Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Oct 04 4:27 pm)
You pays your money and you take your choice. Here are some comparisons:-
A high polygon count will not necessarily mean a better figure it will naturally depend on how the faces are arranged.
I already set it at 1, and think I got some good results. I've never added a skeleton and such from lightwave into poser.. is there a good tutorial out there somewhere? I remember reading that you could import a figure with a similar skeleton, and adapt it for a new character's use...
Way too many people take way too many things way too seriously.
Setting it 1 will only round the edges, so if you get a good result with that you probably have a lot of polygons to start with in your mesh before you nurb it. If I were to do it, I would import the obj mesh (remember to cut up the body parts first in LW by simply cutting and pasting the various groups) then send it to the setup room, I would then assign the skeleton of the closest character to yours and then save the new figure, from there you would have to adjust the pivot points of the joints and all the blend zones.
Dominique Digital Cats Media
I would apply a humanoid skeleton (strip the cr2 of any morph information), save the figure and then add a series of bones from the hip down for the tail, and another set of bones for the wings from the chest bone. For the tail's setup I would look up EasyPose in the forums (I believe it's Ajax's technique, he has an easy pose tube in freestuff for you to analyse. As far as the wing setup there are quite a few wing sets out there, or even the different dragons wings could give you insight as to how to go about it.
Dominique Digital Cats Media
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I'm considering converting a lightwave character into poser.. what would be considered a good high end polycount? (He's pretty detailed now)
Way too many people take way too many things way too seriously.