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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 12 9:36 pm)



Subject: Make your own hi-res figures in 2 easy steps:


Dave Wight ( ) posted Fri, 21 April 2000 at 9:01 AM · edited Wed, 20 November 2024 at 8:25 AM

Fire up your favorite 3d modler. Load the figure file; eg P4 Nude Woman.obj Select & multiply the polys where more detail is wanted. SAVE AS: eg P4 Nude Woman Hi.obj Open the matching CR2 file. Change the 2 places specifying the obj file so it points to the new one you just created. SAVE AS eg P4 Nude Woman Hi.cr2 Start Poser & load the new figure. I just came up with this idea late last night and only tried it on the P4 Nude Woman. It worked... (mostly... I think... it was real late.) At any rate, it's something to play with over the weekend.


Dave Wight ( ) posted Fri, 21 April 2000 at 9:02 AM

Whoever owns the intellectual property rights to the base figure retains those rights to the derived fig. This means it can't be shared. To make matters worse, there's no simple way to share even new MTs, as different people & different 3d modelers are likely to produce at least slightly different geometries. But I'm sure there's enough talent in this group to work that out somehow. I'm pretty sure this will only work with figures with no morph targets included, as the geometry will have been totally changed. The UV maps should work fine; but none of the MTs will. This shotgun approach to poly multiplication is very inefficient. This won't replace Vicky as simply multiplying the polys is no replacement for the actual hard work involved in putting them in the right place. But this might give those who can't afford or donwanna pay for Vicky something in the middle range.


DigitalArtist ( ) posted Fri, 21 April 2000 at 9:57 AM

Yep, Dave's right. The base figures are owned by zygote....so they actully still own the figure. You can however model your own figure from scratch - its quite difficult however.


Freakachu ( ) posted Fri, 21 April 2000 at 11:05 AM

True--but... I wonder if there would be a problem with sharing the pieces that possibly need changes in geometry the most, and releasing the file as a PCF file. I think folks might be interested in doubling the resolution of the head, the chest, hips and abdomen--and it might be a perfect idea for a new version of the Evolution figure. Eve 4


ohman ( ) posted Fri, 21 April 2000 at 11:34 AM

Wasn't that the way Mobius made his hi-res woman?? He used Objaction Mover to distribute the mesh. /Ohman


Foxhollow ( ) posted Fri, 21 April 2000 at 12:11 PM

yes..that's how Mobius did it...using the pNurbs plugin for Max. All the morphs worked by applying the same plugin, though they did need the geometry to be intact in the obj file to import into Max for the conversion.


Josiah ( ) posted Fri, 21 April 2000 at 12:36 PM

I have done this with the pnurbs plug-in with the eve model awhile back and I still have it. The object is about 4.5 megs in size. And IS very hard on memory usage. A interesting side note, I also converted alot of morph targets to hi res using the same p-nurbs procedure. This will work as long as long as the morph was created for the eve model. The number of vertices and subdivisions created on the morph object will be the same as the eve object and will work fine. So the morph objects are really no problem. However remember that the morph targets are larger and take up additional memory also.


nicknoel ( ) posted Fri, 21 April 2000 at 12:38 PM

Doesn't it seem like Vicki uses the same grouping and such as the EveOlution model? But the increased polys would be great in eve, a "poor man's" Vickie, so to speak. Just please...make her free!


Jim Burton ( ) posted Fri, 21 April 2000 at 2:30 PM

I don't know if just pumping up the polygons is going to do you much good, other than getting the texture maps to work better in problem areas- like on the Posette between her breasts and armpits. Poser actually does a pretty good job of smoothing (which is good, as there are no adjustments). To really do any good you are going to have to recut the figure and and work up all new joint parameters, not something you are going to do in one sitting. While you are at it, you could fix all the mistakes in the current CR2, like some of the finger joints are reversed, which is why they don't scale, things like that. Still, not a trival task. A easier approach would be to weld the Posette back togeather and recut her as a Vicki, I don't know if the result would be better or worse than the Evolution figure, but at least she would look better than Vicki, if nothing else! Of course no morphs would work with her nor would any clothing fit, oh well!


bbascuba ( ) posted Fri, 21 April 2000 at 4:51 PM

What is pNurbs and is it free? Does it come with 3D Studio MAX R3?


Maz ( ) posted Fri, 21 April 2000 at 5:43 PM

Dave, You can share just about anything if you use Mover to transfer it. Are there really people out there who haven't heard of it, and if so, what more can I do to let them know? Oh dear, going for a lie down.


Dave Wight ( ) posted Fri, 21 April 2000 at 5:51 PM

Yes Maz I've heard of it and used it many times. We owe you a tremendous thanks and pat on the back for creating it. We often don't thank the wizards who lurk out there enough for their contributions. I just didn't know that it could transmit actual multiplications of geometry. That being the case, I'm even more impressed. (Bear in mind; I tried this about midnight last nght.)


Maz ( ) posted Fri, 21 April 2000 at 6:25 PM

Hi Dave, It can cope with any change to an obj file, regardless of how you made the change. I'm currently working on a new version that will also cope with 3ds files and just about anything else you care to think of. Enjoy.


STORM3 ( ) posted Fri, 21 April 2000 at 8:01 PM

To get back to Jim Burtons reference to texture maps I did something I was never able to do before the latest Poser Patch. Using the grouping tool and Steve Cox's UV mapper I re-mapped the P4 Fem head to a map of 2048 by 2048. Now think back a few days to Allereirauh's fantastic Old Woman head tex for Vicky, it is 966x966. I am just starting to play with textures but the possibilities seem enormous and add bump maps to that...... The point of all this, and something I did not know, is the P4 fem (remapped head) continues to accept the standard P4 tex including the head sections. This is great for posing and render tests. Only at the latter stages do I use the test large map for the head. Now what strikes me is that given the huge number of morphs, courtesy of Traveler and others, maybe the ease of remapping under the patch may be one way to go. I am now wondering just how many hi-res texture maps I can use on one P4 figure. The hands and nipples (for nudes) strike me as areas that would benefit and possibly the armpits and cleavage area mentioned by Jim Burton. Don't ask me to post any tex's or views yet, as this is all experimental and in its infancy for me and I am learning as I go. but it has given me a great deal of food for thought. Thank you Larry for the wonderful patch. STORM


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