Drezz opened this issue on Apr 08, 2004 ยท 7 posts
Misha883 posted Thu, 08 April 2004 at 7:18 AM
Attached Link: http://www.renderosity.com/tut.ez?Form.ViewPages=100&PageAction=View&Page=1
I've been worried we'd get this question, considering that we promise: "From photo basics, to shooting for textures and skins, to pure photographic art, you are sure to find answers to almost any photographic question here." Not sure we have a good answer. This would make a fine tutorial if someone could take the time to figure it out! From the Poser-end there already are a couple. From what I remember about Poser, when it talks about "Texture," it uses the word somewhat differently from the way a photographer may use the word. The photographer is interested in using the light to accent surface bumpieness (smoothness, hary-ness, etc.). To do this, often a point source of light is used at an oblique angle. This causes shadows and highlights to emphasize the surface. If you use the same lighting for creating a Poser texture you will be very disapointed! In 3D rendering the shadows and highlights come from the ray tracing. If the 3D shadows and the photographic shadows dissagree, the results look strange. In poser you seem best off using as a "Texture" a photo that captures the general coloring of the model. This may include such details as warts, scars, blue surface veins, or even fine wrinkles. But you are basically recording the color. It seems this would be best photographed with very flat lighting. Perhaps a couple flourescent tubes? The real magic comes in with the bmp-map! This is the gray-scale image that actually catches the minute skin pores, fine wrinkles, creases where joints bend... This can sometimes be "faked" by using point-source, oblique lighting. I'd appreciate knowing how to do this better. High resolution is not always needed.