Forum: Poser - OFFICIAL


Subject: Special deal on 'Michael' at 'DAZ'!!!

Colm_Jackson opened this issue on Jun 16, 2001 ยท 17 posts


Colm_Jackson posted Sun, 17 June 2001 at 10:54 AM

Thanks all. This is the kind of thing I have been looking to do for ages. I guess the still images published of the characters in Final Fantasy have inspired, awed and pushed us on to higher goals. This was rendered in Max 3.1. I have been a Max user for quite a while now but I have never got into multi materials very much. My main reason for getting the Poser Pro pack was the ability to load Poser .pz3 scene files into Max. This I did on the first day, but was sadly dissapoined by the lack of solid documentation on accessing the various textures and model groups in the Poser figure and the Poser scene within the Max interface. After seeing the FF promo head shots (this was at the time Syyd was putting the Kane texture together), I decided that this was what I wanted to get out of Poser. I did loads of renders of Kane in the preproduction process but I was never satisfied due to the lack of dynamics within the Poser render engine. So I loaded up Kane in max and started fiddleing, trying to find a way to access the various textured groups. The Max manual is pretty thorough but a little confusing and it certainly doesn't discuss the PPP .pz3 plugin. So I decided to contact Curious Labs tech/support division and didn't get very much help and was told that they intend to put up a tutorial on their site soon. This is the kind of stuff that actually spurs me on. So I decided 'not' to wait for the tutorial and go it alone and find out for myself. So I loaded up the scene in max and clicked on buttons, crashed Max, opened it up, crashed it again, but after a few hours I had the whole process pretty sussed. It is actually a simple procedure but does involve a process of clicking through buttons on the texture interface a fair few times for each material group. What Max enables the Poser user to do when accessing the multi material groups, is to add multiple combinations of maps and texture FX to each Poser group. For example in the above image you may notice that the figure is not so squeeky clean as he would be in a Poser render. That is due to a nifty little texture pluggin called 'Dirt'. The eyes have differing kinds of speculatity added, as well as transparency and glossiness. Notice how the highlights are not anything like the glowing blobs that Poser produces. The way the highlights in the eyes spread from the eyewhite into the pupil with varying degrees of streaking. The iris has a look of depth to it. This is done with varrying degrees of transparency. Then of course the lighting and rendering system of Max is far superior to Poser. The bump mapping control is much better too. All I used for the bump on this was the original textures, not bump maps. I just copied them to the bump map slot in the material editor. The only post production on the image that was done in Photoshop was to add the depth of field effects, the blurred background and some levels to make the whites and blacks more punchy. Last of all it was cropped. The only thing that I am a little dissapinted with are the lashes. I noticed in the Final Fantasy head shots, the same problem. I will try to work on this in future images. It may mean a custom transmap just for lashes in Max. If I have time today, I will do a quick tutorial on how to set this up in Max for the Max/Poser users who are asking the same questions.