Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)
Looks great to me. I like the way you have done front and back in your UV layout. You can get much flatter UV's that way. I was afraid people would not like the extra seams. I had a layout awhile back that I really liked sortof front and back. http://www.renderosity.com/mod/forumpro/media/folder_9/file_402866.jpg
I decided to see how Jane looked with green eyes instead of blue. I like them even better than the hazel ones from before. I decided to call those hazel because I finally figured out the cloudy blue around the edges. It comes from the eye texture itself. Now I feel silly. I thought they were solid brown, but they're actually a mix of colors.** :blushing: So what do you guys think about her having green eyes instead?
Unicornst : Killer,You can texture my meshes any time you want.
What software are you using to paint the mesh ?
I'm thinking LW have a thing for maps to prevent stretching.
General Public :
For texturing I have Body Paint and you just paint on the mesh.
BP auto maps a mesh the maps scattered in to little peaces.
The map looks like a jig saw puzzle.
You could tweak the map make it a one peace mesh.
But I never mess with the map cause I just paint on the mesh so it does not matter to me that the maps scattered.
Do not have adobe since I have BP just never needed it.
use gimp to post .jpgs.and simple things ,don't really know how to use gimp.they need a adobe manual.or something useable.
What I got from the thread a BP jigsaw map would not work in adobe ?
I know adobe has a 3D plug have no idea what it is ?
Can you paint right on the mesh with adobe ?
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
I'm thinking LW have a thing for maps to prevent stretching.
PLG's UV mapping plug-ins for lightwave are great. Here's the link. http://homepage2.nifty.com/nif-hp/index2_english.htm
BTW Unicornst is my girl. Just kiddin' I highly recommend her. She's a great texture artist and great to work with. Be prepared though, she'll let you know her opinion on the mesh and changes that need to be made to it. And I feel, It's her right as the texture artist to do that.
Quote - Unicornst : Killer,You can texture my meshes any time you want.
What software are you using to paint the mesh ?
I'm thinking LW have a thing for maps to prevent stretching.
General Public :
For texturing I have Body Paint and you just paint on the mesh.
BP auto maps a mesh the maps scattered in to little peaces.
The map looks like a jig saw puzzle.
You could tweak the map make it a one peace mesh.
But I never mess with the map cause I just paint on the mesh so it does not matter to me that the maps scattered.
Do not have adobe since I have BP just never needed it.
use gimp to post .jpgs.and simple things ,don't really know how to use gimp.they need a adobe manual.or something useable.
What I got from the thread a BP jigsaw map would not work in adobe ?
I know adobe has a 3D plug have no idea what it is ?
Can you paint right on the mesh with adobe ?
**Thanks Ron! That means a lot to me.
To answer your question, I do the textures in PhotoShop and fine tune in Poser5 with the nodes. I don't have BodyPaint, but I would like to see it in action one day. As for the maps from BP not working in PS, I can't say. I did hear about that plug-in as well, but not really sure how it works. I think it was for CS3 and I use PS7.
**
Quote - I'm thinking LW have a thing for maps to prevent stretching.
PLG's UV mapping plug-ins for lightwave are great. Here's the link. http://homepage2.nifty.com/nif-hp/index2_english.htm
BTW Unicornst is my girl. Just kiddin' I highly recommend her. She's a great texture artist and great to work with. Be prepared though, she'll let you know her opinion on the mesh and changes that need to be made to it. And I feel, It's her right as the texture artist to do that.
**Pat, you're a sweetheart and don't let anyone ever tell you different. Thank you so much for the high compliment. I'm really happy you're pleased so far with the work. Chuckling at the "opinion" statement. Some say I'm too opinionated. lol
Now don't fret if I seem to "disappear". I tend to do that when working on the actual body skin until I get it right. But I will try to drop in and show off the WIP as it goes and to get suggestions from all of you guys. Can't have Jane with saggy knees after all. grin
BTW...We are going to have some makeup for this little gal, aren't we? Let me know, privately if you prefer, the options as far as makeups, eye colors and so forth if you want them. Once the skin is done (and all areas checked for seams), those parts are extremely easy to finish up.
**
Quote -
**Thanks Ron! That means a lot to me.
To answer your question, I do the textures in PhotoShop and fine tune in Poser5 with the nodes. I don't have BodyPaint, but I would like to see it in action one day. As for the maps from BP not working in PS, I can't say. I did hear about that plug-in as well, but not really sure how it works. I think it was for CS3 and I use PS7.
