Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Avatar Lab, with its lower-poly figures and mix-and-match body parts, would probably be more suitable than Poser.
Attached Link: http://blueprint.simfreaks.com/
There is a free program called "blueprint" that can do just that. See the link. There's also a big online community called "The Sims Resource" where you can upload your creations for others to use and download things created by others, with news, forums, etc. The address is: http://www.thesimsresource.com/ HTH!I mean "blueprint" can import your 3D objects (like furniture) into the game. I don't know if it can import 3D characters. I haven't done these things in a while, but when I did, the way people made new characters was by using an existing Sims character mesh and modifying it with one of the Sims programs like "Facelift". But this only changes the head, not the body (http://thesims.ea.com/us/ - go to "Get Cool Stuff").
I remember downloading modified sims that had had their geometry manipulated and had poser parts added. I didn't really like them though because they were more of a gag, the guy's penis was always erect, even in his bathing trunks it stuck out and the women were a bit too top-heavy for my tastes. I'll try to dig up the file and see if the read me has a url or email, but it can be done. Right now though I'm interested in using Poser characters to make custom sprites for Diablo 2. Has anybody done that?
As someone who has done this sort of thing way too many times for his mental health, I can tell you that you'll have some obstacles. First and foremost, repeat after me: "Hail to the Almighty Poly Count!" chant that about 22,000 times before starting. You see, models are broken up into polygons. The more polys you have, the slower game engines will react to them. Now for the really bad news: Vicky and Mike have roughly 100,000+ polygons in each body. Even the best games like Quake3 Arena and Return to Castle Wolfenstein can only handle player models of less than 1,700 polygons (for RTCW; Q3A on the other hand is limited to roughly 1100 before it soaks the game engine on a computer slower than 1GHz.) Even Unreal2, which is due out sometime real soon and is touted to be the most advanced game ever, can only handle 2,500-3,000 polys per character in-game before it slows down (the cut-scenes and movie clip models are roughly 10,000 polys each.) BTW - Unreal Tournament models also have a practical limit of 1,000 polys. Now - this does not mean that you should give up hope! Au Contraire! There is salvation to be had. First, you're gonna need Carrera, AC3D, 3DS Max, etc... basically, a modelling program. Import your poser character into it as an .obj file, and immediately begin removing vertices and fixing the results, or look for a plug-in that will reduce polys for you while maintaining the same object shape. ...You'll find that once you get into Q3A range, the guy starts looking pretty choppy. Once you cut it down to The Sims engine ability (800 polys, I think? No, wait - that's Half-Life I think... The Sims is stuck somewhere at 500 polys if memory serves.) Anyway, the guy is obviously going to look real blocky once you get to Sims level. Next, you'll need UVMapper or something similar to skin your new character with. Once that is all done, you can import it into Milkshape and bake it into a character. So the answer is yes, you can do it, but no, you won't get the same smooth-looking character you see in a Poser render. Sorry about that, but 'tis the nature of The Beast :/ /P
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how can I make meshes for the Sims using Poser I've seen some done that way and they look so much better than those made with Milkshape Oso