Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 02 5:01 am)
Quote - "Here what I figured out to work around that false limitation:
In both Poser and Studio, your grouping situation doesn't have to match up when you're just loading morphs into an obj. So I can make the morph on the material group version of the mesh and load it into the body group version of the mesh obj in either program. Then I can export out the new morphed body group version and load that in as a morph in the cr2 via morph imp in poser or the morph loader tools in studio."
*whuh?
is this how to morph across body parts?
Working in zbrush, to make a morph across groups, I just open up the obj and sculpt the morph. Back in poser, I use the script Morph Imp to load the morph. There are other scripts that do the same job. Studio does it out of the box. I believe newer versions of poser do it out of the box as well.
with this method, could you make the suit behave like is on a breathing character?
:) assuming even super villains and heroines have to stop to catch their breath once in a while.
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
Quote - with this method, could you make the suit behave like is on a breathing character?
:) assuming even super villains and heroines have to stop to catch their breath once in a while.
You could make a breathing morph any old way. This is about morphs in zbrush where it benefits you to be able to isolate particular material groups rather than body groups.
it would be nice if poser could also select material across body parts in the cloth room.
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
And I'm back.
I did a rig of my more recent catwoman suit. Now I know why the J-Suit has multpiple zipper pulls for each of the down zipper morphs (it stores them hidden inside vicky's body when they're not in use). The pull, at whatever it's default position is, is a part of that body group (neck, chest, etc). Wherever it winds up in the morph, it's still part of that body group, so it could be down in the woman's cleavage and still be bending to follow the movement of her neck.
Rather than mimic the J-Suit's approach, I think I might just break my zipper pull off the conforming suit and try the smart prop approach. The end user will have to tweak it's position.
Quote - More recently I started a fresh project inspired particularly by the illustrations of these two artists:
http://cghub.com/images/view/159057/http://cghub.com/images/view/225716/
Up until now I've focused primarily on morphs with very little attention to textures. The only exception being my duck people, but even their textures are fairly simple in their way, just being a lot of repetitive feather work. For the turtle I did more specific detail work as I developed the displacement maps for the various wrinkles and scales.
Putting the textures together, I made good use of filterforge generating source images to be used in spotlight during the polypainting process. Anyway, most of the skin was generated from this moss/grass texture:
Love 'em Joe! Those are awesome, dude!
Just one thing, in Zbrush, where do I find those new strap brushes? I'm using the 4R4 release.....
Poser Pro 2012/3DS Max 2013/Adobe Photoshop Elements 10/Zbrush/
PC: HP Z820 Workstation, 3.30 ghz 8 core Intel Processor, 2gig nvidia Quadro, 16 gig of Ram and 2TB Hard Drive.
Nice work Joe! I started out modelling by redoing body meshes. I got Blender, and the only thing I learned how to do with it so far is import a mesh for shrinkwrap. If Wings could do that, I would never even use Blender. It's too complicated for me right now. But your work is inspiring. I may go back to costume design later on. Right now I am doing props and vehicles.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Quote - > Quote - More recently I started a fresh project inspired particularly by the illustrations of these two artists:
http://cghub.com/images/view/159057/
http://cghub.com/images/view/225716/
Up until now I've focused primarily on morphs with very little attention to textures. The only exception being my duck people, but even their textures are fairly simple in their way, just being a lot of repetitive feather work. For the turtle I did more specific detail work as I developed the displacement maps for the various wrinkles and scales.
Putting the textures together, I made good use of filterforge generating source images to be used in spotlight during the polypainting process. Anyway, most of the skin was generated from this moss/grass texture:
Love 'em Joe! Those are awesome, dude!
Just one thing, in Zbrush, where do I find those new strap brushes? I'm using the 4R4 release.....
IMM Curve (insert multi mesh curve), it's the one that looks like a strap.
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No, this is how to work on a mesh with different grouping than the cr2's obj file and still get a working morph out of it. At least in zbrush, it can be easier to work on a mesh with material groups than body groups if you want to be able to quickly select material based mesh groups (quickly mask a zipper as opposed to an arbitrary chunk of chest.)
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