Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 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
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.
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?
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."
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.
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.
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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.
All things connect......Chief Seattle, 1854