Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 10:00 pm)
Never head of Posers Smoothing option?
It is on par with DAZ Subdevision, sometimes even better.
BTW, to build a VERY good figure your need 6000 -8000 Poly's
Check;
http://www.turbosquid.com/FullPreview/Index.cfm/ID/536626
Many of the promo pictures can be enlarged.
Poly distribution is important; Needing high Poly count is a hype, nothing more.
Poly distribution, and good textures is what makes a figure.
She has 6300 Poly's for the base figure.
And YES she was build with SubD in mind.
But NO, it is not a Poser figure.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
vilters,
Last time I looked, Poser only supports rendertime smoothing and not subdivision surfaces. Freezing the subdivision back to polygons and then smoothing can be desirable when Poser doesn't support subd.
6300 poly's for the base mesh, adding nails, teeth, etc, she is listed as 76,160 polygons (comparable to Genesis frozen at subd1), and as you pointed out, she is not compatible with Poser. With more poly's, you can model in more detail, with less you have to rely more on displacement maps. What is best all depends both on what you want to do and what app you are using.
SoulTaker,
I verified it last night and thought it might be of interest to someone so I posted what I'd learned. In the past there has been interest in getting Genesis and/or V5 into Poser and this seemed relevant.
@Parthius
Correct statement:
"With more poly's ane CAN model in more detail."
I still have to see the first mesh that does exactly that.
Most are low poly meshes subdevided to sell better.
And THAT is what I hate.
Vendors sell Polycount instead of Poly placement and or corect Poly distribution.
That is why we have 5000 Poly ears and 2000 Poly navel area's. and 10000 Poly inner mouths. I call that pollution.
Half of those Poly's do not do anything in 3D.
They are just there to sell.
If you analyse the figure above? Every Poly DOES something.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
vilters I know you are happy with your lowerpoly figures and you often post renders of them which look great to you, but I like the look of the V5 renders in DS better than the renders I see you post in the forums, so I am very interested in this option, although I would not have the skills to fix the resultant rigging problems. Still it was an interesting idea.
I would be happy to morph my figure in DS each time I wanted a new character for my comic, then import into poser and use that techniquet to make the figure a higher poly figure (but for the joint problems)
Love esther
PS by the way I have tried the poser smoothing and found it wasn't quite what I needed to make V5 look fantastic. She looked okay, that was all but not good for my closeup scenes really.
I would rather have wasted high polygons than not enough of them in a figure.
**
**
I aim to update it about once a month. Oh, and it's free!
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Since the Genesis figure has too low a poly count to render well in Poser, I verified that you can fairly easily get a rigged subdivided/higher poly count version of Genesis into Poser that will take V4 poses and skins.
To do this, follow the usual DS steps to export a .cr2 for Genesis with the V4 uvs (including exporting the base Genesis as a .obj with subd set to 0. Then export the morphed version that you want to use as a .obj with the subdivisions set to 1. The result is a mesh that has 75,488 polygons.
In PoserPro 2012, import the subdivided obj and go to the setup room. Drag and drop the cr2 onto the subd mesh, answer no to the grouping question, and all of the rigging and weightmaps will be transfered to the subd mesh, which turns it into a fully rigged character. The big issue is that Poser does not do a good job of interpolating the weightmaps, so the bends look a bit lumpy. Smoothing them out should be much faster than doing them from scratch.
Any desired morphs would have to be exported from DS as morphed versions of the subd .obj and then turned into morphs in Poser.
It's too bad Daz doesn't do this (with weights optimized for poser and the full morph set), it is very straight forward, just time consuming.