Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)
So, updating again. I lost the graphic eyebrows (they bothered me) and updated the make up options- the lip will be available to add separately from the facial make ups. New contacts, and I have the red version rendering now. IBL is used in these, rather than the IDL in the previous- just to have different lighting to compare by.
I meant to mention that the Contact options will be able to be used with any eye option- all that changes with it is the iris and pupil so the rest of the maps on your M4 or V4 will remain the same, including tear and eye surface. Though the RedWhite has the grayblue iris with it, so as it's shown, that will be how it loads. One contact, one regular iris that is part of the diffuse map.
Yup! Until now, that is. Thank you, btw!
Ok- this is weird.
he crack in both ears is there no matter what I do. I've taken off the displacement to see if it was that. It was still there. I switched and took off the bump completely and left the displacement on, it was still there. I took both the bump and displacement off of M4, and it's STILL there.
I rendered it with one infinite light, no IDL, it's still there (the other renders were all IDL).
First render is no bump/displacement in IDL.
Second is no bump/displacement with no IDL, just the one infinite light.
What the hell?
I started a new scene,(closed Poser and re-started the program first) with a new M4 and did the process of injecting the morph sets, the dialed morph, the texture set and rendered again (IDL again). They aren’t so obvious, but the cracking of his ears is still there. I’m not sure what the heck is wrong, but it’s really frustrating to me since I’ve not had this issue before in making M4 characters using any light rig up until now.
It could be that some of the mesh from the back of the ear is intersecting with the front of the ear, so yes, try it with an unmorphed M4 and see what happens. Pretty much the only other option at this point it seems.
ETA: It appears to be an issue with the normals on the base mesh, as rendering the ear with the default shape and texture produces the same results. Which means that every M4 character out there likely has the same issue, aside from those that use custom ear morphs.
Creating a smoothing morph with the morph brush (or with an external modeling program) will fix it. I just used the morph brush to quickly smooth and flatten the problem area and it renders much better.
FINALLY. I found an old tutorial here : http://www.acrionx.com/3d_modelling_poser_tutorials/?pg=how_to_make_INJ_REM_Pose_files_for_Poser_custom_character_face_morphs
I used the morph brush to smooth out that area on both ears, followed the directions in that tutorial (though I did not make the
remove option) and he now has an ear fix inj dial on his head parameters! I've been trying to figure that out for years and no matter
what I tried it didn't click. I saved that tut into a Win document for later reference.
Update again: Stubble this time. The morph I made with the brush and that tut works on the new, untextured and unmorphed M4 in a new scene after closing and opening Poser 10 again (I'm paranoid; I like to start from scratch to see if things work.) so I finalized the stubble maps. Somewhat blotchy skin, but hey- I get that way too, why not?
working on it! I think I have the scarring option - doing a test render on the morph/maps. Need to tweak the chest hair a bit and onto the gens. Then I can start making the material mt6's and update the data in the text editor to make them for P9 and above and get rid of any junk (the v4 files routed you to James for some reason) and zip this up to send to my testers. I'll post the test render after it's finished then I'm to bed!
So, having issues with the morphing and the scarring so far. I may end up making a second, older version of him and keep what I have for the younger/goth guy sort of idea. This way I can finesse what I have instead of cramming it in and making it crap. May actually be a good idea, considering some people may not want the younger version's make up options at all. Still, here is the render with the morphing up; as you can see, it's not very accurate yet. I used different lighting as well (testing his skin in different, purchasable light rigs as well as my own verions, IDL/IBL and non).
Gorgeous! When can I buy him!
Hopefully soon! I am going to have him split into two sets- older, wiser, scarred and battle worn and this one as the younger version with the cyber-gothic style. Both will have the ink/stubble/chest hair options as well.
Boni- Yeah, I've tweaked the maps twice now to do subtle changes on the viewer's right side brow so far. They aren't the same, but they are still too close. I did plan on going back to change it up again, but that also means re-doing all of the facial maps after. lol It will depend, honestly, on how much oomph I'll have in doing it. But thank you so much, both of you!
Yes, I've read through them and the idea will be worked on in my next set to see if I could/can figure the technique out. For me it may just be a matter of time.
The first changes I did make to his brows only took ten minutes, and updating all of the maps and saving them took a half hour or more. Not too bad, considering. I'm not the greatest at making transmaps for masks just yet, but I'm getting there. Lol.
Thank you, Boni! I appreciate all of the tips and input from you and everyone else they've come from. ;)
Content Advisory! This message contains nudity
Seems I've hit a snag or two. The resource I used for Trystan has major issues with the maps between the torso/hip and genital area. Soon as I figure out how to fix the discoloration mis-match, the stretching issues (I had a UV set for M4 somewhere, but can't seem to find them on either the HD or the external) over the top and the odd coloration of hair between them both.
I'll keep updating.
The texture stretching at the base happens because that is not the default position of the model. It was modeled and mapped in an 'upright' position, so the down position causes the stretching.
The only way I know of to fix it is to repaint the texture in a 3D painting app like blender or zbrush where you can paint directly on the model in its current position. Painting the maps in 2D will always result in stretching in that area because the geometry is being stretched.
You could also get more complicated and create a series of animated textures, where the maps change based on the 'up' or 'down' state of the gens.
I had no idea that was how it had been done. Oi.
Well, I put the gens model into Silo and made a larger UV map (4000x4000) before applying and tweaking the textures a little bit more in PS before applying the updated maps to the prop. Combined with working on the base torso/hip area to help even things out, I seem to have gotten a pretty good fix. The stretched uv's are still there, but not nearly as bad with the larger maps.
Question:
With a full body or full character inj pz2 file, I save it using Morph Channels only in the Pose folder in the runtime Library why is it when I use it on M4 in a posed position he snaps back to the zero'd position he was in when I created the morph pz2 injection file? I did not save it with body transformation checked.
What do I need to do to have it NOT snap him back to the zero position if someone already has him posed when I save the pz2, or can I fix it in the editor in the file itself?
So. I had to make two more dial fixes for the gen (for each body morph) to have them fit correctly against the morphed M4. Hopefully this isn't something that will cause issues when he is submitted to the store. If so, I am going to have to take them out and have people try to tweak settings themselves, which doesn't give a very good fit. That would not make me or other people happy.
So. I had to make two more dial fixes for the gen (for each body morph) to have them fit correctly against the morphed M4. Hopefully this isn't something that will cause issues when he is submitted to the store. If so, I am going to have to take them out and have people try to tweak settings themselves, which doesn't give a very good fit. That would not make me or other people happy.
You should be good with making a fit pose for the body shape you are packaging with your product. As the gens itself has a limited amount of morphs, you wouldn't be able to account for them all.
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Finalized the ink, but pardon the lighting. It was overly moody and not the intent. As it stands, that's done. lol