1 threads found!
Thread | Author | Replies | Views | Last Reply |
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nimos100 | 1 | 78 |
4 comments found!
Dont know what paint program you are referring to, but dont think you should expect it to automatically create a UV map for you.
The normal way of doing it, at least the way i do it :) is to create a UV map and then export it with the OBJ file or whatever file type you might be using that store UV cords into your 3d paint program. and then paint the figure.
Otherwise you might risk that the UVs are collapsed on top of each other and you pretty much paint randomly with no control of where the colors are going.
But anyway, i dont know what program you are talking about so it might be able to do it :)
Thread: small problem. | Forum: Poser - OFFICIAL
Quote - Thanks nimos100.
I want to know that you say.
Can you tell me more detaily?
How....?
Please.
A quick test you can make is to try to just pose the character manuel, try to move him into some "extreme" poses, but still maintain some reality to it. An idea could be to move his legs so it looks like the pose you are trying to use, doesnt have to look exactly like it, just close to it. Then you can see if you get the same problems as before, if thats the case its most likely the joint settings that are wrong, if you dont have any problems its most likely because the pose werent made for that character.
If its the joint editor then let me know and ill try to explain it to you. As it can be a little confusing, if you havent used it before :)
Thread: small problem. | Forum: Poser - OFFICIAL
Dont use the model a lot my self so might be wrong.
However it could be that the pose you use werent made for that character and when it tries to pose it, it mess it up.
If you know that the pose normally work with that character it might be the joint settings that you have somehow changed.
So you could try to open the joint editor and see if the hip joint is affecting the mesh correctly.
Thread: Rebuilding Bat-Tevaa: Nudity | Forum: Poser - OFFICIAL
**Its kinda hard to really see what going on in the pictures due to there resolution. So i might be wrong, but then you can just ignore what i write :)
(English is not my native language, so some of the stuff might not make sense, but ill try to do my best :D)
However based on what i can see on the images, i would suggest that you try to model the mesh in a way so it follows the curvatures of her body in such way that it flows with the muscles and bones. Whatever defines the shape of her body.
The easiest way to model, at least for me, is to start with a very rough shape with as few polygons as you can get away with and then get as much details out of it as possible, when you cant get more details out of that shape, you add more polygons and get as much out of that as well, and so on. and you keep doing that until you are satisfied.
Said in another way :)
Start by defining the overall shape of the ribcage, arm, head etc. After that you can start to add details, like how does the upper body and legs connect to the pelvis. But always model the largest shapes first. Dont start modeling every single muscle after you have defined the overall shape, start with the big ones and work your way down. You can always add more details later when they are in place. Also it will make it a lot easier for you to model the mesh so it follows the natural flow of her body. And its easier to avoid getting a lot of unnecessary polygons.
Which will become important later on, if you plan on rigging her and use her for animation. Otherwise you might end up with the mesh bending unnatural.
Also looks like the shoulder area could use a little more details especially if you are going to animate her.
Other than that it looks good go go poly :)
Anyway as i said its not that easy for me to see it due to the resolutions of the images, so you might already be aware of it :)
**
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Thread: The Paint 3d program that came on the P4 cd. | Forum: Poser - OFFICIAL