pitklad opened this issue on Dec 03, 2015 ยท 39 posts
Morkonan posted Fri, 04 December 2015 at 9:43 PM
pitklad posted at 9:34PM Fri, 04 December 2015 - #4242433
@Teyon The render was made in Poser 6 The issue is visible both in preview and render, less visible if the light is not on the side of the model
@Morkonan no material border and no deformers on the figure just group border The same problem exists on posette also so you can see it even if you don't have Nea
I took a look at an old copy of NEA.
As long as you're using the same groups/CR2, you're going to have this problem. The grouping on this figure is poopies... (At least, today it is. Way back when, it was probably fine.) For Poser, that's exactly the worst place to create group separations for that joint. (IF you don't want butt-bumps, that is. :) )You are dealing with the issue that I mentioned, above. (The single-vertice group-border issue. Search the UVMapper subforum where this was discussed, briefly.) You can subdivide all day, mostly, and the CR2/grouping/rigging is going to cause this problem. (However, using Snarlgribblies sub-d, inside Poser, effectively just creates a single-grouped, sub-d'd, object, which renders just fine, since it doesn't have this problem - No groups.) However, extreme sub-d might reduce this problem to a finer area, but it could also emphasize the effect in that area, yielding something like a black line in a high sub-d version, where you only have some slight smooth-shading defects, right now.
Unless you retopo'd it, which you can't release directly, since it's Posette, IIRC, there's nothing you can easily do to remove the effect you're seeing. Even then, you'd also have to regroup it, basically creating an entirely new figure. That's not impossible to do, really. But, it is likely impossible to do for sale, since you'd have to require the original and use the watchamackalit file-compare-unlocker-thingie to unpack/prove-prior-ownership... stuffs.
My advice? Regroup the figure, retopo it, and include instructions for users on how to apply your new .cvs file to a COPY of the original figure, using free UVMapper, and how to redirect the CR2 to read the new object file, using a text-editor. That isn't difficult to do and there is precedent. (IIRC, this same process was given out on the DAZ forums, along with files, in order to provide texture compatibility for "Kids" figures and V4 texture sets. Easy peasy, no cheesy. ;) )
Of course, that's a bunch of work. But, if you want to do it right and correct the issues with the original figure and its groups, that's what you will have to do, else some of your dedication towards resculpting and improving NEA is going to be wasted.