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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: extremely hi detailed face textures


Ede ( ) posted Tue, 14 March 2000 at 3:29 AM · edited Thu, 28 November 2024 at 6:59 PM

Attached Link: That's Annie, she's host of a virtual web community

Hi! Does anyone know if it's possible with poser 4 to make much more high detailed face textures than the default ones ? I have made very good face textures using the default texture map templates but it's still not enough when doing close ups. i would like to do much more realistic looking skin Are there any larger maps ? models ? anything? She looks so great, cant wait to make her more realistic. Anyone like to help ?


Ede ( ) posted Tue, 14 March 2000 at 3:33 AM

btw: it's just the P4NudeFemale with Allerleirauh's great curls and my redhead texture :-) i'll post skin and hair texture to freestuff soon


Ede ( ) posted Tue, 14 March 2000 at 4:54 AM

Allie, glad you wrote ;-) You're my favorite in here g Well, i think my computer can handle a lot, there's plenty of ram and cpu power, i'm a novice in texture mapping. how do i scale the map? if i just scale the texture image, don't i have to make any changes to the model? i wonder how poser knows which regions of the texture image to use on which faces of the 3d model? do any face-textures that size exist? -Ede


Obi Van ( ) posted Tue, 14 March 2000 at 4:56 AM

Hmmm, what happened to the other reply I just posted...is there a leak in the Internet? ...Guess you could also use the UV-mapper tool by Steve Cox found under Web Resources on the right. With that tool you can create your own map, (+ new object), where you can scale up the different facial-parts...and then sacrify som edetails for the rest of the body. Enjoy Your Day


JerryLee ( ) posted Tue, 14 March 2000 at 5:25 AM

I think Allerleirauh is right...make the texture bigger. If u wanna do closeups in poser the image used for texture is stretched out since the map is 950x950 pixels.. However scaling it will stretch the picture also, so u prolly have to redo it a bit in order to get some detail. Just make sure u keep the proportions of the picture..


picnic ( ) posted Tue, 14 March 2000 at 7:18 AM

Are you using the template or the texture? If I understand your question, you are asking how you know where 'what' goes--and that's with the template for the model. I'm no figure texture maker, but I do textures all the time for either clothing or animals and I always use the templates--not the textures. Those you can make exactly the size you want (and/or use UV Mapper to make template for any model that doesn't have one). Diane B


picnic ( ) posted Tue, 14 March 2000 at 7:21 AM

I just reread your question--and you refer to both templates and textures. For the template, Ede, just resize it in your 2D graphics program--that's what I do and it works fine. Maybe someone else has a different way. As for how Poser knows what goes where-that has to do with the template--what you are seeing is the mesh, basically, and the mesh for the mouth is mapped to the mouth, etc. Diane B


Ede ( ) posted Tue, 14 March 2000 at 8:00 AM

Hi Diane, thanks, i think just resizing the texture will do for the first try. but i have also checked the uvmapper tutorial i wonder if it's a good idea to remap the p4nudewoman again with a very very big face, and lips and eyebrows should go extra too, not like in the default templates does anyone know if there are ultra highres face and skin texture images available on the web? -Ede


melanie ( ) posted Tue, 14 March 2000 at 8:00 AM

I recently read a brochure for a Photoshop seminar and it mentions something like, "Know the difference between image size and resolution." Apparently, there's a difference. I'm not sure how to up the resolution of say a texture map or template and merely upping the image size. In Photoshop, how do I up the resolution, because I think that's what is needed here, right? Do I just indicate the pixel size of the image rather than by inch? Melanie


Ede ( ) posted Tue, 14 March 2000 at 8:09 AM

Hi Melanie, increasing the image size, e.g. just scaling the image, will not work for getting a higher quality texture. if you scale textures, you have to redo them with much more image information and details. That will make the texture looking more realistic when doing closeups of your object this is a little wired imagine you have a 1000x1000 pixel sized image. if you are printing it out with a resolution of 500dpi (pixels per inch) you will receive a 2x2 inch print, small but very detailed and sharp thats why e.g. desktop publishers use up to 1GB sized images for printing a single brochure etc. in high quality


CharlieBrown ( ) posted Tue, 14 March 2000 at 10:37 AM

Increasing the image map size DOES work, because the texture is scaled to fit the model. For the same reason publishers use large files, in fact! If you've played with PSP6, you might notice that increasing the dpi settings actually increases the image size as well... Same reason. I think.


Nance ( ) posted Tue, 14 March 2000 at 10:39 AM

Ede, I remapped the P3 figure in just the fashion you are refering to. Prior to P4, the P3 figure had a small area on the UV map for the head & face. In a figure called "BigFaceUV" I enlarged the face area (similar to what they did later in P4) but also separated and enlarged the lashes, brows, lips, eyes, and nipples. BigFaceUV04_thm.JPG It allows you to have more detail in these areas without actually using a larger map. Although it is P3, it still works pretty well for doing extreme closeups. It's available at PFO. Search "BigFace" or "floydd". There is also a male figure which can actually use the same maps.


