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5 comments found!
Quote - All that one will need is some texture adjustments
I actually own that package and didn't notice the non-poser until after I bought it. I will fire it up and try it.
I think the author says the MATs don't work. So if I understand correctly, this means that I'd have to go into the material room and apply the textures manually, right? i.e., no MATs in the pose folder to auto-apply.
Thanks all for the other recommendations.
Thread: Tears for...M4!?!? Or in general? | Forum: Poser - OFFICIAL
OK, thanks. I googled up some tears brushes for photoshop:
http://www.coolestbrushes.com/brush/crying-tears-brushes
I played with them a little and they seem to fit the bill...just need to play with the photoshop settings to get some gloss/reflection on them, or perhaps play with the textures.
Thread: Super-novice question - how to apply a texture? | Forum: Poser - OFFICIAL
Quote - The object has many materials - you're not looking at the one for the box. Look at your last screen shot - it says Material: hull.
Yeah I said that was an example of what the main ship looked like with image map nodes. I was expecting something like that for the cargo box.
Quote - While you're in the material room, find your box in the preview window and click it with your mouse. The material that controls whatever you clicked on will become the active material in the material editor. You should then be able to figure out how to switch the image.
A-ha! This was very helpful. In the "Material" dropdown, I didn't have 'car1' selected. Problem solved!
Thread: How to do a "holographic transmission" type effect? | Forum: Poser - OFFICIAL
Thread: Looking for a Bigger Vanguard (spaceship) | Forum: Poser - OFFICIAL
Quote - About the biggest spaceship model I've seen with an actual interior is the Magellan by PoserWorks. Doors are all fully poseable... but comes at a hefty price.
I actually own Magellan :-)
It's a very nice model, but it does not have nearly the detail of Vanguard on the inside. Most of the rooms are pretty simple textures without the fancy consoles and such that Vanguard is full of...though there are some parts of Vanguard that are not as detailed as I'd like.
I guess story-wise, there are two options:
(1) a single model that is detailed inside and outside. The trick with this is that you are then limited to the rooms in the ship...for Vanguard, for example, you can't suddenly have a new or different room, because the reader has a strong sense of how the small number of rooms connect.
(2) a large external model, and then use some the innumerable "science fiction corridor," "science fiction bridge", etc. scenes for interior shots. The pro to this is that if you decide tomorrow you want an arboretum or a chapel or an engineering bay or whatever, you can do it. The negative is that the rooms may not have a continuity of style and design, at least not without a lot of work. This is sort of the Babylon 5/USS Enterprise TV series method - exterior shots, but the reader has no idea where different rooms go.
I'm starting to think that only (2) is going to give me the level of detail I want inside...
I thank you all for your comments so far.
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Thread: Recommend me a skydome for deep/middle/solar system space | Forum: Poser - OFFICIAL