Thu, Nov 14, 2:42 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 12:36 pm)



Subject: Victoria in Bryce - eyebrow mapping problem


John_Spirko ( ) posted Thu, 20 April 2000 at 4:33 PM ยท edited Sat, 26 October 2024 at 1:41 AM

Attached Link: http://www.iaw.on.ca/~jspirko/

I can map and transmap Victoria in Bryce, except for the eyebrows. I'm using my own custom map based on Zygote's 2 templates. Exported from Poser in OBJ format. mapping in Bryce: http://www.iaw.on.ca/~jspirko/t2/victoria4.jpg However, when I checked into the problem of mapping the eyebrows, I found that there are 2 sets of eyebrow meshes. Not only are there 2 sets, but the original Victoria and the Victoria Morph figures have them placed differently as shown in these screen shots: http://www.iaw.on.ca/~jspirko/eyebrow.htm The pair of eyebrow meshes that correspond to the texture template are actually inside the head mesh. The other eyebrow mesh does not have a corresponding texture on the texture map and I was given no explanation from Zygote as to why there are 2 eyebrow meshes. Other than deleting the 1st set and attempting to move the 2nd set forward (which is very tricky in Bryce) does anyone have a better solution? I contacted Zygote and was told by Doug Wheeler "Now, this may Cause problems in Bryce but we did not model or set the model up for Bryce. This is a Poser compatible model only and any exporting of it to other program is not supported by us. I have heard that people on the Poser Forums have figured a way to get it to work. I would suggest you go there to see how they have done it..." Thanks and regards John Spirko


PJF ( ) posted Thu, 20 April 2000 at 6:17 PM

You have two main options. Position the outer eyebrows (I think they're called 'upper eyebrows') in Poser and re-export the model. Move the outer eyebrow meshes forward in Bryce (assuming you exported the mesh as separate items. I actually find Bryce a dream to work in, so this is what I'd do. The other 'inner' eyebrows are just part of the head mesh with a different material. You can leave those the same material colour as the head, and paint the eyebrows on the texture map wherever you want them (usually over the eyes, LOL). If you delete these 'inner' eyebrows in Bryce, or apply transparency to them, you'll end up with holes in Viccie's head! What Zygote have done is give us a choice of methods for applying eyebrows to this figure. They will both work in Bryce, but you have to think ahead and choose the method most suitable. Personally, I find painting the eyebrows on the texture map easiest, but the advantage of using the outer brows + transparency is that you don't have to change the whole head map just to change hair colour.


PJF ( ) posted Thu, 20 April 2000 at 6:38 PM

Further to repositioning the 'upper' eyebrows. There is a morph dial for doing this. It's near the bottom of the dials for the head. What you'd need to do is position them just minutely in front of the head. Obviously it will look pretty silly without a transparency map on it! On your Victoria renders the eyebrows have mapped, it's just that they're still inside the head mesh. One thing that disturbs me in your Bryce wireframe screencaps is that the inner and outer eyebrows appear to be one object (material in Poser) on the updated Victoria figure. This is going to cause problems if you choose to move the 'brows in Bryce when using this figure. You'll definitely have to move the 'brows in Poser first before exporting if you use the updated figure.


John_Spirko ( ) posted Thu, 20 April 2000 at 7:31 PM

Thanks for the tip. I'd probably find moving the eyebrows in Poser easier to control than in Bryce. Never thought to look in Poser for the solution. Also, I did delete the front set to see what happened - not a good solution by itelf :-) In the screen shots, I've selected both sets of eyebrows together for the sake of visibility. Thanks again. John Spirko


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.