Tomsde opened this issue on Aug 02, 2012 ยท 217 posts
RorrKonn posted Sun, 02 December 2012 at 6:33 AM
Quote -I've been trying to learn to model some clothing, for the recent new Poser figures; Anastasia, Michelle, Miki4 and Tyler (which is perhaps the only aspect here holding this posting vaguely on topic... LOL... sorry).
So far, had most success using one of Lyrra's Quicksuits (for Alyson2 / Anastasia). I am hoping she brings forth her promised Tyler and Miki4 ones quite soon ;-)
But I have tinkered with using the Mesh Extract subtool in ZB, on a mask painted on Miki4, then QRemesher.
Not great results as yet... but I'm sure that's just me, at present.
Not totally sure of the legitimacy of this technique, for making Poser content, for these figures that are not my own, and whether it renders a mesh that is sufficiently non-derivative to actually redistribute though... if I ever got good enough at it to do so.
Does anyone else use this ZB based technique for Poser clothing?
At present I am leaning more towards starting with a Quicksuit, starting out in the Poly Modeller, Silo or Hexagon, then taking it into ZB after this point and scultpting it... to get details and maybe displacement on top...
I applauder you ambition and wish you the best of luck.
The last thing I want to do is to discourage you.
CGI Rocks once you learn it.
Once you learn it you can bring your imagination in to reality, Magic.
for making Poser content I would suggest this order of learning.
Poly Modeling.
Mapping.
Texturing.
Displacement maps.
If your gong to make Poser content you need to learn the legel rules.
You can make or buy a mannequin and extrude ,shrink wrap etc etc the mannequin.
Can not extrude ,shrink wrap etc etc any of DAZ characters.
Same rule probably apply s to all characters.
zBrush For Poser content.
Brushes for morphs.
I might use Spot light for texturing.
Brushes for displacement map.
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