Nance ( ) posted Tue, 14 March 2000 at 10:50 AM

...oh yeah, and there is a newsgroup called: "alt.binaries.pictures.celebrities.portraits.large" They don't get much traffic but they do get some good, large, hirez, facial shots.


steveshanks ( ) posted Tue, 14 March 2000 at 1:37 PM

What you could do is use uvmapper or the grouping tool to generate a new material for the head then you could use a seperate and huge texture map for just the face, save having to use a huge file for the whole body........Steve


Ede ( ) posted Tue, 14 March 2000 at 1:48 PM

i am actually working with UVMapper this is really amazing i am reading obj files plain text in winword *lol in last few hours i learned thins i never knew before! thank you very much everyone! there's something big coming up for our Annie Model ;-)


Talos ( ) posted Tue, 14 March 2000 at 5:01 PM

I just started using Allie's former suggestion for 2000 X 2000 texture maps (now it's 2048). If you use a good quality reference photo, and scale it to fit this size, you will get good results. My only problem is the almost 12 meg file size per texture. I've started converting them to JPG, and the Poser manual says something about using 8 bit color.


Eric Walters ( ) posted Tue, 14 March 2000 at 5:02 PM

Hi all! Some suggestions on pixel information loss and scaling.... If you take a 950 by 950 Dpi image and scale it to 2048 your program will be forced to interpolate pixels leading to a softening effect. I do that frequently-I have found that Photoshop can accomplish about a two fold size increase (using Bicubic Interpolation) without much bluring effect from new pixels created from an average of neighboring pixel information. Its seem that the best approach would be to A) increase the template size FIRST-then (working from a high resolution scan), size DOWN the texture to match the resized Template. This should result in a sharper result than creating the new texture at 950 by 950 and THEN scaling it up. Just my 2 cents. Looking forward to seeing your character complete. Eric Walters



Ede ( ) posted Tue, 14 March 2000 at 5:34 PM

Hi everybody this subject still keeps going so i wanna tell you roughly what i have done so far: i've created the new obj/cr2 p4nudewoman with extremely high texture map (2048x2048 pixels) especially for the face this really works great! all i have to do now is to create a high quality texture that size. Does anyone know resources of skin photos, eyes, ears, lips, portraits, etc ? i don't have much trouble with the body though *g high quality tits are not hard to find! forgive me ;-) -Ede


Talos ( ) posted Tue, 14 March 2000 at 5:46 PM

This is my favorite topic these days. I find very few scans on the internet to be hi-res enough. I look at dozens of movie and fashion magazines, then spend alot of time with a scanner. Most photos, especially those in Playboy, don't use the right angles and lighting for good textures. It's great if you can take your own photos (merciless, intimate closeups with a good 35mm camera and a 50mm lens), but I don't know any attractive people anymore.


Ede ( ) posted Tue, 14 March 2000 at 5:55 PM

Jup, thats what i did, merciless intimate closeups ;-) sad to say my scanner fucked up ;( well i know someone attractive, maybe you noticed my other new post, there's a picture of her i have many of them, including closeups but i would need to scan them in photo quality or do a photo cd first, if i wanted to use them so i am helpless at the moment -Ede


Ede ( ) posted Tue, 14 March 2000 at 6:29 PM

That's what i am trying ;-) If I get my scanner to do it's proper service grrrrrr -Ede


Talos ( ) posted Tue, 14 March 2000 at 10:30 PM

Must look for that attractive new post by Ede. I'm glad you said that about using half the face Allie, because that is just what I've been doing for the last week. ;-) It also might explain why a texture I did of an old friend worked out even better because she had her head slightly turned. (more cheek, no ear) When I use nice front view face shots, I'm always running out of skin for the cheeks. Since exclusive use of the cloning brush doesn't always look smooth, I came up with the wacky idea of sampling a piece of the skin and turning it into a tileable texture- like a fabric pattern. I get yards of fairly useable skin that way. It isn't perfect, but usually doesn't need to be.


Ede ( ) posted Wed, 15 March 2000 at 1:43 AM

can i some of those textures you are talking about? the night is over and i still do not even have the lips yet. and i am constantly searching for high quality nippled and eyes .... -Ede


Talos ( ) posted Wed, 15 March 2000 at 10:54 AM

That's just it! I talk too much, I do mostly faces, and I'm still learning, especially bodies. My first attempt at high quality nipples (sounds funny!) is still a few days away. There was some better than average work in that area at Mico Games texture seciton, otherwise I always start with HappyWorldLand textures anyway.


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