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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Is there ANY WAY to add wrinkles to the Hands and Feet or around the body? PLEAS


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Squall429 ( ) posted Mon, 11 October 2010 at 12:54 AM · edited Thu, 28 November 2024 at 8:00 PM

I have looked everywhere for a guide and all I find is for the face. I'm new with Poser and am using Poser 8 Pro. I've tried everything and I want to add wrinkles to the hands, or the soles of the feet, like when bending or something. If someone could please tell me what I need or how to do it, I'd GREATLY appreciate it.

Thanks in Advance.


Zev0 ( ) posted Mon, 11 October 2010 at 2:52 AM

There is a way. Using displacement maps. I cannot remember the link but there is excellent examples on this site.

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Squall429 ( ) posted Mon, 11 October 2010 at 2:53 AM

Could you PLEASE show me an example of some sort..? What's a displacement map too? x.x


Zev0 ( ) posted Mon, 11 October 2010 at 2:54 AM · edited Mon, 11 October 2010 at 3:00 AM

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3698465&ebot_calc_page#message_3698465

basically attach a math node to the displacement - set on subtract. value 1 = 1 and value 2 = 0.5 then attach the image (displacement) to value 1

use a neutral grey as your base colour for the displacement node. 

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Squall429 ( ) posted Mon, 11 October 2010 at 3:37 AM

Err... uhm... Lol.. x.x That was like... Japanese to me... x_x


RobynsVeil ( ) posted Mon, 11 October 2010 at 3:42 AM

Just a fine point: Poser 8 and Poser Pro 2010 are two different fish. There is no such thing as 'Poser 8 Pro'.

On displacement, google "displacement maps"... you'll find a wealth of information (and misinformation) on the care and feeding of these critters. Also, if you have any store-bought figures, have a look at them: sometimes they can give you clues as to how displacement maps are to be used.

Some of the best info can be found right on here, on this forum. Feel free to use the forum 'search' feature... and have a read: interesting concepts by the best and the brightest on the whys and why-nots of displacement map development.

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Zev0 ( ) posted Mon, 11 October 2010 at 3:49 AM

 yep..google is your friend :) its not that hard. Might be intimidating if you have little or no idea how to use the material room and nodes. I suggest reading  tutorials on those aswell. 

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Plutom ( ) posted Mon, 11 October 2010 at 8:38 AM

One thing you can do (however, it takes trial and error to get the wrinkles right) and it envolves displacement or bump maps.  What I would do is get the body texture map of the figure you are using, then in your 2D paint program use layers, your base will be the texture map, layer above will be black (disable it after so you can see the base map), on the next layer draw fine white lines for your wrinkles, that is going to be the hard part getting the lines to look like wrinkles.

Then save everthing as a .psd, .psp etc retaining the layers, name it wrinkles.  Next, enable the 2nd layer so that you have your black background -black shows depression, white maximum raised area,  getting fancy, anything in between equals less height etc).  Save that one as a .jpg.

In the material room, make a blender node and attach it to your diffuse_color channel , connect up channel one to your original body texture node,  make a texture node and import your .jpg, then connect this node to your blender node's   blending channel, adjust the color in channel 2 and adjust the blending channel's dials (intensity) to taste.

Try connecting your blender node to the Poser Surface bump or displacement channel too and adjust their dials for height.

This procedure is fairly simple and introduces you to a couple of nodes and how they work.
There are many other ways to do this envolving strictly nodes within Poser, however, they can become very complex very quickly so I wouldn't go there YET if you are a beginner.  Those nodes take baby steps because each one interacts with other ones.

I have found that the body texture uvs are quite easy to work with after you experiment a little.

Jan


hborre ( ) posted Mon, 11 October 2010 at 10:52 AM

Can I recommend that the text explanation be converted to visual images.  We are dealing with a noobie who may not have the conceptual understanding how the material room works just yet.  Illustrating the point will make it easy to comprehend.


Teyon ( ) posted Mon, 11 October 2010 at 11:00 AM

I'd also suggest - unless you're doing close ups of the hands or feet -  that you use bump maps instead of displacement maps to generate wrinkles.  Displacement maps are great and all but sometimes a bump map will suffice just as well.


Plutom ( ) posted Mon, 11 October 2010 at 2:14 PM

file_460192.jpg

In mine, I used the displacement channel simply because I used the bump channel for my over all body and limb bumps.

