Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 09 3:34 pm)
Right - well, I'll hopefully do the tut here today (son willing). Be warned that I'll do step-by-step, hopefully missing out nothing (except some repeated steps). That's because I prefer tutorials which I can follow exactly, without requiring "intuitive steps"... but it does make for some long, boring posts!
Attached Link: http://trekkiegrrrl.dk
A quick side-step here to perform a step which I didn't perform originally... TrekkieGrrrl a.k.a. Ern Yoka (http://trekkiegrrrl.dk) has produced a wonderful alternative texture map and MAT file for the Hatchling Phoenix. I'll just go to the Materials room and seelct the texture "SkinLeg". Clicking on the "connector" to the right of the "Displacement" setting, I select "New Node...2D Textures...image_map". I set the "Image Source" on this new node to TrekkieGrrrl's "HatchlingPTEX1.jpg".We need to repeat these basic steps: 1. Select a body part. 2. Create a hair group for that body part which is all of the part which is "skin". 3. Grow hairs and edit the hair design slightly. 4. Go back to step 1 until all desired body parts have fluff. The following settings apply to all the "skin" body parts: Hair Length: 0.05 Length Variance: 0.001 Root Width: 2 Verts per hair: 10 While the "Number of Hairs" for each body part are as follows: upperNeck: 1000 Neck: 1000 Chest: 3000 Left Collar & Right Collar: 500 lWing1 & rWing1: 500 lWing2 & rWing2: 100 Hip: 2000 Left Thigh & Right Thigh: 1000 lLeg & rLeg: 1000 After setting up all of the parameters for each group of hair, click the "Grow Guide Hairs" button so that the guide hairs reflect the latest version fo the hairs. NOTE: Above is the order that I did the hair groups in, and as such it is WRONG. When we come to calculating the hair flow later, it will become apparent that the hair is calculated in order of the hair groups... if we were to reverse the order of creation we MIGHT get hair which "lies down" slightly better. However, since we're aiming for "chick fluff" we don't want the hair to lie down too well, so it suits us to do the groups the "wrong way around".
This is awesome! Thanks for the tut!
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Thanks for the kind comments people - and the surprise recognition of the Doctor Who reference (I'm constantly surprised how many people recognise that blue box's origins ). I'm honestly surprised how popular this seems to be - good timing that DAZ released such a cute critter! (I had to buy the cat and dog while I was gettign the bird, naturally).
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1285227
Scale down and position the building to suit the image we're going for (Doctor Who and the Chick of Doom). I haven't included instructions for setting up a Poser 5 sky-sphere with clouds because, frankly, I'm not able to do them well yet myself (as you can see). TIP: I haven't tried scaling the chick instead of the building, but it seems to me pretty likely that doing so would mess up the hair terribly, and require all sorts of tweaks if we were even to hope it would look good. Of particular concern would be the hair diameter at root and tip, but also length etc... so wherever possible put hair on a model at it's "final" scale... and if you need to change scale consider what item or items will likely scale best/easiest. Sometimes it's easier to scale up/down everything but the character instead of scaling the character down/up! Oh - and here's a link to the original thread, where you'll also see some more imaginative work on the Hatchling Phoenix.Attached Link: http://www.lemog.fr.st
Having set up a basic camera position that I'm happy with (not shown here) I added in a "One Sided Square" prop. Having found a sky texture from www.lemog.fr.st which suited my needs (I thought it'd add some appropriate atmosphere) I scaled the square prop up and to the same proportions as the bitmap... Scale:500% xScale: 2014% yScale:512% ...and applied the texture to the square in the material room.Attached Link: http://www.who3d.com
This time I've remembered to turn off "Smooth polygons" for the TARDIS prop too, and I've tweaked the pose of Fluffy in a variety of ways to produce the look I'm going for. These include: CloseEyes: 0.33 Open Mouth: 2 BeakHook: 1 but also limb posing and - today - some adjustments to the tail feathers to make them more obvious (and more obviously feathers rather than "some odd colour behind the bird"). ...and that's it - from start to finish, the fluffy character and the scene I set him in. Well - I did SAY that all the hard work had been done by others :) Cheers, Cliff Bowman www.who3d.com PS you may notice a number of ".dyn" files which pop up in the same folder as the scene file - as far as I've been able to determine these are temp files which Poser fails to delete (at least on my machine) and can be deleted freely. Indeed, they SHOULD be deleted. Sigh.It looks so great! So you're using the feet from my phoenix as displacement? But not the actual texture? Or did I get you wrong Anyway they look good :o)
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Re: ernyoka1 on 6/22/03 11:53
It looks so great! So you're using the feet from my phoenix as displacement? But not the actual texture? Or did I get you wrong Anyway they look good :o)
Yup, "just" using your feet as displacement - the actual texture (well, pigment) for the feet is still DAZ's. Both wifey and I feel that your texture does a pretty good job at being yanked around as a displacement map.
