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



Subject: WTF is wrong with P5?


Starkdog ( ) posted Sat, 12 March 2005 at 1:13 AM · edited Sun, 18 August 2024 at 5:24 PM

file_199541.jpg

Okay, I am creating skullcaps as a base for hair creation. I have used Silo's topobrush to trace and create edgeloops, resulting in a tight fitting mesh. I then imported the mesh into Shade Standard7.2 for some tweaking. As a test, I then imported the obj into Poser5 to see how it looks. It looks terrible, the mesh doesn't cover Laura's head, leaving large gaps. I have to scale it up 103% to cover her head, but then the skull cap is hovering above her head. The beauty of using Shade, is that it exports obj's at Poser scale. However, everything I create in Shade, I have to scale up 101-103% to fit in Poser5. This is driving me nuts. I have attached two pics as an example. The first is in Shade. Notice that the mesh wraps cleanly and closely to Laura's head. Next, look at how Poser5 butchers the skullcap when imported in from Shade. I am at a loss here, because I loaded the skullcap in Amapi, as a test, and scaled it down to Poser scale. It fit nicely around Laura's head(forgot to get screengrab), but looked like crap in Poser5. What can I do to get something to actually work in Poser5? Thanks, -The Starkdog


Starkdog ( ) posted Sat, 12 March 2005 at 1:13 AM

file_199542.jpg

Here is the Poser5 butcher job. -The Starkdog


face_off ( ) posted Sat, 12 March 2005 at 1:30 AM

Interesting.....I created a skull cap by loading V3 into wings and chopping vertices until I was just left with a cap. Resulted in a perfect fit. What base model do you use for the edgelooping? Use the Geometeries:DAZPeople:blar.obj file, rather than something you've exported from P5. Also, do you zero the joint because you imported the cap?

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ynsaen ( ) posted Sat, 12 March 2005 at 1:31 AM

show a wireframe in poser of the skullcap. I suspect it's a normals issue from the modelling

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


anxcon ( ) posted Sat, 12 March 2005 at 1:39 AM

create a new group for the polys all the ones for where the skullcap is get added to that group, and that group of polys is made invisible, thus the new skullcap works perfectly


Starkdog ( ) posted Sat, 12 March 2005 at 2:19 AM

file_199543.jpg

Face_off: Yes, I did use the original DAZ's Laura mesh as a base for the skullcap. I used the topo-brush in Silo to create edgeloops and eventually a mesh, since chopping Laura or V3's head to create new geometry would be a copyright violation if I was to resell that. I am working on a hairset that I will eventually sell, hence creating a mesh overlay. Ynsaen: Attached are pics of the wireframe. It does not appear to be a normals problem. I made the normals consistent in Silo before I exported to Shade for tweaking. Anxcon: That does sound interesting; however, I am in the process of creating a hair character/prop ala Quarker and Kozaburo that I plan to sell, so that might be a difficult option. -The Starkdog


Starkdog ( ) posted Sat, 12 March 2005 at 2:20 AM

file_199544.jpg

Ynsaen: here is the wireframe in Shade.


Netherworks ( ) posted Sat, 12 March 2005 at 3:15 AM

try x-scaling the hair cap a bit. It just looks like it's not wide enough.

.


cherokee69 ( ) posted Sat, 12 March 2005 at 4:35 AM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2149833

You could try it the way Doc geep did in his skull cap tutorial..seems to be much easier and a better fit.


Olivier ( ) posted Sat, 12 March 2005 at 6:11 AM

I would recommend you to use the grouping tool on Laura's head, select the polygons you want and then click then "spawn prop" button. This will work perfectly without leaving Poser. ;)


steveshanks ( ) posted Sat, 12 March 2005 at 6:21 AM

Its just that its in exactly the same location as the parts that make up her head, you need to extrude the polys a little or try scaling the cap a bit, if your extrude in shade works the same as in cinema then extrude it a tiny bit then delete the polys it creates arounf the edges........Steve


geep ( ) posted Sat, 12 March 2005 at 8:13 AM

file_199545.jpg

The skullcap does not have to be a "perfet fit" to work properly. If you want the skullcap to be slightly larger than the figures head (i.e., skull), increase the Scale of the figure's head to 101% ... then create the skullcap as a new object from the head. Return the Scale of the head back to 100%. Now, the new skullcap will be (@ 100% Scale) slightly larger than the head from which it was produced. Just a few thought re: skullcaps ... ... that I did not include in my [ TUTORIAL](http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=2149833). cheers, dr geep ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Starkdog ( ) posted Sat, 12 March 2005 at 12:15 PM

Thanks for the feedback everybody, but the skullcap I'm creating is going to be a base for a commercial hair prop ala Quarker and Kozaburo. By copying mesh and spawning a prop from that, I would be violating DAZ's copyright. I am trying to avoid the Alex Nesterenko/Alexa problem at 3DCommune/Daz. -The Starkdog


diolma ( ) posted Sat, 12 March 2005 at 2:07 PM

IMHO it is actually BETTER to have the skull-cap slightly smaller than the head, since: a) it is going to be made invisible anyway (usually), and b) it prevents any possiblity of "hovering hair". Just my 2-pennyworth... Cheers, Diolma



geep ( ) posted Sat, 12 March 2005 at 3:45 PM

Ok, den make da head Scale 99% afore ya makes da skull cap. ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



ynsaen ( ) posted Sun, 13 March 2005 at 1:59 AM

I erred. I should have specified a Poser wireframe. The reason for seeing it there is so that it could be determined what the facets were doing inside poser, since that's the end program to be used. If netherwork's suggestion didn't help, then I'm going to suggest spawning a prop from within poser and seeing how that works.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


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