Starkdog opened this issue on Aug 14, 2005 ยท 29 posts
Starkdog posted Sun, 14 August 2005 at 8:00 PM
Francemi posted Sun, 14 August 2005 at 8:19 PM
This looks real good. TamiL made pants and sweather and offered them as freebies in another thread. She said something about subdivision but I don't understand that. Maybe you could talk with her. Two heads are better than one, heh? ;o)
France, Proud Owner of
KCTC Freebies
svdl posted Sun, 14 August 2005 at 8:27 PM
I don't know if Hexagon retains the groupings within the .OBJ - if it does, you can directly use the Terai Yuki CR2 as is. Did you smooth her uniformly or did you just smooth the problem areas near the joints? The latter method is enough to get rid of those crumpling issues, keeping the polycount as low as possible. I don't have her, so I don't know what morphs she has. Fixing the morphs can be a real pain, I'm afraid.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
TamiL posted Sun, 14 August 2005 at 9:19 PM
I vote for the subdivided mesh too! I have already done that but broke the facial morphs!! Oh well, who needs another smiling character anyways! Good work on the clothes, check mine out also if you'd like.......they are free! http://www.tigerdesigns-online.com
kuroyume0161 posted Sun, 14 August 2005 at 9:47 PM
Yes, I've already loaded TY into Cinema 4D and dropped her into a HyperNURBS - and what a difference. Recreating the morphs will be difficult, but one reconciliation is that there aren't many to deal with. :)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
mamba-negra posted Sun, 14 August 2005 at 9:59 PM
So, clue me in. Why is subdividing inside a modeling program better than turning smoothing on in Poser (assuming you have p5 or 6, which might be the answer:) I've been really happy with the smoothing turned in P6. eric
Netherworks posted Sun, 14 August 2005 at 10:02 PM
TamiL posted Sun, 14 August 2005 at 10:27 PM
TamiL posted Sun, 14 August 2005 at 11:03 PM
Marque posted Sun, 14 August 2005 at 11:24 PM
She always has the look of a deer caught in the headlights. Haven't seen anything yet that makes me want to drop $20 on her. Marque
Asciicodeplus posted Mon, 15 August 2005 at 1:28 AM
I have lightwave, and it can retain subdivided groups and morph targets, all you have to do is import the base mesh and then the individual morphs(that are not that many AFAIK,I haven't bought her yet), and everything you do from there will be done in the morphs also, so after subdividing you just need to re insert the morph targets again, I'll try as soon as I get her on my end . . .
Starkdog posted Mon, 15 August 2005 at 1:57 AM
Starkdog posted Mon, 15 August 2005 at 2:00 AM
TrekkieGrrrl posted Mon, 15 August 2005 at 3:43 AM
For the facemorphs... Couldn't you simply set each morph (one at a time) to 1, then subdivide and save the head obj as a morph target. And then load that morph target to the default-expressioned, subdivided head? (does this make sense? I know how I'd try to do it, but I haven't got TY. Should work as far as I know, that's how morphs are made after all)
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Using Poser since 2002. Currently at Version 11.1 - Win 10.
Puntomaus posted Mon, 15 August 2005 at 5:02 AM
Btw, anyone noticed the weird look of her right eye?
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organisation rests upon a mountain of secrets ~ Julian
Assange
Asciicodeplus posted Mon, 15 August 2005 at 2:55 PM
Hmmm, looks like an UV problem to me . . . @ernyoka1: For me would be easyier to export the whole figure, then import in Lightwave and import each morph and hit "Subdivide" just once to have the base and every morph smoothed and the same time rather than turn Turn Dial to 1 > Export(obj) > Import(LW) > Subdivide > Export(obj) > Import(P6) > Repeat for the next morph, I wish this could be an automated process since the SDK and Scripting of Lightwave is very similar to C, maybe I'm wrong but I haven't seen a plugin for LW that can directly read non-compressed Poser files, and would be easy to figure out, the Props are standard obj files with some extra Poser text, and morph targets are stored as the difference between the vertex and that can be ported to LW . . . Hmmmm . . .
