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Subject: Poser to Bryce & how do you deal with it?


eelie ( ) posted Tue, 18 November 2003 at 11:09 AM · edited Sun, 09 February 2025 at 5:32 PM

file_84574.jpg

Ok, these are my first Poser people. They're going to go in my next beach scene and I've got a few questions. First of all, how the heck do you do the hair? If the dynamic hair won't export and postwork scares the bejesus out of you, how can it be managed and look realistic? Next, while I'm pretty sure that intense shadow around her eye is because of lighting (altho I've been playing with it and it's always there regardless), does anyone have a suggestion about that? Next, I'm not crazy about the whatever-it-is on his shoulder. I'm not sure if it's a strangeness in the mat file or what but it looks like his freckles have been stretched out of shape. :o) And lastly, as Mom says, her teeth look like false teeth. Is it kinda of a given that the material be changed to give them a more realistic look? So far, all the materials are exported directly from Poser and I've done no tweaking. In general, I'm pretty happy with them but I know there could be improvements here and there. Any comments and critiques here will be more than welcome. This couple won't be the focus of the current picture I'm working on, and in fact, most of these issues, except for the hair, won't be issues in this picture. But, as I continue to work on my (hope to be) series, they probably will be. And, I have to say this...Bryce is mmuuuuuccchhhhhh easier to use than Poser! :o) Thanks ya'll!


brittmccary ( ) posted Tue, 18 November 2003 at 11:27 AM

I think that there have been some posts about transfering poser5 hair out of poser, - and it won't work. However, Poser 4 hair transports nicely. Use the same method as for the eye lashes. :) Not sure about what causes the strech marks on Mike's shoulder. My guess is that it's the texture. How does it look in Poser? It shouldn't stretch any differently in Bryce, I think. For the teeth, - try to reduce the ambience in the material. Looks very promising! :))



tjohn ( ) posted Tue, 18 November 2003 at 11:59 AM

Check the sidebar here for the Web Ring Top 15. One of those is Digital Babes. This is the source for realistic looking Kozaburo hair. Most is Free, Free, Free, and includes hair and textures for Mike, Vicki and Poser 4 men and women. And with a little work with the transmaps, they work great in Bryce. Hope this helps. John

This is not my "second childhood". I'm not finished with the first one yet.

Time flies like an arrow; fruit flies like a banana.

"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy


Incarnadine ( ) posted Tue, 18 November 2003 at 12:07 PM

go to digital babes (link from this site's sidebar and get some of kozaburo's transmapped hair. It works wonderfully (both in poser and bryce)! as commented, definitiely reduce the ambience on the teeth, add some specularity and a trace of reflection. I might also suggest, selecting the teeth and moving them slightly back into here mouth - they look as if slightly into the top lip (use object space to control this move) As to the wierd shadows, how are you lighting this? I think there is more than sun here or you have some non-camera visible stuff. Let us know please.

Pass no temptation lightly by, for one never knows when it may pass again!


Erlik ( ) posted Tue, 18 November 2003 at 12:36 PM

What did you do with his shoulder pose? Is the arm too twisted? That might account for the stretching of the texture. It also appears that the woman has the same problem, although it's not as visible. The shadow around the eye might be because of: a) lashes throw shadow according to the shape of the mesh, not according to the transparency. Wouldn't know how to fix it except by turning the shadow completely off for the lashes. b) judging by the position of light on the left, it might be some weird refraction of the apple of the eye. Tried higher render settings? Or the light is too close? Well captured expressions and pose, btw.

-- erlik


eelie ( ) posted Tue, 18 November 2003 at 3:17 PM

Thanks for the suggestions everyone. I'd already downloaded some of the Koz hairs but hadn't tried them out yet. They look like they're going to be just about perfect, as soon as I can get them to position right. :o) There is one light in the scene which I suspected was the culprit on the shadow but I've been playing with it and to varying degrees, it's always there. But, I'm going to keep working on that one. I'd already set the lashes and brows to not cast shadows so that shouldn't be the problem. As far as Mike's shoulder, that's one thing I'm not happy about in the pose. To me, it does look twisted but I've chinked and tweaked and prodded and just can't get him into the position I want and not have it look twisted. I started with a stock pose and just modified it and honestly, I can't remember if it was this arm or the other that I had to move the most. I'll try working on that again tho', and see if it doesn't help the texturing. I apprecite the feedback! :o) Susan


Erlik ( ) posted Tue, 18 November 2003 at 4:40 PM

If you're using IK on the arm, it will certainly get twisted.

-- erlik


shadowdragonlord ( ) posted Tue, 18 November 2003 at 5:53 PM

file_84575.jpg

Aye, eeilie, the stock mats straight out of poser are great textures, but the channels will be ALL wrong once you get it inside of Bryce. Note that this is just how I do it, there isn't technically a right or a wrong way! The only truly wrong way would be to leave them the way the .obj file exporter sets them... Of course, depending on the material or part of the body, specularity and Blend Transparency and whatnot are important, too... Just a quick screenshot for ya Eeelie, good luck!


shadowdragonlord ( ) posted Tue, 18 November 2003 at 5:57 PM

Oh yeah, the one on the left is stock, straight out of Poser. The material on the right is the "Bryce-fixed" version, or at least how I would start it. It's important to keep the ambience in order, and have it driven by the texture, but NOT it's value, just it's colors. This will produce mroe realistic shadows when rendered.


Phantast ( ) posted Wed, 19 November 2003 at 10:23 AM

You have some other shadow problems as well: In general, shadows are much too deep. Look at the blackness of his chin and the intense shadow behind her ear. You would never see that in reality. It is partly because you don't have ambience enabled as per above, and partly because you need some more lights to fill in areas where no light is getting in.


Bladesmith ( ) posted Wed, 19 November 2003 at 2:36 PM

Shadowdragonlord has a very good point. Alot gets lost in the translation from poser scene to OBJ to bryce. This is the main reason I don't bother setting up my textures in poser, or strip the textures with Grouper. It's quicker for me to do all the texture work in bryce. It is, however, best not to have ambience and diffusion total more than 100. I usually go with 80 diffuse/20 ambient for outdoor scenes with simple lighting. For indoor scenes, I use no ambience but make up for it with complex lighting. The shoulder problem looks due to the mapping not being perfect, as this is pretty close to the front/back seam.


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