Here is image 1


Plutom ( ) posted Mon, 11 October 2010 at 2:17 PM

file_460193.jpg

This is image 2


Plutom ( ) posted Mon, 11 October 2010 at 2:23 PM

 --and this is image 3.  Jan


Plutom ( ) posted Mon, 11 October 2010 at 2:29 PM · edited Mon, 11 October 2010 at 2:41 PM

file_460197.jpg

 --and this is image 3.  Jan

I can't get my third image to load, I get a file size error (It's the same size as the previous two.  Okay let's try it again


Squall429 ( ) posted Mon, 11 October 2010 at 2:54 PM

Err.. I see the pics.. but.. I have nO idea nor do I even understand what they are or how they work... x.x

I tried watching video tutorials on it and it makes no sense to me... I don't even know how to fully export my model to that format and use it in paint... =/


Plutom ( ) posted Mon, 11 October 2010 at 3:46 PM

Okay, your 2D paint program, are you using MS Paint?  If you are, it can't do it.  You need a paint program that is capable of generating layers.  Maybe folks here can direct you to a freebie.  

Now nodes. let me gen up something simple for you to try. The principle between it and more complicated stuff is the same.  jan


DarksealStudios ( ) posted Mon, 11 October 2010 at 3:56 PM

If you are only wanting to do it for one image you could just paint on the wrinkles in the end rendered result instead of going through these steps. But, if you want to make a product, or use this older character over and over, then you are going to have to wrap your brain around "painting bump maps".

You're not trying to use these wrinkles to look real in an animation, right? Just a static image, right?

I also agree with Plutom, if you are looking for an end result and dont care about making it yourself you can locate a freebie with the detail/age your looking for.


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RobynsVeil ( ) posted Mon, 11 October 2010 at 4:07 PM

A freebie 2D image programme that does layers? The GIMP. Has a bit of a learning curve, but then, so does Photoshop.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

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Squall429 ( ) posted Mon, 11 October 2010 at 4:28 PM

The Gimp I have, I just dunno how to turn the figure into that 2D format, or even know what to do in general with it... =/


Plutom ( ) posted Mon, 11 October 2010 at 5:12 PM

Ah hah, I see what your first problem is.  You do not turn the figure into anything, leave it alone.
Load Alyson and go to the material room.  See the image_map with AlysonBodyNG?  It's that map that you want to load into Gimp.  This is how you do it:  Open Gimp, it should have a Browser.   Browse to C:/Users/Public/Public Documents/Poser 8 Contents/Runtime/textures/Poser 8/Alyson/Alyson-and there they be.  Select AlysonBodyNG and import it into Gimp.  Now as soon as that is done, save it under a new name so that you don't hose up the original.  We will stop there until you tell us if you are successful before proceeding.  Jan

 


Medzinatar ( ) posted Mon, 11 October 2010 at 5:13 PM

Maybe I don't understand original question.  You are not asking about age wrinkles, but rather the indentations that happen at bending of joints?



Squall429 ( ) posted Mon, 11 October 2010 at 5:18 PM

Yes, Medzinatar. 

For example. If they bend their hand and it wrinkles. Or when you lay on a hard surface barefooted and the heel is wrinkled, etc etc.


Medzinatar ( ) posted Mon, 11 October 2010 at 5:50 PM

You can use magnets or the morphing tool to deform figure in such a manner.

No doubt there are some presets available for this.  I know there are a few to indent buttocks when sitting and also beds when lying down.

You should approach solution viewing tutorials on magnets and morphing tool.



Squall429 ( ) posted Mon, 11 October 2010 at 5:53 PM

I've tried this... "Morphing Tool" It makes no sense to me. All it does is make a little green square and when I try to push in or out with the mouse, it does nothing. And there are only pre-set morphs. Secondly I have no idea what the Magnets are.

I've tried searching Youtube for tutorials and there's hardly any. The only ones that I usually are from these assholes called Expertvillage who like to make their videos 1:00 long each and jumble them up and not even finish what they're doing...


Medzinatar ( ) posted Mon, 11 October 2010 at 7:19 PM

file_460204.jpg

For magnets, you select the body part to deform and go to OBJECT menu and "Create Magnet"

Then you change parameter available on "Mag" and "Zone" for desired result.  It is not easy and my skill at it is very poor.



