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172 comments found!
i like the chest thing. it looks like rib shadow. i know it would be cooler to actually have rib ridges to cast real shadows from...shadowing like that is just too sims-ish. but i still think it looks good.
emma will be my next purchase.
Thread: Magnets and where? :/ | Forum: Poser - OFFICIAL
you can add 2 magnets ( for like breast poke through) and move the zones to the areas where you need the effect. if you are having a problem seeing where the zone affects the magnet, go to display>element style> wireframe while the zone is selected. i always do this cause that cartoon outline is just too vague.
remember that a magnet also works on the figure (clothing in this case) as it is in it's zero pose, so the further you get from the zero pose the harder it will be to tell what the magnet will do to the object.
also remember that if you are trying to change 2 parts of the clothing at the same time, you can add the other part of the cloth to the magnet, but that will also get strange as the cloth moves. i would use yet another magnet for that other part for that reason. if you want the 2 parts touching to be seamless you can cut and paste one mags dial numbers to the other one (easiest in the animation editor)
Thread: HELP ? How do you get Dynamic hair to work with the mesh ? | Forum: Poser - OFFICIAL
yeah this is especially noticable on closeups right?
you can turn up the poly count on those groups that cross the scalp
also you can change the thickness of the hair. it always looks a little thin to me anyway at default settings. but go to far with this and it gets a little anime. (cool if you want it though)
you can try scaling a skull cap to fit the head maybe use magnets or something to get it very close, then load a texture to look like hair on the scalp. (some p5 default skullcaps have textures). to get a good fit i would export head and skull cap to max and conform the skull cap, get it nice and perfectly close.
also when animating turn dampening up (possibly a lot) or the hair will just take off.
make sure the skull cap does not intersect the head at all anywhere and that no hair starts out in a "pose" that intersects any collision objects.
if you are gonna go with thin hair and close up renders, you are gonna have to increase the hair count drastically, and go for a walk or something during render
but its worth it for a great shot
good luck
Thread: V4 full body morph examples | Forum: Poser - OFFICIAL
Thread: Poser 7 dependent parameters - anybody tried them? | Forum: Poser - OFFICIAL
Thread: V4 full body morph examples | Forum: Poser - OFFICIAL
i found that scaling in v4 is forced to all axis at once, no individual x y or z
am i missing something here?
on the individual body parts anyway...body has x y and z
Thread: HELP ? How do you get Dynamic hair to work with the mesh ? | Forum: Poser - OFFICIAL
well proxies a great start. don't let hair collide with anything it doesn't need to. and if it is poking through something initially that it must collide with that's a definite bad. use only the hair pieces needed for the render. and turn down the vert count as low as looks realistic (straight hair needs fewer polys)
i love dynamic hair too, but good looking hair does not equal quick for dynamic. an hour for 30 frames can be kinda common. (ok sounds a little long) if you have to be quick and you're animating you might get better results using regular hair and tugging at it with magnets here and there for effect.
Thread: python script to load multiple morphs? | Forum: Poser - OFFICIAL
Thread: Creating a "Morph INJ..." (gosh, I feel silly :) | Forum: Poser - OFFICIAL
ah! actually i just found it. the number for indexes must be changed to reflect the number of deltas the file uses. excellent! now i can make super clean morphs that will hopefully not affect any other vertex no matter how far you push that dial, or no matter how many other morphs you stack upon it. not to mention easy on the ram...
thanks for your time and again for your tutorial.
Thread: Creating a "Morph INJ..." (gosh, I feel silly :) | Forum: Poser - OFFICIAL
yeah thanks for the quick reply. i am working on it for distribution. not that it'll ever get that far..
and it would be nice to work in p5 too.
i have one more question wonder if you can help.
i set some morphs on a body part on v3. as anyone can tell, v3 has no real zero state that we can attain from a zero pose. to get a zero state, i export the figure at zero, then import the part in max from the original object, then set the mopher to reflect a minus state created from obj state minus the exported poser "zero" state. where the zero from poser reimported will deform if the dial is set to like 10 or 20, it takes up to 500 this way. (i have to do this to fix joint problems)
what i would like to do is isolate only the verts i want to change as the deltas in the cr2. so i went about with this experiment, cutting out unneccessary deltas (to save space, naturally.) i got the dials to spin and morph the object, but not to reflect a number, (while other morphs in the same cr2 that i hadn't cut out unneccessary deltas worked fine)
ever encounter this?
Thread: V4 Rubish | Forum: Poser - OFFICIAL
Thread: V4 Rubish | Forum: Poser - OFFICIAL
i picked up v4 the first week cause some of the renders i saw were killer. and that model blows me away. (still working with v3 to finish a project though). i really hate how everything gets higher and higher res, but man that figure is amazingly posable. and beautiful to look and and very versatile in form. best spend money in a long long time.
i'll probably have to upgrade equipment though...grrr
Thread: Creating a "Morph INJ..." (gosh, I feel silly :) | Forum: Poser - OFFICIAL
ah hey beyond vr i am working on this now pulled your tut about a week ago.
am i to understand that making a morph injectible means using only the namespaces originally provided in the cr2 and that there is no other way to expand the number of morphs or namespaces in the original cr2 (by injecting, realizing that saving your own cr2 will let you do anything)
for instance, what if i wanted 100 morphs? your tut says there are only 30 extra spaces in the body parts, and looking into the cr2 i can confirm that. so do we have no way to expand this?
mucho gracias, great tutorial by the way ( and thank god, it was the only thing out there that could answer my question)
Thread: create multilple injectible morphs? | Forum: Poser - OFFICIAL
Thread: Morph Newbie | Forum: Poser - OFFICIAL
i make morphs in 3ds max.
the way i get the morphs to the other side is the mirror command at the default setting. as it turns out (with v3 anyway) the object is nice and perfectly symmetrical. all points in the mesh a perfect space from the zero point in space of the original object. the foot will appear on left or right in the correct place and be the new obj for the other foot.
don't know if other modeling programs have this or not though.
o i see you created in poser itself. ok i would recommend checking out one of the free 3d programs and see if they can pull it off. (probably can) wings 3d comes to mind.
as for the inj, i've been looking around and not having a lot of luck there either. will check back in if i find it.
o remember if you use the external 3d program to have the figure in zero pose, no ik, and hips and body dials all set at zero. v3 is a touch off of zero anyway, but you need to be there and just don't push the dials much further than 1.
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Thread: V4: What is the most realistic texture so far? | Forum: Poser - OFFICIAL