**
If ya ever done air brush painting in real life, Painted a car or a T shirt.
BP, zBrush work a lot a like also.
Don't half to freeze the mesh in BP like ya did in Z.
http://64.234.196.28/RK_BP_01.jpg
You can paint on the mesh or map.
here I painted on the mesh.
u can see the maps scattered.
u can fix the map to look like patorak.
There's good and bads about painting right on the mesh.
I originally got BP for LW so it's a plug for a lot of the 3D apps.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Quote - Blushing You're welcome!
I can rework the knees for you if you'd like?
Make up sounds cool. What did you have in mind? I don't mind discussing it here.
I'll send the legend in a few.
**No, no. Those knees are fine from what I can tell. I meant my texturing, not your modeling. lol
As for makeups, I was thinking 2 or 3 with the no makeup default. Subtle, nothing fancy or fantasy. Just enough to let people use her right from the get-go. More could be done after her initial release and other texture makers might want to pick up on her as well. As well as different character morphs. Might also give them a freckle option and a no freckle option. Still trying to decide on that one. Or I may just make a blend of the two.
**
Quote - > Quote -
**Thanks Ron! That means a lot to me.
To answer your question, I do the textures in PhotoShop and fine tune in Poser5 with the nodes. I don't have BodyPaint, but I would like to see it in action one day. As for the maps from BP not working in PS, I can't say. I did hear about that plug-in as well, but not really sure how it works. I think it was for CS3 and I use PS7.**
If ya ever done air brush painting in real life, Painted a car or a T shirt.
BP, zBrush work a lot a like also.
Don't half to freeze the mesh in BP like ya did in Z.
http://64.234.196.28/RK_BP_01.jpg
You can paint on the mesh or map.
here I painted on the mesh.
u can see the maps scattered.
u can fix the map to look like patorak.
There's good and bads about painting right on the mesh.
I originally got BP for LW so it's a plug for a lot of the 3D apps.
Can't say I've ever done air brush painting. My son has, though. I was always fascinated by the method. And the jpg you gave looks very interesting. As well as very easy and accurate. I like that painting on the body. One day........sigh If Jane takes off and maintains well, that "one day" might be closer than I think right now. grin
***No, no. Those knees are fine from what I can tell. I meant my texturing, not your modeling. lol
As for makeups, I was thinking 2 or 3 with the no makeup default. Subtle, nothing fancy or fantasy. Just enough to let people use her right from the get-go. More could be done after her initial release and other texture makers might want to pick up on her as well. As well as different character morphs. Might also give them a freckle option and a no freckle option. Still trying to decide on that one. Or I may just make a blend of the two.**
Are you sure? It's no problem to adjust them. Remember texture takes priority over mesh. Your texture is my template for Jane's detail.
I like your ideas on the make up. We will need a no freckle map for the displacement map.
**I'm sure, Pat. Like I said, I've found no problem with them so far.
Then I'll go lighten up those freckles if you need a no freckle one. Glad I saw this before I got too far into the skin. grin But, uh..Sugar?....You can still have a displacement with the freckles. Done correctly and those freckles look even better. When I get to the makeups, I'll go easy on them and not create a ton of them. grin
**
***But, uh..Sugar?....You can still have a displacement with the freckles. Done correctly and those freckles look even better.
** Yes...Dear?...Oh. I didn't know that. ...Um, I got the facial rig done! Check it out! Hopefully we can get her whole face to animate for her expressions and phenomes. I could even rig her ears if you'd like ear morphs?
A facial rig! Interesting. I'm used to the morphs only approach for expressions and phonemes but bones and weightmaps would certainly be one way of creating expression and phoneme morphs for Poser. Somehow, I doubt that Poser's rigging system would precise enough to allow for a facial rig. Moles may have form, but I believe freckles are actually integrated in the flat skin (though they may have differences on the level of pores and in their specularity.) Isn't it great to work on that fine level with the certain knowledge that most Poser users will obliterate it by using texture filtering?
Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368
*"Moles may have form, but I believe freckles are actually integrated in the flat skin (though they may have differences on the level of pores and in their specularity."
That's what I mean. A mole, yes you may want some form but if you make a displacement/bump maps with freckles your going to get very bumpy or very potmarked skin.
"Isn't it great to work on that fine level with the certain knowledge that most Poser users will obliterate it by using texture filtering?"
