Forum: Poser - OFFICIAL


Subject: p4/zygote composites

Ghostwtr opened this issue on Jan 30, 2001 ยท 17 posts


Ghostwtr posted Tue, 30 January 2001 at 3:52 PM

Attached Link: advise please about P4/Mil-man-woman composites

I downloaded, Bobby, Paul and Polyette. They are composite characters, with a P4 body and a Michael or Victoria head. The heads are giving me trouble. quirky. Eyebrows, lips and eyes are not reading the template. How do I resolve this? Especially, how do I get the eyes to work? I can use separate eye textures for Polyette, but they don't seem to work for Bobby. Paul is still in the zipper. I used the textures indicated in the instructions, but the eyes still come up blank. I can see that there are eye textures on the texture I selected yet it still doesnt't work. Wassup? Also, Poly has a ring around her neck where the two meshes come together?

JeffH posted Wed, 31 January 2001 at 5:21 AM

You need to e-mail the author of these downloads for the best advice.


Ghostwtr posted Wed, 31 January 2001 at 5:28 AM

I did, and his e-mail doesn't work. thanks ....


JeffH posted Wed, 31 January 2001 at 5:35 AM

He's a member here and should see this thread soon enough. The millenium figures use separate maps for the heads.


WarriorDL posted Wed, 31 January 2001 at 7:57 PM

I is here. As it says in the readme, the head takes a seperate texture- Use Vickies (or Mikes) head texture there, for the HeadSkin, eyes, mouth, etc. The BODY takes a P4 Fem texture. Now... on the neck- On the P4 texture, you need to color around the neck area a bit more than what it normally is. The neck is the key piece of fitting the two characters together. It's new, so isn't mapped quiet the same as the P4, yet is in the same area on a map. Be best to make a hybrid texture or them. Someone here was working on that. Run them through UVMapper and take a look at their template. Hope that helps.


Ghostwtr posted Wed, 31 January 2001 at 8:48 PM

Mahalo for the reply ... I did use the textures as it said in the readme. The settings needed tweaking (transparency min/max) before it would see the eye textures. It also didn't see the eyebrows and eyelashes from the textures without some adjustment. Also, the settings at render/materials act weird and I have had to resort to saving excessively. Out of the box it didn't work but it was a learning experience and as I have communicated elsewhere, what I really need is the businessman with Michael's head. Thanks for your comments. I'll look at the meshes with UVmapper.


WarriorDL posted Wed, 31 January 2001 at 8:56 PM

Well, if the businessman uses the P4 basic neck, then you cn use the Bobby head and neck on him. Get compose (Freestuff, I believe), and import Businessmann, the DELETE his head and neck. Save the new file. Then import Bobby. Delete everything BUT the neck and head. Leave the head and neck there. Then re-import your freshly saved headless/neck-less business man, and MERGE them (select merge before re-importing). Then save them together as a new figure. To save space on your HD, delete the headless figure :o) Run it through UV mapper, and you'll see the maps overlap, BUT if you wer to compare the head to Mikes, it'd match, and the businessman would match that part. Thus, again you'd need to use a Mike head map and a businessman texture.


Ghostwtr posted Wed, 31 January 2001 at 9:05 PM

Warrior: Mahalo for your help. I'll let you know laterz how it works. Mahalo! john


WarriorDL posted Wed, 31 January 2001 at 9:07 PM

Ok... language lesson... Where is Mahalo from? :o)


Ghostwtr posted Thu, 01 February 2001 at 11:39 AM

Warrior, I put the businessman and Michael together per your instructions. Slick. Love that Java utility, Compose. It worked fine but problems with the neck of the businessman's shirt. It is somewhat shredded and I can't seem to fix it. Strangely, if you import (I used the same cr2 you provided with Bobby, just edited the reference line) the file as comp.obj (prop)then the neck problems seem not noticeable. Of cousrse as a prop it lacks versatility. advice? john


WarriorDL posted Thu, 01 February 2001 at 12:27 PM

Like I had said before- It'd only work if the neck of the businessman was the SAME as the NORMAL P4 man. Why? Because of where they connect to the chest.


Ghostwtr posted Thu, 01 February 2001 at 12:52 PM

Anyone: Can I go in and change the artwork so it conforms to a p4 neck? My other option is to create a new wardrobe for Michael I guess. Perhaps in the long run that is the best way to go. I need the suit. Clothing tutorials anyone? Thanks again Warrior. john


WarriorDL posted Thu, 01 February 2001 at 1:25 PM

I can probably make a new neck for that. This is the P4 basic businessman, right?


Ghostwtr posted Thu, 01 February 2001 at 3:01 PM

yes sir!


JeffH posted Thu, 01 February 2001 at 3:33 PM

The P4 Business man is actually a P3 figure included with P4. The UV mapping is going to be in a strange position.


WarriorDL posted Thu, 01 February 2001 at 3:46 PM

It can be remapped into the correct position :o)


JohnW posted Thu, 01 February 2001 at 6:56 PM

Don't worry too much about the wardrobe. Jackets from my site with the rest from standard item should re-create the biz guy (and give a few more options). They'll fit Bobby.