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



Subject: YAFRQ (Yet Another Face Room Question)


Jcleaver ( ) posted Tue, 17 September 2002 at 10:37 AM · edited Tue, 26 November 2024 at 12:23 AM

Is there any relatively easy way to get the body texture to match the head texture? It's great that you can vary the head textures, but then I end up with two toned characters.



kuroyume0161 ( ) posted Tue, 17 September 2002 at 12:22 PM

Someone just answered that for me. Just apply the shape and not the texture in the Face Room. That way, you'll be using the default texture map for the character, which does not have that problem. Kuroyume

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


Jcleaver ( ) posted Tue, 17 September 2002 at 1:49 PM

Thanks, I knew about that. I wanted to use the texture from the face room for the body.



kuroyume0161 ( ) posted Tue, 17 September 2002 at 3:08 PM

Well, okay. :) You can find the face texture that is being used in the Poser5/Runtime/textures/faceroom directory. Make a copy and load it into your fave paint program. The first thing that you'll notice is that the neckline is much lighter than the rest of the figure. You have a choice here: 1. Color the rest of the head texture to match that lighter color (or fade it more smoothly into the rest) OR 2. Darken the neckline and match that color up in the body texture. There aren't many real choices. The face texture must be fixed as the face room always does this. Check the Runtime/heads directory to see why this is happening. There is a transparency image that lets the default texture beneath bleed through at the neckline. You could edit this transparency image so that neckline is included in the face room texturing. Don't know what the results will be. As I am working with Asian figures, the default Don texture really sucks. I'm sticking with the smooth, tanned face created by the Face Room and creating a body texture to match. Good luck and let us know if you find any nifty ways around this. Kuroyume

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


gryffnn ( ) posted Tue, 17 September 2002 at 3:17 PM

I haven't given the Materials Room more than a quick glance, so this is purely speculation that I've been meaning to check out. But I've spent a lot of time with the Face Room, and have been assuming it is applying tints to various parts of the face on the basic male and female texture maps to get the cool results. So can't we copy those material settings and apply the tint(s) to the body map? Yet Another Face Room Question: Does anyone else get too small a head when you spawn a morph target from a random face in the Face Room? Maybe that's to make up for causing OUR heads to buldge from trying to stuff in all this new stuff at once ;-) Elisa/gryffnn


Jcleaver ( ) posted Tue, 17 September 2002 at 3:35 PM

I'll have to see what I can come up with. I am trying to come up with a black character, and fading just won't work. :) Elisa, I am going to be looking at this. I've done a cursory glance hoping to see something obvious, but I haven't seen it it yet. Not saying it is not there, I hope it is! That should make things considerably easier.



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