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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 06 7:01 am)



Subject: HOW to improve the quality/detail of morph targets???


Knuten ( ) posted Sun, 12 September 2004 at 11:04 PM ยท edited Fri, 09 August 2024 at 11:17 PM

-[I use Poser5, but this should apply to P4 & PP as well.] I know how to create a morph target/a new dial for a Figure's body part by using just the tools within Poser (Grouping Tool & magnets)...but- Is it possible to increase the # of polygons for just a PART of a Body Part of a Figure? The Problem: The limitation I find is in the number of polygons that we have to work with in the body part (of V3, M3, etc.). When trying to create some very detailed, fine, subtle features -- in the head area, especially -- I think the deformations could be SO much better if only I had more mesh to manipulate. So, does anyone have any suggestions as to how to, just for example: select just 50 polygons on the top of the head, increase the polygon count* of that selection perhaps to 200 or 800 polygons, and then somehow get that selection back in it's place on top of the head (without having to re-bone the body or head)??? I this were possible, then I think some fine, realistic morphs could be created. *by using "Hi-Res" by dke, for instance.


Little_Dragon ( ) posted Mon, 13 September 2004 at 12:18 AM

You can increase the poly-count of a body part by a number of means, but then the existing morphs for that body part won't work any more. That's not a good thing when you're working on the head.

If you're trying to create the sort of forehead ridges common to Star Trek aliens, you could spawn a new prop off the head, subdivide it to a higher resolution, morph the heck out of it, and then parent the prop onto the head as a virtual prosthetic appliance.

Displacement mapping is another option for P5 users.



SWAMP ( ) posted Mon, 13 September 2004 at 12:22 AM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1821983

Well you can take the mesh into most any modeling program (even the free ones,like Wing3d)and select the area and divide (make more polygons). Problem there is you now have a new geometry. You will need to make all new morphs,as none of the original morphs will work,you'll need to remap the figure,etc....I don't think you really want to go that route. Thing is,the version 3 figures are already relativly high polygon figures. I'm not sure of how subtle of detail your looking for... perhapes it could be achived with a texture map (like a wrinkle). If you really want to get into very fine detail,you should take a hard look at ZBrush. You can create some very detailed morph targets for the geometry...but for extreamly fine detailing,you can make displacement maps (which can be used with the Poser5 render engine). Take a look at this linked thread for a little more info about displacment mapping. SWAMP


SWAMP ( ) posted Mon, 13 September 2004 at 12:26 AM

Sorry for the cross-post LD


ockham ( ) posted Mon, 13 September 2004 at 12:27 AM

It should be possible with Python. There are already some internal routines to add a triangle, and I have some scripts that work with the vertices in a Group. This triangulation process would locate the center of each facet and draw a new edge from each vertex of the facet to the center. So a triangle would turn into 3 new facets, a rectangle would turn into 4 new facets, and so on. (Of course, very few Poser meshes have anything besides tri and quad facets; and if they do, those facets ought to be triangulated anyway!) You would then have to re-export the mesh as a new OBJ, but the shape would be preserved and it wouldn't require re-boning.

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Knuten ( ) posted Mon, 13 September 2004 at 1:35 AM

To Litle Dragon, SWAMP & ockham: THANKS! for the wealth of great responses for my subject. You've each given me a lot to study & try out. Much of it is over my head right now, though. I'm not familiar with how to spawn a prop off the head...I'll have to try & learn. I have had no success in trying to learn modeling; have tried RayDream Studio. And, sadly, Python remains Greek to me. There are just certain Poser-things that I'm proficient at, so I was hoping to find some ways to proceed that my antique brain could comprehend. :) I know a lot can be accomplished with texturing, & P5 Materials can be great, though I've never been able to get "Displacement" to do anything well. The FireFly renderer is great for figures, but it distorts props, so I generally stick to the P4 renderer. Hearing that ZBrush can increase the poly res sounds really interesting; I want to find out more on that as well as the Python! I want to be able to create some excellent hair (like everyone else), but since I can't even model a scullcap, much less a hair mesh, I wondered if it were possible to select the "hair-area" polygons on the head, & then apply magnets to deform that area into a hair shape a create a new "Hair" parameter on the head. Then apply a hair texture just to that part of the head. Well, it sure seems like it should work, & I think I know how to do all that stuff...but to get good quality hair the mesh needs to be subdivided. (Then again, if it works, why has no-one else ever done it?)


Gareee ( ) posted Mon, 13 September 2004 at 7:28 AM

In the case of the head, as above mentioned, you'll be breaking all the head morphs.. so in other words, you'll have to totally rebuild all the headmorphs for your hair morph trick. I did something similar with Grrrl for Girl. I morphed her head shape into "hair", and relyed on the head texture to "carry" the effect. But modeling prop hair is much better, and adds much mor versitality.

Way too many people take way too many things way too seriously.


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