Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)
She is gorgeous so far...
*~*Jamie*~*
"Life is just a dream on the way to death." ~The Crow: City of Angels
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The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Boni posted at 7:37PM Sun, 12 June 2016 - #4272271
She does look great. I'm a novice as far as model building, but are you going to add detailed poly's to the face for movement and morph capabilities? OR is there a way around that? Just curious.
Wait ,what, I'm suppose to have a plan of what I'm doing ? LOL .I really don't have a plan cause I'm not sure what these app's can do.
Guess my plane is a lot of experimenting.
I'm not a fan of high polycount meshes .Was never a fan of V4's 60,000 polycount.
but there's a lot of ways to add detail with bumps ,normals ,displacements ,vector maps .
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
RorrKonn posted at 8:03PM Sun, 12 June 2016 - #4272312
Can I have the skin Sub Divide twice but have the teeth Sub Divide only once ?
As long as you set up the teeth as a separate group from the head then you can subdivide them separately from the figure. They would still be part head but would need their own bone - so would be a child bone coming off of the head bone
Hey Rokket .Say one of these days you & I will half to go party in Japan :)
I was seeing about making a character in the 100% quad ,poly count 20,000 like Roxxie n Vickys made in that style.
It's a very tedious way to make characters .it's easier if you make them in parts "the different colored parts" and then you just make sure where the two parts meet they have the same vertices count, "easier said then done".
n truth be told I can see why you would make characters like this in 1995 but have no idea why you would make characters like this in 2016.
Anyways I'm going to make game characters with normal ,displacement ,vertex maps.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
I am in Japan all the time! And I am always up to party...
I can see what you're talking about as far as poly count, but some parts will still need good edge flow if you are going to animate it. Try this experiment: take a rectangular box and put two bones in it. Try to bend it at the bones and see what happens to the mesh. Now take that box and subdivide it in the middle with one edge loop. Bend that one. You'll see the difference. Even in low poly meshes, you need good topology for your character to move naturally.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
It's been a while "last century" since I messed with rigs but I get what your saying. I know the knuckles needs topology to bend . The game meshes will have polycount of around 5000 80% quads 20% Tris you can SubD n use the normal for animation. but the displacement ,vertex maps will raze the polycount to millions.so don't know if home PC's are up for that animation. We hope we can get good flow n rigs so she'll move naturally.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Yeah, I think for a gaming engine you will probably be fine. You would need a few more edge loops around the eyes and mouth for Poser. Looking real nice to me. I started modeling a female figure last year, but I didn't pay any attention to topology or poly count. I did most of the modeling in Sculptris, the little brother of ZBrush, and it ended up over 400k polys (all quads) and no edge loops. You have done way better than I did.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Maybe you could retopologize your female. n burn maps for it. Substance Painter is killer for maps.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Don't think Substance Painter makes displacement ,vertex maps . Think Blender can make displacement maps.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
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righting Novels with my grammar , I'll stick to polygons ;)
The purple topology is 99.9% done, Tri's n all.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
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Content Advisory! This message contains nudity
Stage One .Model the mesh is 98% done ,few tweaks left.
The skins poly count is around 8000.
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The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance