Sun, Jan 5, 8:33 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: P5/ P6 Material Room and Texture Creators


tastiger ( ) posted Sat, 23 April 2005 at 4:53 PM · edited Sun, 29 December 2024 at 3:51 PM

I just had a thought and I haven't tried anything yet, but thought I would ask opinions first...

Given all the nodes available in the material room is there some way that we could now apply different make up textures to figures without the need to supply seperate head texture maps for each different style? Same goes for lips for that matter.

My thought behind this is if it's possible the size of Texture Set downloads could be dramatically decreased. Let's face it some of the texture sets run to 20 oddd meg, I know my own are light weight at about 12 meg with no extra makeup.

Or would die hards not want to move away from proven methods and of course compatability with P4 / Pro? Edit: Sorry "20 odd meg" - sticky "D" on this keyboard...

Message edited on: 04/23/2005 16:55

The supreme irony of life is that hardly anyone gets out of it alive.
Robert A. Heinlein


11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz   3.50 GHz
64.0 GB (63.9 GB usable)
Geforce RTX 3060 12 GB
Windows 11 Pro



Ajax ( ) posted Sat, 23 April 2005 at 5:12 PM

Yes, it's possible. Yes some people are doing it. Sometimes it just takes a while for things to catch on.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


maxxxmodelz ( ) posted Sat, 23 April 2005 at 7:07 PM

In fact, it's almost necessary on the P6 figures, for example, that don't come with lots of facial material zones. I use a lot of different defining nodes to specify areas on the face where I want something shaded differently, etc. (like the lips). Combined with low-res greyscale maps, this method actually works out more efficiently than having 50 different material zones per figure.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


Tyger_purr ( ) posted Sat, 23 April 2005 at 7:31 PM

file_226128.jpg

You only need to mask off the area and color it. This one is a bit of an extreeme example, but it was what someone else was looking for.

My Homepage - Free stuff and Galleries


Tyger_purr ( ) posted Sat, 23 April 2005 at 7:36 PM

masking and color is actually the basis for the textures I made for Poserworld's football (soccer) uniform seen here even those are rather simple and primative, compaired to what could be done.

My Homepage - Free stuff and Galleries


maxxxmodelz ( ) posted Sat, 23 April 2005 at 7:41 PM

Great example, Tyger_purr. In addition, one can also use masks to assign different specularity levels, for example, to different locations on the face... since certain areas of the face are usually more oily than others, you can define that with custom specular maps, and you don't need tons of material zones.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


Tyger_purr ( ) posted Sat, 23 April 2005 at 7:49 PM

oh and those uniform colors. 6 masks for each or the three pieces of clothing plus 10 masks to put the numbers on the back. any color selection your heart desires in a download zip file of 950KB.

My Homepage - Free stuff and Galleries


jancory ( ) posted Sat, 23 April 2005 at 8:36 PM

anbuso made a freebie makeup kit that does this with a matpose. it's a little flawed but works quite well once you tweak it & turn it into an .mt5 in the material room. i use it all the time.


lost in the wilderness

Poser 13, Poser11,  Win7Pro 64, now with 24GB ram

ooh! i guess i can add my new render(only) machine!  Win11, I7, RTX 3060 12GB

 My Freebies



Kalypso ( ) posted Sun, 24 April 2005 at 3:25 AM
Site Admin

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1583045

Have a look at the tut that Mason did for P5, it works the same for P6 as well. Also, I have a set of blender and bump maps for applying makeup by ABGraph. You can find it on this page of their site: http://www.elemu-project.de/poser/morphs/morphs.html


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.