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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Nov 17 7:07 pm)

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Subject: Poser 11 vs V2Lo


JoePublic ( ) posted Sun, 29 May 2022 at 8:08 AM · edited Fri, 15 November 2024 at 8:00 AM

Remember the thread from a few months ago about Poser inflicting my dear V2Lo with an unsightly artifact at her chin?

https://www.renderosity.com/forums/threads/2968499/help-what-happened-to-my-vicky-2-lorez


While I manged to achieve a temporary fix, I wasn't really happy with the result.

So I put V2Lo through some major surgery:

1.

Export her from Poser as an object file. (Make sure to tick exact internal names among others, or you will loose the bodypart names!)

2. Separate the head mesh and hide everything but the actual head.

3. Split head in two and delete the offending half.

4. Mirror the good half.

5. Re-combine the head with the rest of the parts. (Teeth, tounge, eyebrows)

6. Export everything as an object file.


As I used Wings3D, I had to open the .obj in a text editor and delete the :01 appendage that Wings adds to every bodypart.


7. Import the .obj into Poser.

8. Turn .obj. into figure using the original V2Lo figure and the Setup room.

NOTE:

Both sides of the face now use the same half of the face map. I COULD have fixed the UV-mapping on the mesh level, but instead I just created a separate material for the "mirrored" part of the face using the grouping tool.

This allows me to either use a "mirrored" texture for the mirrored part of the face, or mirror the UV coordinates directly  in the material room.

But as most texture maps are perfectly symmetrical anyway, I can also just use the head texture "as is".

ALSO:

As the head morphs wouldn't work anymore because of the mirroring, I needed them to be recreated in Poser.

This works via projecting, which causes artifacts especially with some espression morphs, as the lip mesh intersects in the original .obj.

So several expression morphs needed to be fixed with the morphbrush.

I made separate groups for the lips, teeths and inner mouth with the grouping tool to better control those fix morphs.

Finally some proper shaders for the skin, and here we are:

Pz8UZSCtMRz6vt8cvztvW1dsd7JSPIdvgvvI3x63.jpg

MxebmuRmjHuOvsLeqSGzOmz1AkpX2FXdU7USGgoN.jpg


Ugly chin artifacts be gone! Take that, Poser 11!

;-)

I still would like to know what actually caused the problems in the first place.

M2Lo, StephLo and standard V2 are unaffected.

Same with all the other older figures, like Posette, Dork, Judy and Don.

Even the Poser 2 and 3 folks seem to work fine with Poser 11.

Anyway, thanks for the look.


NikKelly ( ) posted Sun, 29 May 2022 at 3:33 PM

Well done !!

( Would like a 'LIKE' Button...)


JoePublic ( ) posted Mon, 06 March 2023 at 11:21 PM · edited Mon, 06 March 2023 at 11:21 PM

I shamefully admit I'm a perfectionist.

So I wasn't happy with the previous fix(es), as it messes up the heads polygon order, making morph projection necessary.

So, as a "last ditch" attempt, I deleted the two offending edges in Wings3D and let Wings create some new ones:

yae1BEETduv1j9jGSTuw3V6xQ8ZDzkkovLEf0PwG.jpg

And much to my surprise, it did NOT scramble up the winding order and all default DAZ head morphs still work!

All I had to do was to delete the old V2Lo object from my Runtime and substitute my new one for it:


s42YdBBFVlRSNka2MuGUffn20d5NF62C1bWTCCXs.jpg

:-)


Y-Phil ( ) posted Tue, 07 March 2023 at 1:19 AM

Nice!

𝒫𝒽𝓎𝓁


(っ◔◡◔)っ

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EnglishBob ( ) posted Fri, 10 March 2023 at 12:33 PM

Cool. From my experience, deleting edges is fine. As long as you leave the actual vertices untouched you can jigger about with edges and facets and retain morph compatibility.

Caveat: this may not apply to all modellers, and some actions could scramble your UV mapping...

And finally, there's no shame in being a perfectionist IMHO, although it may impact your workflow. ;) 


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