Message edited on: 08/15/2005 15:07
svdl posted Mon, 15 August 2005 at 3:02 PM
Looks like some triangles got their normals inverted. Can be fixed using the Grouping tool (though it'll be a pain) or UVmapper.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Starkdog posted Mon, 15 August 2005 at 4:02 PM
svdl posted Mon, 15 August 2005 at 4:11 PM
Nice dress! Did you use the extra collision options (polygon-polygon and the other one?) They might be necessary for good dynamics calculations. I think the dress is quite low-poly too, judging by the fold on her left side. One level of subdivision and then calculated using the 43k poly Yuki - would look smashing, I think! Cool job.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Tashar59 posted Mon, 15 August 2005 at 10:24 PM
You do know that you can do it all in Wings3D. I have subdivided her and her morphs in wings. ernyoka1, What you said is how to do it. Don't need fancy/expensive apps. Free apps work just as well. I would show an image but I'm D/L a very big file and won't be finished for another 5 hours. Maybe we will get highspeed connection around here before I die of old age but I won't hold my breath.
mamba-negra posted Tue, 16 August 2005 at 3:45 AM
But notice how round the bottom eyes are in pontomaus' post. That is super smoothing done by P5 & P6. If you are using those two, you should be able to elimate all jagies (unless they are just really bad). I could see crumpling in joints at bends, but that shouldn't interfere with facial expressions... I'm just curious why the additional smoothing done with later versions of poser isn't adequate. eric
Starkdog posted Tue, 16 August 2005 at 4:42 AM
Hi Mamba, The polygon smoothing in Poser is an algorithim which makes rough meshes appear smoother. In modeling apps, smoothing/subdivision makes the mesh more dense. Yuki is normally ~11000 polys(see above pic from hexagon). When I subdivided her, the mesh density quadrupled to 43000 polys(second Hexagon Pic). The smoothing/subdivision uses the Catmull-Clark algorithim. A single sided poly, when subdivided, yields 4 polys. It is this method that truly makes a mesh more dense, and reduces crumpling when posing. In Poser, even if smooth polys is checked, you are still posing a 10000 poly character, so you still have crumpling, -it just looks different. I hope this helps. -The Starkdog
kuroyume0161 posted Tue, 16 August 2005 at 5:14 AM
Yes, render smoothing (in FireFly only, yet) is only a render effect. This will not help bad/inadequate mesh deformations. You need 'real' smoothing as in subdivision (SPD, HyperNURBS, other) to change the deformation quality.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
svdl posted Tue, 16 August 2005 at 5:24 AM
Using polygon smoothing in P5/P6 allows the modeler to use few polygons in areas that don't deform (much), such as the thighs, shins, upper and lower arms. Parts of the body that are close to joints (elbows, knees, wrists) or that need extensive morphing (lips, eyelids) need more polys, else you get bad deformations. Look at the default V2 mesh; you'll see that the polygon density on her forehead is much, much higher than on her thighs. V2 and M2 are very, very usable in P5/P6. Smooth polys removes the blockiness that the P4 renderer generates, and the polygon density is high enough in critical areas to allow for good bends and morphs. The polygon density of V3 is only necessary when using the P4 render engine, or when doing closeups.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Tashar59 posted Tue, 16 August 2005 at 9:00 AM
TamiL posted Tue, 16 August 2005 at 9:28 AM
Beautiful! I want, I want!!!
TamiL posted Tue, 16 August 2005 at 9:40 AM
I opened up wings and couldn't for the life of me figure out how to import morphs? I mainly use Silo for my clothing and used it to subdivide Terai Yuki, but the morphs just don't seem to work. I've tried to export the head with each morph and subdivde and reimport into my new mesh but it doesn't work....I think it may have something to do with the loss of grouping on export, I have to regroup. Must be doing something wrong!
Starkdog posted Tue, 16 August 2005 at 7:06 PM
Just an idea, but why not make her head conforming like Neftis and DC's Eszter model. That way, the morphs stay put with her head, yet her body is subdivided. Maybe we can preserve morphs that way. The only limiting factor, is the mesh density of her neck. Just an idea. -The Starkdog
Tashar59 posted Thu, 18 August 2005 at 9:37 AM
Attached Link: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=2379132
Here is how to do it. Starkdog, what would be the point of creating HiRez figure then if your going to put a LowRez head back on.