Forum Moderators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 27 8:38 am)
The time would kill you. If one had a good tex and bump map, there would be no need for post work here.
You can't call it work if you love
it... Zen
Tambour
The render in #2 - could it be, that the orange peel effect is due to the bump map? It looks to be a lower resolution on the body and the strength is at least twice what it should be. The head neck texture join is there because the density of the pixels on the Head is higher than on the Body? Adjustment of the relative texture sizes can minimize this, but the same effect at wrist and ankle is unchangable - because the hands and feet are on the same texture as the rest of the body.
OK... well, the problem is very evident even in renders INSIDE poser - so that is the core issue. I don't export things to Max, Poser has a plug-in that hosts PZ3 files directly into Max. There aren't any seams problems I have seen other than the texture ones so far. The thing is, the Pro Pack lets me keep my poser files AS PZ3's, and that is a big advantage when doing animations.
soulhuntre is right. This is a 100% texture map problem. the maps must be large enough to overcome the pixle probs.
You can't call it work if you love
it... Zen
Tambour
Hi! First I'm sorry 'cause I've missed this thread before... Well Soulhuntre, I've understood the problem and the point is that Poser cannot work with body textures of 8000x8000 pixels, that should be the right size to go well with the head texture (in photo based textures). At the beginning I've created the body map of Asia at 6000x6000 pixels, but Poser crashed after any trying. So I had to reduce the body to the actual 4000x4000 pixels that are already big for Poser but works well. So the renders of Asia in Poser were and are good with this resolution. And I'm sorry but I've never tested Asia on Max or Lightwave. Well, I think that you cannot compare handdrawn/textures with photo/textures, 'cause the hand/drawn maps are a little flat and it's easy to fix seam problems with airbrush. And the Daz V2 Hirez Texture that you mentioned is more handdrawn that photo based (is a little bit flat) and rendered without Bump Maps is not very photorealistic. So I'll be glad to make 8000x8000 pixels texture and fix the Max seam problems only when Poser will be able to handle them! Stefy
The texture sizes do not have to be proportionally perfect (though that would be nice) ... but extra attentio to the seam at the neck would help a lot I think. It should be possible to copy some of the neck texture to the body map (photoshop will handle the resize) and do some smoothing there so that it blends a bit better. The renders of asia in Poser are good from a distance. For serious close up's I just need to hide the neck. it's the same on all "speckled" characters :)
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Hey all! I want to discuss textures for a moment. Obviously, my work (photo-realistic human characters) depends heavily on the textures we use - in fact, good textures are the only reason we can do this at all. To that end, I think I have been pushing the "state of the art" with Poser for a month or two now getting more and more realism for our potential clients. It's going well. BUT - there is a dirty secret that I have to hide all the time... Necks look horrible. The interface between the body map and the head map is one of the weakest places for any texture - often the head has as many pixels in it as the entire body map - and while that is OK for face shots or for body only shots it is a serious problem at the seams. This is even more evident when the texture uses "speckles" or "spots" to create pseudo detail ont he texture - it looks good until the maps come together. This is one of the reasons why the Daz Hi-Res texture is one of the best around - there are very few "speckles" and instead the texture is ... smeared? Anyway - I just wanted to mention to the texture atists (and you guys are AMAZING!) that this area will be more and more of an issue as Poser standards get better and better. Thanks!