Squall429 ( ) posted Mon, 11 October 2010 at 9:39 PM · edited Mon, 11 October 2010 at 9:43 PM

Yeah I see it does that but it doesn't create the wrinkles, on the part.. just flattens the surface on where you put if (I tried the heel and it just flattened it.)


JunkoH ( ) posted Mon, 11 October 2010 at 10:09 PM

Are you going for extreme closeups?  Do you have a reference photo or example of what you you like to see?

Depending on what you want to accomplish, you may have to use a combination of displacement, bump maps plus magnets and morphs, or even (gasp!) modifying joint falloff parameters.  P8 and above have a capsule shaped envelope in addition to spherical falloff.



lowpoly ( ) posted Mon, 11 October 2010 at 10:43 PM

Most of the detail might have to be done with bump/displacement maps.  I don't believe there are enough polygons in the foot to do fine detail with morphs.   I've heard that DAZ Studio has a subdivision tool, but can't confirm.  The higher end programs (Zbrush, Max) have subdivision but at a big price



Squall429 ( ) posted Mon, 11 October 2010 at 10:43 PM

Example for hand

Example for feet

(Awkwardly, it seems a lot of google finds in images for "Wrinkled Feet" seem to be for Fetish purposes so I tried to chose one with the least, awkwardness)


Squall429 ( ) posted Mon, 11 October 2010 at 11:54 PM

Guys I also have another question off topic (sorta)

I just tried saving a Render to Png, with a background picture and it doesn't save the background picture... Why? I've tried everything and when I open the picture, it's always white, but the rendered objects and stuff on the floor are still there...


lowpoly ( ) posted Tue, 12 October 2010 at 12:09 AM · edited Tue, 12 October 2010 at 12:18 AM

Quote - Guys I also have another question off topic (sorta)

I just tried saving a Render to Png, with a background picture and it doesn't save the background picture... Why? I've tried everything and when I open the picture, it's always white, but the rendered objects and stuff on the floor are still there...

Depending on what you are using to view PNG, you will get white or transparent for background.  Poser doesn't save that channel.  It's handy for when you want to composite with another background.

If you save as BMP or JPG you will get background picture, or with TIF you get background + alpha.



Squall429 ( ) posted Tue, 12 October 2010 at 5:11 PM

Quote - Ah hah, I see what your first problem is.  You do not turn the figure into anything, leave it alone.
Load Alyson and go to the material room.  See the image_map with AlysonBodyNG?  It's that map that you want to load into Gimp.  This is how you do it:  Open Gimp, it should have a Browser.   Browse to C:/Users/Public/Public Documents/Poser 8 Contents/Runtime/textures/Poser 8/Alyson/Alyson-and there they be.  Select AlysonBodyNG and import it into Gimp.  Now as soon as that is done, save it under a new name so that you don't hose up the original.  We will stop there until you tell us if you are successful before proceeding.  Jan

 

Ok it's imported into GIMP. Now what? o.o


Plutom ( ) posted Tue, 12 October 2010 at 5:34 PM

Make two more layers, 2nd one up, make it black, then disable it so that the base texture map is seen.  Go to the 3rd layer, locate the bottom of the feet and draw white lines to represent the wrinkles, locate the palms of the hands and do the same.  When you  are finished, enable the black (2nd layer), save it as a .jpg name it wrinkles.  Save the working copy, the one with layers, in a format that saves layers, name it wrinkles too. 


Squall429 ( ) posted Tue, 12 October 2010 at 5:35 PM

Uhm...wait..what? Layers? Layers what? On GIMP or Poser..? x.x I'm so confused... I'm so sorrry D=


Plutom ( ) posted Tue, 12 October 2010 at 6:14 PM

Layers in Gimp we are not in Poser yet.  After you make your white marks, you may have to blur them slightly.  So do not close Gimp, you will need to go back and forth several times to get the effect you want.

We'll get to the Poser side and the texture node that will contain your .jpg soon.  As soon as you have your lines done, I want to see it.  Do a print screen and post here.  You should be using the Alyson texture map, it's called a UV map.  Since I have mine already, I can see if everything is positioned correctly. 


