. Hope that helps.