Re: MarianneR on 6/21/03 15:38 Wow! The phoenix really looks great this way. Pity I only have Poser 4 (I'm on a Mac and waiting for P5).
Don't worry, Poser 5 for the Mac is on its way. Or should I say "Worry, Poser 5 for the Mac is on its way" ??
DAZ make some pretty good stuff - even their cheap inhouse stuff seems to be fairly good, although often some features are left out to be supplied by the community (e.g. MIMIC morphs - for Pete's sake DAZ owned and have now written the current versions of MIMIC yet they still need us to make their characters MIMIC ready?). IMHO the Platinum Club membership fee is well worth it - you get to buy a LOT more than you would normally for a fraction of "full retail" price overall - and IMHO there are comparatively few products whose prices have been inflated to take this into account (and the Hatchling Phoenix isn't one of them). Phoenix is like $1.99 to PC members - hard to beat really.
Cheers,
Cliff Bowman
Quote: Don't worry, Poser 5 for the Mac is on its way. Or should I say "Worry, Poser 5 for the Mac is on its way" ?? LOL There does seem to be a lot of interesting things in P5, and I think (hope) that it should be easier to make it stable on the Mac as there aren't as many different hardware and OS types as there are in the PC world.
WOW! That was one cool displacement map! Care to make a tut about that as well? every time I try adding a displacement map to anything it looks like someone who have rolled around in poison ivy or a beehive or something similar.... EVEN at LOW displacement settings... Or at least what I think is low settings ;o)
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
A tut? Well - did I warn you it was easy? Start with Millenium Dragon and the texture-pack add-on from DAZ3D. Load up the Dragon and apply the Pro-Pack version of the green texture. Head over to the materials room, and for each material except the Wing Membrane disconenct the bump map from the Gradient Bump and attach it to the Displacement node instead. Change the Displacement value to 0.5 (much higher than I usually use - but hey, I was testing!). As I say, for all materials - except the Wing Membrane which I connected to the Bump node (not Gradient Bump) instead, and I may well not have applied displacement to the eye parts eitehr (Can't easily check at the moment because, erm, I'm rendering up an example of Poser 5 atmosphere). Sorry about this - but for ages my uploads to Renderosity simply wouldn't work - images were always corrupt, so I mostly didn't even bother THINKING about posting my meagre images. Now that it's suddenly working I'm all-a-flutter and rendering up stuff so I can actually HAVE a gallery next time someone says "don't criticise if you can't produce any images of your own" . Displacement maps are pretty much just super bump-maps, although there are some slight differences. For example, 50% grey on a bump map is "at mesh level" with darker being indentations and lighter being raised bumps (or, rather, those "colours" indicate what the bump map is attempting to display, without ACTUALLY causing creases and bumps on the model geometry). With displacement maps black (0,0,0) is "mesh level" and anything brighter is a bump "up" (away from) the mesh level. So creases are harder to do, because there's no "crease" function per se... instead you have to lift everything else up. While this SOUNDS like nit-picking, it isn't really - because you often have to avoid making your displacement map displace too far "up" from the mesh in order to avoid making joints/seams look odd... and in order to retain the basic shape of your model! So the "depth" of displacement CAN, in some isntances, be sorely limited despite the improvements over bump maps. Then there are images like the above, where even a large displacement looks (IMHO) quite good :) Cheers, Cliff
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