Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 4:22 pm)
Hello, I'm beginner. Is it possible to got some more information concerning this morph changes. I have no documentation but the result seems to me so attractif that nevertheless I want to try. All site adress wich could be helpfull for lurning will be well come. Could you share your knowleg with me ? And please don't hesitate to post me your work. I am impatient. Vincent
Appologies to Renderosity. I should have checked off the nudity box. As for how its made. I merely took the chest part into 3dstudio and ran tesselate on a selected area that encompasses the breasts only but does not effect the bounding vertices. It wasn't perfect as you can see in the wireframe and I have to clean up a lot of the nipple vertices. But it does avoid making a new texture map.
hmmmmmm......i like the curve on the undersides.....much better than any morphs i've found.......the only thing i can think of to make it perfect is a better flow into the upper chest area than is offered at present by morph targets or magnets.......is there any chance that this could be done as a morph instead of a replacement prop???????
tesselate is a modifier. usually its under "more.." on the modifier panel. TheWolfWithin - Well I haven't tried it as a replacement prop though I should. It merely created a new figure with this as the chest. I suppose I could extend the tesselation into the upper chest region but I haven't seen too many MTs of upper chest stuff so I didn't think that was important. Also not that this is a chest with a large chest morph already in place. The non-morphed version looks just like the regular chest only smoother. I did this to eliminate the blocky edges from the undersides and sides so I don't have to do a tone of touch up work in photoshop. In any event, new MTs would be needed if someone wanted to persue this route for a new chest object.
I think so, The whole problem can be very simple depending on how and where in the .obj the new vertexes were generated. If new vertexes can be isolated (and it's quite easy comparing original and new mesh) all we've got to do is to locate the new vertex in a face. For that face assume all 3 (or 4) points got modifications from the Morph, then we just need to apply it to the new vertex. If you can locate those new vertex (i mean associate them to the old vertexes), the rest is i should say just a matter of time and C++ ;)) Yarp
Yarp - author of P3DO Organizer for Poser
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