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



Subject: P5: Skullcaps question-why bother?


Dave-So ( ) posted Fri, 20 September 2002 at 7:04 PM · edited Mon, 25 November 2024 at 12:50 AM

I made a skull cap---what is the point of using this? If I just select portions of the mesh in the hair room, it works just as well... Suppose if it is exported and the polys increased, it owuld give a finer hair style, as each guide hair goes to a polygon, but that creates much slower render times, and I'm not too sure the end result is all that better.

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
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Dave-So ( ) posted Fri, 20 September 2002 at 7:06 PM

Forgot...I exported the skullcap as an object..when I imported it, it was about 50 times larger than the head...what did I do wrong? Is there a way to make it conforming?

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



JeffH ( ) posted Fri, 20 September 2002 at 7:29 PM

Make it a smart prop and save it to the hair library. The purpose of the skull cap is so you can save your dynamic hair to the library..without it the hair won't save. The poly count matters much less than the materials shapes you grow the hair on.


pdxjims ( ) posted Fri, 20 September 2002 at 7:41 PM

When you imported it, I bet you left the "100% of base object" flag set. This makes it the size of Don. I use Neftis' skullcap that came with the hair in the store for Mike. It's high polygon and has better polygons for hair (hairline, parts, etc.). It works a LOT better than building my own. The hairline especially. I also learned a lot about styling and shading by analyzing them and the ones that came with P5.The big challenge to me is reducing the number of hairs, and still getting a full and covering hair style. I do have an advantage there. Since I'm balding, I have great experience in comb-overs (just kidding - I shave mine). I wish there were good freebie skullcaps though, something you could distribute with the hair you do.


JeffH ( ) posted Fri, 20 September 2002 at 7:46 PM

"I wish there were good freebie skullcaps though, something you could distribute with the hair you do." I requested this early on from DAZ and they turned it down.


zechs ( ) posted Fri, 20 September 2002 at 9:05 PM

I have a question...If I make a face in the face room then make a skullcap by group editing. when I hit Spawn Morph target the head shape snaps back to default for a second and the spawned Skullcap is the wrong size and shape. It's driving me nuts. :( At least that seems like what is happening. Anyone know what I'm doing wrong. Is there any reasonably easy way to get the skullcaps for don and Judy that come with P5 to fit on a face room head?


JeffH ( ) posted Fri, 20 September 2002 at 9:06 PM

Apply a magnet to the SC and reshape it to fit, spawn an MT.


ScottA ( ) posted Fri, 20 September 2002 at 10:15 PM

You might also try saving the face adjustments as a MT first. Then start over and apply your MT. Then create a skull cap for it. Does that make sense? I haven't done much with the face room stuff yet. ScottA


PheonixRising ( ) posted Fri, 20 September 2002 at 10:48 PM

Jeff H, Now Jeff you know that is not what I said to you. I told you will look into it when we get a bit more free time. Come'on Jeff. :) Anton anton@daz3d.com

-Anton, creator of ApolloMaximus: 32,000+ downloads since 3-13-07
"Conviction without truth is denial; Denial in the face of truth is concealment."



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Spanki ( ) posted Sat, 21 September 2002 at 12:04 AM

Anton, I've created a skullcap based on Stephanie's mesh (before some reshaping and sub-dividing)... I know it's been asked before, but I don't remember the anwer - would Daz have a problem with distributing this skullcap?

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


Spanki ( ) posted Sat, 21 September 2002 at 12:54 AM

I tend to agree about them not being ideal, except that it really depends on the hair-style. I still need to investigate it further, but as far as I know, the shape/position of the polygons only seems to affect the position/number of guide-hairs... although they would likely also play a part in the number of per-polygon hairs within a growth group. Anyway, that mesh seems to work fine for some hair-styles, but I guess I can just make new caps in C4D to remove any distribution problems.

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


JeffH ( ) posted Sat, 21 September 2002 at 11:22 AM

"PS: and Jeff please if I say we will look into it please don't bully."

Give me permission and I'll post your IM message to me on that subject, if you want to clarify.

Your message to me relayed from DAZ was a turn down of the request.

-Jeff


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