Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
I have found Poser to be pretty consistent across platforms. The shading problem relates to things with sharp angles, like the edge of a box. The trick to getting rid of it is to subdivide the polygons so that there are very narrow polygons near the edges of the object. If the polygons are very small that may also do the trick. DAZ has some info on this on their site somewhere. If you look in the area on broker submissions you should find a link.
Other way to get around sharp angles is to break the polygons off into separate groups or break the spline before lathing/extruding. Check out the box that comes with poser. If you do a vertex count you'll see that the box is actually 6 separate polys. I think everyone's found breaking gets you there with a lower poly count unless you want to bevel the corners for appearance/artistic reasons.
These slots are mine. The reason I asked about the angles is that I used Freehand and Illustrator to develop the cross sections (since it allows me to develop sections from sketches) and I'm not sure how Infini-D (or Carrara, for that matter) handle the edges when the resulting pieces are imported into Poser. It doesn't appear to be a problem on my end, but after reading the Brokering conditions at the DAZ3D site, I wanted to make sure that they'd work equally well on Mac and PC. (I created these slots on a Mac)
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.