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75 comments found!
@vince3 :thumbupboth: you should definitely try that 'new chat up line'. you'd have tons of new friends in no time! or a badly stretched (or squeezed) crotch ... depends. :tt2: to compare uv mapper pro and uv layout is like putting an old pair of shoes next to a 911 porsche, if you know what i mean...
Thread: do you need something uv-mapped? | Forum: Poser - OFFICIAL
Thread: do you need something uv-mapped? | Forum: Poser - OFFICIAL
Thread: do you need something uv-mapped? | Forum: Poser - OFFICIAL
er...there's just one problem. it seems as if that everymail-server died away. murphy's law: as soon as you need it...nada! please take the sitemail-option untill i find something else.
Thread: do you need something uv-mapped? | Forum: Poser - OFFICIAL
Thread: do you need something uv-mapped? | Forum: Poser - OFFICIAL
Thread: do you need something uv-mapped? | Forum: Poser - OFFICIAL
Thread: How do you place prop-specific masks for textures? | Forum: Poser - OFFICIAL
i suggest you select the troublemaking polys in a new group with the group-tool, assign a new material for this group and make this material transparent. quick and dirty...
Thread: Animation help | Forum: Poser - OFFICIAL
well, my workflow is: setup of pose and morphs in frame 1. when i am happy with everything, i select all parts of the character in the keyframe-editor (l-click, hold and pull down) and put it all to let's say frame 20. in frame 1 i zero both pose and morphs. off to the cloth-room, new simulation, run the sim, and when everything is ok i spawn a morph for the cloth. back to the pose-room i delete frames 2 to whatever and in frame 1 i load pose and morphs for the character and the new cloth morph is set to 1. back to the clothroom and delete the simulation. happyness... now you can do some adjustments with mags or give the cloth a couple of frames to fall nicely. if you want to change the pose, run a new simulation. you don't have to start a sim with a zeroed figure. if you need another dynamic cloth in your scene you have to run a seperate simulation for this cloth. one sim for each item. just go to the cloth-room and hit 'new simulation'. helps?
Thread: OT: New gripe and whine thread! | Forum: Poser - OFFICIAL
where i live, there are hundreds, if not thousands of help-centers of all kinds for women. there are 3 (three!) for (hetero) men.
Thread: Saving clothing - Resized and Conformed? | Forum: Poser - OFFICIAL
hi! i think the time is up to learn how to manipulate poser-files with a text editor. what you need is a pz2 including the necessary morph- and scale informations. file size: a couple of kb's. on the other hand: a saved cr2...a couple of mb's. or even worse: a saved group of cr2's...a lot of mb's. i can't point you to relating tutorials, because i don't know any. read the files, change them, test them, smile. imo the best way to learn it. in the end it's all a question of "copy'n'paste"... be patient! ;)
Thread: Polygon count for some boots? | Forum: Poser - OFFICIAL
looks good, vince! ...and thx for showing it! i've seen worse in matters of polycount, much worse! but for my taste there's still a pretty lot of polys in your work you don't really need. for example: the ring holding the right front of the hipcloth...i wouldn't be surprised if this part alone has more than 300-400 polys, where imo 48 polys (12 segments, 4 polys each) would be absolutely enough. or: to increase the density of polys for the knees is a logical thought, but, in fact, it won't bend better. it just renders slower. i bet you can reduce the whole outfit to - let's say - 40000 or 45000 polys without loosing a single detail, even when you add some natural folds for all objects. (no left-right symmetry for the folds...please!) ;)
Thread: Can't make stockings for my Poser 5 Judy | Forum: Poser - OFFICIAL
that dynamic stockings-thing is a bitch, forget it, says i... use a 2nd judy instead. a transmap, a bit displacement (0.00something), that's it! to reduce filesize i suggest you delete all bodyparts above abdomen (setup room) and all unused morphs (morph manager).
Thread: Polygon count for some boots? | Forum: Poser - OFFICIAL
Thread: Polygon count for some boots? | Forum: Poser - OFFICIAL
hi without knowing what your boots actually look like, i'd say, about 4000 polys each should be enough. if it is REALLY and ABSOLUTELY necessary for the details, well, ok, add another 1000 for each then. but i am sure that your boots don't need more. pls keep in mind, that polys eat system ressources, they increase render time and can be one of the reasons for freezing renders. yeah, sure, i know how easy it is to get carried away with details - still, pls think about it... ;)
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Thread: do you need something uv-mapped? | Forum: Poser - OFFICIAL