The problem with that is eF staff were telling everyone for awhile that it was better to use it. LOL Also many P7 users don't know that it is set to quality for default. Also so many users are click it and post it and don't learn some of the basic settings.
**@ Tashar.......Hmmm. I may be mistaken. But I do know another texture person who used displacement maps with his girl and his freckles looked great. I'll have to double check with him on that.
@ Pat.......Oh wow! I can see the "bones". Very cool! And ear morphs are a must. How else are people gonna make her an elf otherwise? grin
@ Paloth....Even worse, the lighting in Poser can undo much of fine detailing and so many use the default lighting. I've seen some of the most beautiful, detailed texture totally ruined by the lights in Poser.
**
http://64.234.196.28/Atomic_Hell_02.jpg
Yes,Yes.I know what your thinking RorrKonn must be insane.
I have those same thoughts every day.
Took me a while to figure out what a monster named Atomic Hell should even look like.
Still haven't a clue about his lips or if he will even have any.
But most of his face and body will look like this.
Have no idea how rigable or texturable he'll even be, but I know how insane I am to try and model a mesh this complicated.
He'll take a while to model.Diamond and Chrome will be finished long before Atomic Hell.
I just don't have the iq to make a 100% quad mesh and have the lines running correctly for Diamonds face and all.
So I am changing Diamonds topology tri's included.
Of all the insane things I might try, to model a human character 100% quads will never be one of them, ever again.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
**I don't necessarily think you're crazy cause I like it. Those little "flame" dealies look fantastic. But I'm gonna throw you a curve because I think he should have a mouth. lol And a wee bit more of a nose shape to follow those "flames" in that area as well.
I can so see him with some glowing type eyes. Or even some solid black ones with a really out there reflection. So many possibilities on that area alone. I don't think he should have a "normal" skin color. And if you could make those "flames" independent of the face for texturing, you would have many possibilities for the textures on that as well.
Looks awesome so far, Rorr.
**
Quote - Have no idea how rigable or texturable he'll even be, but I know how insane I am to try and model a mesh this complicated.
It doesn't have to be complicated, those flame thingies can easily be added later with displacements. And tris are not a problem as long as you hide them in areas that are hidden or wont be deformed a lot. eg you can put them inside the ears, nostrils, eye socket etc.
**Honestly? You sure? grin Okay.
I see at least 9 areas for seam issues in this one. Plus, you have a break on one side in what I suppose is the ear area and no break on the opposite side. So yes, I do think it will difficult. Not confusing, though. It's pretty easy to figure out what areas are what. One other thing, you have really small squares in the face area and much larger ones in the rest of it. I'm thinking that could cause issues with texture stretching where you don't want it to.
My opinion as someone who has done skins....Mil3 models have the easiest and simplest map of all the models. Especially on the head area. Creating skins for them is a breeze and is still my favorite to texture. Very few seam areas. Five on the head )top of head, neck and ears) and four on the body (the sides and the inside of the legs). That's not forgetting the hand/wrist area. They upped the count when they mapped V4.
I can see why you would want to include the back of the head, but I don't think you would really want to split the top of the head in two areas. If it can be done to have as few areas to "match up" as possible, that would be the best way to go.
**
@Unicornst: Thanks for the pointers. I am working on a different one now that has fewer seems and still lays flat. I have never done a texture (some small parts). So it's good to get advice from someone who makes textures.
**You're very welcome. I'd be much interested in seeing the new one, if I wasn't too harsh for you with my assessment.
The main thing to keep in mind is to make it with as few seam areas as possible. Definitely less hassle that way when you go to texture.
Speaking of hassle....I still have to get with Pat and see if he can move those lacrimels off the face area for Jane. They're giving me fits. lol
**
Not too harsh, I love critique the harsher the better. ( I am often dense and if you don't beat me over the head with it I don't get it. :)
How about this layout? I still have to tweak it to get all the UV's straight and even but it lays pretty flat. Is the crown seam not going to work? I hate to split it down the middle cause it causes distortion, But I will if the crown seam is too difficult to work with.
**Glad to know the assessment was too harsh. smiles
Can't say what is causing the switch on things, but I "borrowed" your checkerboard image for a moment to circle something that gives me concerns.
The seam areas are down to 7, which is an improvement, but I would wonder how much of a problem that split on the crown would cause. I can't tell if it's the checkerboard texture on it that is causing what looks to be gaps and if it's the mapping causing it or perhaps the "switching" problem you're having. Basically, the best way to test the seam areas is to throw a skin looking texture on it and render it from all sides, paying attention to those areas you know have to match.
