Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 15 11:01 am)
When you are making displacement maps you do increase the density of the mesh (as youre not going to use the mesh, just the displacement map). For making morphs I almost always increase (divide) the mesh to have more points to work with. Just bring the sub-divide level back down to 1 and use the smooth brush to take care of any resulting rough edges before exporting back to Poser. SWAMP (Chuck)
Thanks everyone, I'll dig into z-brush. I finally found another 3d app that is almost as much fun to use as Poser. I read somewhere that when modeling from scratch, Z-brush makes some rather dense meshes - not great for animation - which is my main pass time. Is this true, and are there ways to reduce the mesh easily at the end within Z-brush? I saw a tutorial ( a little old) that had you bring the model into another app. and basically do a new mesh over the top. JP
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While i was scanning my cats butt - i was actually working on something... Are there any Poser - Z-brush users out there? I just got z-brush to help me with morphs. I am totally new to the app - but on the first try I exported a head, imported it in z-brush - messed around and exported a morph target with no problems! Now that's saying something! I was wondering what my next step would be - to add fine detail and a new texture. My thinking is, when my ultimate morph is done - I import the final head - increase it's mesh density so I can paint on fine details like wrinkles and then export textures as displacement maps, and new UV maps. Am I on the right track? JP