Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)
Back in the day I wrote myself a program that took a mesh and a template with the same topology and reordered the vertices of the mesh to match the template. That prevented any potential vertex order headaches, but I guess it wouldn't have solved the problem that Poser doesn't export subdivided meshes.
-- I'm not mad at you, just Westphalian.
I just ran a couple of quick tests before heading off to work. Oddly enough if you export a whole figure with subdivision active via Poser's file:export:wavefront obj it produces a viable obj, if you export just a body part it produces an empty obj file. Pretty weird. Importing the poser subdivided mesh into mudbox produces this error but you can see the subdivision levels are recorded in the object list of mudbox. Apparently this information is being recorded somewhere in the obj file. I'll have to do some further digging when I get home tonight...
P12 uses Pixar's OpenSubDiv v3. The subD level is taken from the Preview value i.e. 0 = subD off, 1 = 1 level etc. I don't think it's possible to export body parts with different subD levels, but I've never tried ;)
I should mention that higher-res morphs can fail on occasion, mainly when passing data back and forth to Zbrush to edit the same morph (something fiendish to do with tangents). I've found it very uncommon but something to be aware of.
Another option might be to use the Fitting Room to transfer a shape from one mesh to another, though I also haven't tried that (I think vilters was experimenting with it). Not sure what level of detail/performance trade-off there would be.
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Hey thanks for that info Caisson. I've seen vilters method, which is morph projection through the tighten fit brush, basically shrink wrapping an in scene subdivided figure to an externally subdivided and sculpted obj of the same figure. It is kind of a kludge IMHO, and doesn't seem to have the necessary precision for things like fine detailing of the face but vilters does state that it's useful for details that can be realized at 1 level of subdivision, which is probably sufficient for broad shaping of the body or musculature. He says fine details should be displacements or normal/bump which I agree is best. High frequency sculpting is really only useful for concepts meant to be retopologized, or the generation of height maps, at least for all practical purposes we might consider. Models meant for animation. UV mapping. Etc. You already know all this though.
Here's the video where he demonstrates the projection process...
https://youtu.be/zJRs9qQGlEg
I could see where the method above could be really useful if you don't have a utility to maintain vertex order after weld and you're working with an older figure that has its obj broken into body part groups in geometries. You could simply import said figure's obj into poser with weld identical vertices checked, export the welded result, sculpt on that, reimport the sculpted prop figure, and project that sculpt onto an in scene "live version".
And not that it's really relevant to this discussion but I erroneously stated that PML exports and maintains poser subdivision. This isn't correct. I must of been thinking of my method of welding and reimporting clothed and posed figures as props. Which maintains groups, material regions, and UVs if done properly. I usually just dump the groups by processing with UVMapper. I've found that converting figures this way helps a little bit with scene management and overhead. No rigs, no hundreds of body parts. All that adds up, especially with complex scene arrangements.
I was bored so I decided to replace Antonia's eyes. At first I was using some old eyes I had for a creature I made but I quickly realized that trying to shoehorn them into Antonia's head was too difficult to scale and rotate for an exact match. So I took Antonia's existing eyes and made some modifications by cutting, duplicating, and snapping and welding vertices. I knew I wanted a different topology layout for the pupil and iris. I wanted the iris continuous with the sclera as a single mesh, rather than seperate as they are at default. I also wanted a V4 style cornea that's an offset shell completely surrounding the eyeball, rather than being incorporated into the sclera. Overall they turned out pretty well in a more conventional Poser figure eye set up sense. Being that they are a "remix" of Antonia's original eyes they fit as props in her head exactly as her originals do...
I'm going to try and map them with the V4 style mapping. Shouldn't be too difficult. I'm going to maintain her original material set ups though. That is one map 2 materials for the eyeballs... They'll require custom textures though. I'll make some. Because I cut away some polys, welded, and did some mirroring the original UVs are trashed.
Going to be moving my character posts over to the Character creator forum so as not to derail this thread further. Makes most sense, plus I have other ongoing character projects with other figures that I've been fiddling with. Be better to have my own space for that stuff. Pop in occasionally odf, to see what I'm doing. I'll probably post sporadically/frequently various things... probably some random beta freebie things also, including Antonia stuff.
Vss fan here too. Wouldn't have a clue how to link up real sss into that node football field though. I very much like EZSkin which is based off a far less complex BB concoction. Firefly of course. All old news to you I know. But yes, maybe Antonia can have her own Superfly EZSkin formula set up. Pretty much inevitable.
Actually, after checking how my own toes bend, I think Antonia's are not that for off. Would have been surprising if I hadn't checked references back then. I think the real problem is the lack of detail. For example, there should be some skin folds appearing with an extreme bend like this, and the toes should curl up to support the weight. Gotta remember that Antonia is really a low-res figure with one level of subd baked in because Poser didn't do subd back then.
Also, I need to teach her how to squat properly, with flat feet and an upright torso. Not sure if her hips and knees can bend far enough, though.
-- I'm not mad at you, just Westphalian.
Played with the Poser morph tool to try and give Antonia's face a bit of an update. I realize it's not the best tool for the job, but I figure the morph tool can come in handy for tweaking morphs that have to interact with joint movements or other morphs, so it can't hurt to get a bit of practice.
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
Another before and after, Antonia's default shape versus the humble beginnings of her new and improved physique, together with the face morph from the previous post, and the breast morphs she comes with.
3d sculpting is a truly foreign concept for an old vertex-pusher like me, but I guess like many things, it just takes a lot of practice.
-- I'm not mad at you, just Westphalian.
Update: the abs look much more realistic now, but I won't bore whoever stumbles into this thread with endless update images.
But apparently I've made subdivision morphs without knowing it, and I would like to know what they look like at the base resolution. Is the bake option in the morphing tool what does that?
-- I'm not mad at you, just Westphalian.
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...The reason I say the last bit about the PML exporter and subd morphs is because it produces an obj that reads as having inactive subd levels in mudbox and there's a notification when importing there. I'll have to test further.