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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Modeling for Poser - Animal Head


Lyrra ( ) posted Sun, 23 May 2004 at 10:28 AM ยท edited Sat, 11 January 2025 at 2:25 PM

So I'm making a model that I intend to convert for Poser. Question for the more experianced dudes out there .. should I model it with the mouth open or closed? most humans I see have the default mouth close and morphs to open. Animals seem to be done mouth open. Opinions and reasoning?



OddDitty ( ) posted Sun, 23 May 2004 at 10:44 AM

odfbm


nickedshield ( ) posted Sun, 23 May 2004 at 11:11 AM

I personally like the mouth open with the ability to close. Adds life to the character.

I must remember to remember what it was I had to remember.


Lyrra ( ) posted Sun, 23 May 2004 at 1:30 PM
Quoll ( ) posted Sun, 23 May 2004 at 2:55 PM

It's good practice to set the default pose for a character to be neutral, meaning something in between the range of motions it will take. This gives an even range of deformation in all needed directions without pushing the mesh to an extreem. The default for a face would be "bored". I would suggest the mouth be only slightly open. Eye lids somewhere between "tired" and full open. Your mesh is looking really good around the eyes and forehead. I would suggest you work in some edge loops around the mouth though (like you did with the eyes). That sharp point at the corners of the mouth will give you problems later, when smoothing and deforming. Best of luck!


Little_Dragon ( ) posted Sun, 23 May 2004 at 6:35 PM

Model it opened ... you'll find it's easier to work with that way, during the modeling phase and especially when it comes time to create the lipsync and expression morphs.

Then, as the final stage of development, create a new copy of the mesh with the mouth closed by default, and adjust the mouth morphs accordingly.



hauksdottir ( ) posted Sun, 23 May 2004 at 6:50 PM

You will need a couple more polys on the upper lips so that you can tuck the middle up (like a cat or fox or camel) smoothly. I'd also suggest a couple more polys on the outside of the mouth so that you can have jowls (the way a dog or wolf mouth can turn down). This will also make it easier later as Quoll said. Have you given consideration to male/female issues? The male of a species often has a bit of ruff or chin feathers. Looking good so far! Carolly


Lyrra ( ) posted Sun, 23 May 2004 at 7:47 PM

edge loops ..feh. Sculpting clay is so much simpler :) Nobody expects it to move later grin I'm going with relaxed open mouth. I may regret it later when it comes to canine morphs, but I'm having trouble visualising the mouth when fully open. You've got a point about the edge loops around the mouth. I'm trying not to get too species specific on the base model, but I keep drifting towards felines. I have to remind myself that this needs to be doglike eventually as well. I think the eyesocket ridge is a little strong, so I may soften that a bit and bring the eyelids down before I add lashes (transmap style, not modeled) Carolly Theres a surprising number of polys under the chin. I've been keeping the polycount down while making large mass adjustments, so I haven't added extra loops for wrinkle areas yet. I think that large cheek ruffs and mane will be done with hair model style props, whiskers as props as well. I'm dithering about eyebrows .. but the dog here (golden retreiver) has amazingly expressive eyebrow bumps, so I think they're needed. all told, about 6 hours of modleing on him so far. Lyrra



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