wolf359 opened this issue on Dec 22, 2004 ยท 8 posts
face_off posted Thu, 23 December 2004 at 12:33 AM
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=830740&Start=1&Artist=face%5Foff&ByArtist=Yes
EK - yep - did the store and restore mt. 100 times! I just couldn't believe that it didn't work like the tut said it would. But....it doesn't. To add to the frustration, you cannot have different material groups in your figure which have overlapping uv's - otherwise it crashes when making the displacement map. So there is a bit of mesh surgery required between the export from Poser the to import into Zbrush step. So if you are dealing with M3 or V3, you are in a world of pain, because you are going to have to separate his/her head from body, and then somehow get them back together again in P5. As for the morph target approach you mention - yep - I agree. Problem is, you need to paint your muscles on the unposed figure in zbrush to make the morph target. I wanted to paint on the posed figure (which is what I did). I've actually found it better to do the mesh surgery, then import into ZBrush, paint the displacements, then export the whole mesh out (without doing displacements), and inport the new mesh into Poser. Then make the original model's material fully transparent for the body parts that have been imported and render the old figure with the new prop. Works well, although I've had problems with my figures shadwoing themselves after coming back from ZBrush (see attached link for horrible self-shadowing - but using the approach above). Would be helpful to see some examples of your work with displacement mapping in P5.Creator of PoserPhysics
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