Wish I could offer suggestions about the switching.
**
**Now that one, I'm liking. Seam area down the middle, around the ears and the neck looks to be all there is to worry about.
It does still look a bit whonky in the nose/mouth area. Are those the lines you were speaking of? And there's something not right on his mouth. Like an artifact or another of those swaps? Couple of small "dots" on the backside as well. Bottom image, right hand side, left hand side of the head in the white square above the last black one and the white square right above that. Not sure what they are.
But the map itself looks to be an easy one to texture. Excellent!
**
Quote - **Now that one, I'm liking. Seam area down the middle, around the ears and the neck looks to be all there is to worry about.
It does still look a bit whonky in the nose/mouth area. Are those the lines you were speaking of? And there's something not right on his mouth. Like an artifact or another of those swaps? Couple of small "dots" on the backside as well. Bottom image, right hand side, left hand side of the head in the white square above the last black one and the white square right above that. Not sure what they are.
But the map itself looks to be an easy one to texture. Excellent!
**
Yes, those are the lines. one on the back of the head too. But It is all green. There is a tool I am using that makes the distortion show up as red for being squeezed together and blue for being stretched apart, and green for no distortion. It's all showing green now so that's good. But I still need to tweek it to get those spots straight and square. I think I like this one too it's just a little bit blurry right on top of the head but thats the worst of the distortion, I will see if I can work it all out. I'm doing it by hand because the automatic unwrapper tools just don't do a good job.
Hey! I got my copyright papers back today on the model so that's good :)
**Wonderful news on the copyright papers!
It is looking really good as far as the mapping goes. Looking forward to seeing more of this as you go along on it. Tweaking is always the fun part, yes? grin Speaking of, I really need to get my next product finished up. Then more time to devote to Jane.
**
Modo has an excellent 'relax' feature for its uv mapping. You just select the uv island and apply uv relax. It has an amazing effect. If you've loaded a checkerboard pattern you'll see it become nice and regular. This saves a lot of time.
Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368
I'm looking to buy Modo, for Modeling, Messiah for Animating figures, and Either Cinama 4D or Lightwave for the Final Render. Both of them will let me Import Vue Extreams Scenes.
I know that Maya has a great weight setup which lets you gigles when you move the body. I'm curious does Cinama 4D or Lightwave have a simular effect. I would get Maya, and had though hard about it. But It's learning curve is worrysome with all I want to accomplish.
One thing I had in mind was Import V4 and Redue Her, along with M3. Rework them and make masters of them to branch other models off of, simular to what you can do with V4 and M3 know. I want them to be more effecent on resourse with a lower poly count. I want more control over Body movements, and I love the way the cloth works in Messiah.
But after looking at some of the models that are comming out of this Thread, I might just look here for some good models. I don't want to get into All the features that these programs can do except what I want from each one, and use the one that does what it does best. This is why I chose these Three Programs for my needs.
I have Poser 7 now and like all the nice Charatures and their Textures you can get. From what I think I understand Those textures don't import into Cinama or Lightwave too well??? I may have misunderstood. I make full lenght movies and I'm tired of the limatations within Poser, and I have issues with DAZ studio. They were great for a good number of years, but now I want more.
If I get Lightwave I will get the lighter Version or Cinamas Core version. I should have everything I will need or I can buy a module if needed. There are plenty of users here that use most of the Programs I mentioned. So Feedback is very welcome, even if you disagree, and why you disagree. I know I could probably get Maya and do everything I want. But from people I've talked to You can model 5 times faster in Modo as you can in Maya. That is very important to me. Messiah is one of the Best Animating Programs I've seen. What I use to render the final Production is up for grabs. I would like the Weighting effect if Possible, and a partical Effects program.
^^ get Cinema 4D + interPoser if you're interested in leveraging any Poser content, it's far and away the most powerful option and it's growing all the time.
Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368
Thanks Pjz99, To tell you the Truth, I favored Cinama 4D, as I was able to Try a Demo for a few days before I was pulled off with a ton of work that couldn't wait. I thought it was fairly easy to learn, and I liked the partical effects that they had seemed pretty easy to understand.
If you import say V4, will Cinama pull the Textures with it or do you have to make your own?
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I tried that trick I thought of on Jane's eyes and I'm really much more pleased with how they turned out. You might not see much of a difference, but after looking at them for such a long period, I can definitely tell a difference. Next I'm going to try her with blue eyes and see how they look.
**