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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)
This looks real good. TamiL made pants and sweather and offered them as freebies in another thread. She said something about subdivision but I don't understand that. Maybe you could talk with her. Two heads are better than one, heh? ;o)
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I don't know if Hexagon retains the groupings within the .OBJ - if it does, you can directly use the Terai Yuki CR2 as is. Did you smooth her uniformly or did you just smooth the problem areas near the joints? The latter method is enough to get rid of those crumpling issues, keeping the polycount as low as possible. I don't have her, so I don't know what morphs she has. Fixing the morphs can be a real pain, I'm afraid.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Yes, I've already loaded TY into Cinema 4D and dropped her into a HyperNURBS - and what a difference. Recreating the morphs will be difficult, but one reconciliation is that there aren't many to deal with. :)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
I have lightwave, and it can retain subdivided groups and morph targets, all you have to do is import the base mesh and then the individual morphs(that are not that many AFAIK,I haven't bought her yet), and everything you do from there will be done in the morphs also, so after subdividing you just need to re insert the morph targets again, I'll try as soon as I get her on my end . . .
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For the facemorphs... Couldn't you simply set each morph (one at a time) to 1, then subdivide and save the head obj as a morph target. And then load that morph target to the default-expressioned, subdivided head? (does this make sense? I know how I'd try to do it, but I haven't got TY. Should work as far as I know, that's how morphs are made after all)
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Hmmm, looks like an UV problem to me . . . @ernyoka1: For me would be easyier to export the whole figure, then import in Lightwave and import each morph and hit "Subdivide" just once to have the base and every morph smoothed and the same time rather than turn Turn Dial to 1 > Export(obj) > Import(LW) > Subdivide > Export(obj) > Import(P6) > Repeat for the next morph, I wish this could be an automated process since the SDK and Scripting of Lightwave is very similar to C, maybe I'm wrong but I haven't seen a plugin for LW that can directly read non-compressed Poser files, and would be easy to figure out, the Props are standard obj files with some extra Poser text, and morph targets are stored as the difference between the vertex and that can be ported to LW . . . Hmmmm . . .
Message edited on: 08/15/2005 15:07
Looks like some triangles got their normals inverted. Can be fixed using the Grouping tool (though it'll be a pain) or UVmapper.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Nice dress! Did you use the extra collision options (polygon-polygon and the other one?) They might be necessary for good dynamics calculations. I think the dress is quite low-poly too, judging by the fold on her left side. One level of subdivision and then calculated using the 43k poly Yuki - would look smashing, I think! Cool job.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
You do know that you can do it all in Wings3D. I have subdivided her and her morphs in wings. ernyoka1, What you said is how to do it. Don't need fancy/expensive apps. Free apps work just as well. I would show an image but I'm D/L a very big file and won't be finished for another 5 hours. Maybe we will get highspeed connection around here before I die of old age but I won't hold my breath.
But notice how round the bottom eyes are in pontomaus' post. That is super smoothing done by P5 & P6. If you are using those two, you should be able to elimate all jagies (unless they are just really bad). I could see crumpling in joints at bends, but that shouldn't interfere with facial expressions... I'm just curious why the additional smoothing done with later versions of poser isn't adequate. eric
Hi Mamba, The polygon smoothing in Poser is an algorithim which makes rough meshes appear smoother. In modeling apps, smoothing/subdivision makes the mesh more dense. Yuki is normally ~11000 polys(see above pic from hexagon). When I subdivided her, the mesh density quadrupled to 43000 polys(second Hexagon Pic). The smoothing/subdivision uses the Catmull-Clark algorithim. A single sided poly, when subdivided, yields 4 polys. It is this method that truly makes a mesh more dense, and reduces crumpling when posing. In Poser, even if smooth polys is checked, you are still posing a 10000 poly character, so you still have crumpling, -it just looks different. I hope this helps. -The Starkdog
Yes, render smoothing (in FireFly only, yet) is only a render effect. This will not help bad/inadequate mesh deformations. You need 'real' smoothing as in subdivision (SPD, HyperNURBS, other) to change the deformation quality.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Using polygon smoothing in P5/P6 allows the modeler to use few polygons in areas that don't deform (much), such as the thighs, shins, upper and lower arms. Parts of the body that are close to joints (elbows, knees, wrists) or that need extensive morphing (lips, eyelids) need more polys, else you get bad deformations. Look at the default V2 mesh; you'll see that the polygon density on her forehead is much, much higher than on her thighs. V2 and M2 are very, very usable in P5/P6. Smooth polys removes the blockiness that the P4 renderer generates, and the polygon density is high enough in critical areas to allow for good bends and morphs. The polygon density of V3 is only necessary when using the P4 render engine, or when doing closeups.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
I opened up wings and couldn't for the life of me figure out how to import morphs? I mainly use Silo for my clothing and used it to subdivide Terai Yuki, but the morphs just don't seem to work. I've tried to export the head with each morph and subdivde and reimport into my new mesh but it doesn't work....I think it may have something to do with the loss of grouping on export, I have to regroup. Must be doing something wrong!
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Here is how to do it. Starkdog, what would be the point of creating HiRez figure then if your going to put a LowRez head back on.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
![file_284296.jpg](https://live.cdn.renderosity.com/forum/threads/2375263/file_284296.jpg)
Don't get me wrong, TY is a cute anime/manga character. I do see that at a bit over 10k polys, that she'd be great for animation; however, she crumples when posing. This crumpling creates breakthrough with conforming clothes. I have tried to model a pair of pants and a shirt for her, and it conforms well. However, the breakthrough is common when she is posed. I haven't tried any dynamic clothing yet. I do wish that she came subdivided. I saved the zeroed obj, and used it as my base in Hexagon. With just one level of smoothing, she looks awesome, yet just weighs in at ~43k polys, making her roughly 55% dense as v3, yet she looks as smooth and dense as a DAZ character. I just need a way to figure out how to group the subdivided model to co-incide with the original. With a little cr2 tweaking, I could make her posable again. I'd also encode her for distro, but I need E-frontier's permission. At any rate, I'll try to clean a few things up, and possibly offer this as a freebie. Let me know what you think. -The Starkdog