Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)
It would seem that there may well be a problem with my version of V4. Off to check the mesh (tomorrow...)
Cheers,
Diolma
I know I know. hehe. In vue look at your colour for the highlight in your materials editor. Make the colour the same as for the rest of the body. You can copy and paste it in the material editor in vue. It's easy. Let me know if you don't understand this. Love esther
I aim to update it about once a month. Oh, and it's free!
It is, the hilight in vue is the problem and is probably different because of some minor difference in poser textures that translated differently in vue. All that needs doing is changing the highlight in vue. go to the hilight window of the texture part you are happy with like her torso or something. click on the hilight colour then copy, then open the texure of the forearm in vue and click on the highlight colour and go paste. And voila - problem is solved. This is the problem. I am really certain of it. Love esther
I aim to update it about once a month. Oh, and it's free!
@estherau: I've been through everything in the V5I Mat editor (including colour, bump, reflection....) checked them all.
And the Mat for the forearm WAS copied from one of the other "limbs" mats (in fact they all were - they're all clones - I don't trust anything). I'd be a lot less worried if the problem had shown up between different areas of the texture map (eg between "Torso" and "Limbs") - but this is all in the same area..
The mats for the forearm, the arm and the hand are identical. That's the 1st thing I checked. That's also why I posted - I don't quite understand what's going on..
@Morgano: I agree. I think there's something happening. The Poser 6 example is extremely subtle, but I couldn't get PSP9 to show things more clearly than I could already see on he screeen.. - will try harder soon.. But the fact that I can see it (even if I can't graphicically show it yet) in P6 seems to prove that it' something underlying within the V4 mesh as provided.
OTOH - I'm not too worried. I'd always intended to put "Bracers" on the arms, which would totally hide the problem anyway:-)). But it's an intellectual problem that will continue to intrigue me..
Cheers,
Diolma
But (again OTOH), Maybe I should check everything again.. tomorrow..
(Which reminds me - must change my avatar...- too realistic.)
Okay, well keep us posted. Love esther PS yes, that avatar is a bit scary. hehe
I aim to update it about once a month. Oh, and it's free!
I've had that issue crop up too. I've usually found that there is more than one material zone defined for the oddly textured body part or segment. Faced with your situation, I would go to the Group editor and see if there are multiple materials groups with separately assigned textures for the forearm. For example, one of my stock figures has a "Glove" group defined as well as the standard rForearm defining the entire mesh for the right forearm. Even if I apply the identical texture for the SkinBody (which includes the forearm) to rForearm that is assigned to the adjoining body parts, if the texture applied to Glove is different, that is the one which defines the look. So... I suggest selecting the figure's forearm, hitting the Group button, and seeing if there is more than one group in the forearm body part. Apologies if you know all this already and/or have already checked this. cheers...
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What is causing the very obvious line between the "Arm" and the "Forearm"?
It's almost as if the mesh wasn't welded at that point, but I can't believe that.
The Arm and the Forearm use an identical texture map and settings for bump, specularity etc. The same thing happens at one other point (although that may be my fault), but other than that all the "joins" seem to be working perfectly.
Any suggestions??
Cheers,
Diolma