Squall429 ( ) posted Tue, 12 October 2010 at 10:52 PM

For some reason the image seems to be broken, but see if this works for Examples 1 and 2

http://i85.photobucket.com/albums/k65/squall429/Example1.png?t=1286941745
http://i85.photobucket.com/albums/k65/squall429/Example2.jpg?t=1286941910


Plutom ( ) posted Wed, 13 October 2010 at 9:55 AM

file_460279.jpg

That is the way it is suppose to look, Poser will know how to handle it. You need another layer to do your marking on.


Squall429 ( ) posted Wed, 13 October 2010 at 3:47 PM

Also I don't know what type to save it to that supports layers... x.x


Squall429 ( ) posted Wed, 13 October 2010 at 3:51 PM

I'm sorry. I can't understand layers for the life of me. I don't know what color to do or how to work gimp with this stuff....... This is very frustrating..


Squall429 ( ) posted Wed, 13 October 2010 at 4:15 PM

Could I please have step by step picture instructions...?


Plutom ( ) posted Wed, 13 October 2010 at 4:51 PM

First answer to saving it in a type that supports layers.  You did already its a .png (a png will save all layers), the other one is a .jpg (a .jpg does not, it merges everything into the canvas.  However, you need the finished .jpg for Poser's material room).  Load you .png image and you will see the original base and back layer.  Load you .jpg and you will only see the base and back layer merged together, since the back layer is not active, you see only the base.

Now for your second question:  Understanding layers.

I guess the best way is to show examples.  I'll work something up.  Mine will be done in PaintShop Pro since I don't have Gimp.


Squall429 ( ) posted Wed, 13 October 2010 at 4:53 PM

Well I just am using Paint Shop Pro now, but it doesn't look like yours. So if you could show me how to use it to get it what to what you did, step by step in pictures, that'd be nice...

This is really irritating me.. x.x


Plutom ( ) posted Wed, 13 October 2010 at 5:49 PM

That's great, now we are using the same program.  I need to do my daily walking so it will be around 1.5 hours before I have something.  Need to figure out the easiest way.  jan


Squall429 ( ) posted Wed, 13 October 2010 at 6:07 PM

Ok thanks alot! ^_^ I'll be waiting.


Plutom ( ) posted Wed, 13 October 2010 at 6:50 PM

file_460297.jpg

Okay, back again.  Here is a shot of my PaintShop Pro version 7  Interface.  Your interface may be a little different.  Just ensure that you can find the areas I have circled, flood fill, foreground color and raster layers.   Then we will go from there.  Jan


Squall429 ( ) posted Wed, 13 October 2010 at 7:12 PM

This is my interface. I'm using Version 9. ...So I'm a little confused... x.x

Scratch that.. TOTALLY confused! XD


Plutom ( ) posted Wed, 13 October 2010 at 8:39 PM

file_460301.jpg

Here is PSP's 7 counterparts in PSP 9.  I've identified the menus that you will use.  Start out by loading your Alyson texture file.  That will replace what you have here.  Then create two more layers,  Show me what you have.  


Squall429 ( ) posted Thu, 14 October 2010 at 1:12 AM

That's what I did so far... How's this?


Plutom ( ) posted Thu, 14 October 2010 at 9:09 AM

Yep, you got it, now Raster 2, flood it with black and close the eye, then go back to raster 3 and
click on the icon just above flood fill, it looks like an ink pen.  Then check the foreground color (large black square, if it isn't white, click on it to open the color chart and click on white. 
Then start drawing white lines on the souls of the feet and palms of the hands (adjust pen size as necessary).  Give the wrinkles a slight Gaussian blur (that's located under Effects/Blur/Gaussian).  Save everything as wrinkles. psp.  Now open the eye on raster 2.  The only thing you should see now is your white wrinkles on a black background.  Save that as wrinkles.jpg.  By doing that you automatically merge all layers.  This merged jpg is what you will
use in Poser's material room's PoserSurface bump channel.

We will get to that as soon as I see your "finished" .jpg.  Jan


Squall429 ( ) posted Thu, 14 October 2010 at 1:10 PM

 Well, I did all you said and this is my saved JPG...  I dunno if it's supposed to look like this.


Plutom ( ) posted Thu, 14 October 2010 at 4:15 PM

file_460348.jpg

Yepper, that's it!  Now we are ready to do a node in the Poser Material room.  We are going to attach the texture node to the bump channel, then adjust the dials or directly type in a nice small value-your choice. First picture:   


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