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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 11 2:52 am)



Subject: Question?Creating Objects in Zb3.1 for poser.(((Joint venture with me?)))


calum5 ( ) posted Wed, 14 November 2007 at 5:50 PM · edited Wed, 11 December 2024 at 8:43 PM

Hello,

 My name is Calum Andrews (calum5).

 I've been a member here since Dec 2002 making images in the gallerys.

I have been asked by alot of artists and members of the gallerys to make items for poser after posting some of the things I make in zbrush3.1  in my art work here .

I build my items mainly in Zbrush3.1 and need to get help on making the conversions of the items to Poser ready models ,props.
I would like to know the route in respect to doing everything the right way without a directory of information to get lost in !

If you know how and would like to direct me then great !

My proposition is as  follows for the time spent .

I need you to help me 'Complete items' for sale with an explination as to what you are doing to make things work (so I can learn how ) !
You need to know the intire proccess as I know only parts of the work flow.Maybe what I think I know is also 'wrong' and would like to be taught 'correctly' .
**I can only offer a share of the returned revenue on the joint work we created to sell .
***I cant guarentee anything we do will even sell 1 item but if you are intrested then perhaps have a look at some of my later works for some idea on whether you think your time is worth it .
*Thats all I can offer in respect to some possible financial gain at the moment !

This is a link to my gallery and on my images 'Keja','Eternal', and 'scout explorer',you can see some of the clothing items I create for generally futuristic Fantasy Sci fi styles.
I can also sculpt Model characters (genrally horror like my Halloween Creature image) but need UV and rigging help on that side also .
http://www.renderosity.com/mod/gallery/browse.php?user_id=122117

This project request would be done in any free time I and you have after work .No hassle ,just a smooth steady work pace in our own convienient time.
I would make free a couple of hours a night to do this.

I need help on UV mapping for my objects.
Polycount weights for compatabilty ?
Morphs and conforming figures proccess.
How to package the final product for renderosity .

**I have afew associates here that perhaps would be willing to do this but I thought best to put the request up here so everyone can see what I would like to achieve without imposing myself on anyone ! 

** 
If you feel like offering any advice I'd be very gratefull .

If you feel like it's pointless then I like to hear why ! (honestly)

Thankyou for reading this and have a good week.

Regards ,
calum 

 ps If you would like to email me directly :

calum5@calum5.com


onnetz ( ) posted Wed, 14 November 2007 at 6:01 PM

One of the things I've found about zbrush is that the poly count can get rediculously high. Also in your gallery you mentioned that you imported v4 and used that to do the outfits. Are you just building your own mesh around v4 or are you creating from the existing mesh?
Great images in your gallery btw.

Handle every stressful situation like a dog.

If you can't eat it or play with it,

just pee on it and walk away. :-)

....................................................

I wouldnt have to manage my anger

if people would manage their stupidity......

 


Conniekat8 ( ) posted Wed, 14 November 2007 at 6:15 PM

You do great sculpting, I've been followiong your work for a little while now.  :)   
... check your Rendo mail here :)

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
BadKittehCo Store  BadKittehCo Freebies and product support


calum5 ( ) posted Wed, 14 November 2007 at 6:21 PM

Hi Onnetz,

On the High polycount I can bring the highpolys down by retopologising the model but dont know the guidlines to whats acceptable for the general user .

On modeling form,
I would build around poser models by creating my new topology for fitting conforming items ,and also making standalone items to parent or to free stand . I dont know what the rights are to creating from the existing mesh itself . I know its ok for my images but for sharing?..

Thanks 
cal 


calum5 ( ) posted Wed, 14 November 2007 at 6:28 PM

Thanks Connie I've replied ,:-)


onnetz ( ) posted Wed, 14 November 2007 at 6:34 PM

As per using the existing mesh and redistribution its a definate not at all.  On the polygon count you figure v4 is roughly 70,000 polys so i would say a full outfit should be somewhere in that range.  Poser loves to smooth edges so its hard to keep detail without raising the poly count. This is where bump and displacement maps come in handy, and zbrush should be excellent for that.

Handle every stressful situation like a dog.

If you can't eat it or play with it,

just pee on it and walk away. :-)

....................................................

I wouldnt have to manage my anger

if people would manage their stupidity......

 


calum5 ( ) posted Wed, 14 November 2007 at 6:37 PM

Thanks again Onnetz,

You helpfull information is very much appreciated,

Its a long road Im on :-)

cal


David.J.Harmon ( ) posted Wed, 14 November 2007 at 6:40 PM

what's the step for bringing from zB to P7?

David J Harmon
davidjharmon.com


Conniekat8 ( ) posted Wed, 14 November 2007 at 6:40 PM

There are ways around the polygon count, especially with things made in zbrush. Lot of ways of optimizing things, and making use of refined bump and displacement maps.
Also, making use of Poser's smoothing abilities :)

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
BadKittehCo Store  BadKittehCo Freebies and product support


Conniekat8 ( ) posted Wed, 14 November 2007 at 9:46 PM

Quote - what's the step for bringing from zB to P7?

 

I'll try to answer this... it's a question with a pretty complex answer.
It's more then one step, and it depends on what it is that you made, and how you want it it function in Poser. From ZB to Poser It's not all that much different then things made in many other modelling applications. 
You need a workable polycount model, that is UV mapped and textured.
Then it needs to be grouped, imported and rigged.
Somewhere along the way the morphs, if any need to be made, and imported in poser.
Then various additional poser files, like inj files and mat poses, and poses etc need to be made.

Modelling itself is maybe a quarter of the process at the most. Initial modelling is usually only 10% of the process. The rest of the modelling is often is tweaking after the first rig and morph making.

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
BadKittehCo Store  BadKittehCo Freebies and product support


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