Forum: Poser - OFFICIAL


Subject: Step in the right direction perhaps?

Quixotic-Dragon opened this issue on Jul 20, 2000 ยท 9 posts


Quixotic-Dragon posted Thu, 20 July 2000 at 2:56 AM

I'm obsessed with getting this right. Will not rest until I do. Is this one anybetter. Please tell me whatever you think might be wrong with it. Thanks A determined QD

ethan posted Thu, 20 July 2000 at 3:32 AM

Looks beautiful! But I dont know your first version!


LoboUK posted Thu, 20 July 2000 at 3:33 AM

Still looks superb to me :) Paul


PhilC posted Thu, 20 July 2000 at 7:01 AM

I guess it all depends on what is in your mind's eye. To my eye you have produced a very credible character. PhilC


amp-three posted Thu, 20 July 2000 at 9:46 AM

Looks like something out of Final Fantasay. if thats the case, maybe differ the hair to something spikey like the Japanese tend to favor. Wait a minute! Ive never PLAYED Final Fantast! DAMMIT! Well, thats my personal opinion at least, besides that, i think its just fine. So there. :p ..->[ aMP-3 ]<-..


Darth_Logice posted Thu, 20 July 2000 at 11:36 AM

You're still setting all the material colors instead of letting the texture map work itself. Go into material settings and set all object color to white and all highlight and ambiant color to black. This is the only way the texture map will come through properly. Otherwise, you'll have solid blocks of color for eyebrows like you've got here. -Darth


Momcat posted Thu, 20 July 2000 at 1:05 PM

I think he's great. If your going for a darker skintone though; instead of setting the materials color to white, you can use a very pale, almost white, purple-ish brown. That color seems to multiply with the lights to a more realistic, slightly richer skin tone. Casey


Thorne posted Fri, 21 July 2000 at 12:50 AM

I use base color on on just about all material regions, interacting with the overlying texture. Solid white base becomes pretty washed out with any bright lights. The amount of texture map used is adjustable. A black highlight color will render the object or region flat, with no highlight at all! Some good effects are possible with just the right blend of base color, highlight color, and highlight percent. And then there's the lights... I would suggest playing around with different settings until you hit on just the right combination. Also, if the skin part of the texture map is a solid color, it will appear like there's no texture at all on the skin. Try a 15-15-15 grey for the skin highlight to add a little sheen to the skin. Contrasting colors can work for base and highlight, but generally a darker version of the same hue works well for the highlight. Any RGB values in the highlight above 15 or 20 start to give shinyness to a region, which you may want for some things. Thorne =};-}>


Momcat posted Fri, 21 July 2000 at 6:57 AM

THat's great to know>^_^< Thanks Casey