Forum: Poser - OFFICIAL


Subject: Anyone here use Daz3d/Poser models in conjunction with Modo?

chiefraven opened this issue on Apr 22, 2014 · 5 posts


motchan posted Tue, 22 April 2014 at 10:41 PM

 

 Rigging system and Shader system is normally, completely different from software to software. Conforming clothing system is Poser orginal (perhaps). At least, MODO dosn't have this kind of capability. Many data in cr2 file can not import to MODO, such as morph, magnet, JCM, etc, as FrankT mentioned.

 You must rework most of these in MODO. There are some data formats including rigging, morph, animations, etc such as Collada, but from my experience, these formats are so compilicate and problematic. Simple wavefront OBJ format is more reliable.

 My Poser-MODO workflow is as follows.

  1. (MODO): create morph with modo modeling sculpting tools from base figure mesh. Also create morph for clothes.

2.(Poser): Import morph to figure and save it.

3.(MODO): create shader tree for figure, using jpg/png file from vendor's texture set which sold in rendero market. MODO's transparency is white is invisible. So you must invert transparency map. Also MODO's transparency channel reflect specular, so you must use disolv channel. Input gamma value should be set propery. Normally, you input gamma 1/2.2 in each texture map.

4.(MODO): Save shader tree as MODO's preset. You can save multiple material part as one preset.

5.(Poser): Load morphed figures, clothes,  comform it, and Pose.

6.(Poser):Export figure/clothes as OBJ format. I always export figure and cloth item separetelly.

7.(MODO):Import figure obj, cloth obj, hair obj into scene. Apply preset made in step 4.

8.(MODO):Correct poke throuth, create drape/wrinkle in clothes, repair broken joint mesh, adjust light, adjust shader tree for the light,  and render!

In luxology forum, there are some threads using Poser figure in MODO. By the way, modo is MODO (all upper case), from 701.