Forum: Carrara


Subject: Poser Figure Headremoval/Resolutionincrease Tutorial

cainbrogan opened this issue on May 18, 2002 ยท 8 posts


cainbrogan posted Sat, 18 May 2002 at 7:19 PM

Can we verify that increasing the resolution of the head of a default poser character would provide for better facial texturing and a finer quality render? Does anybody feel like whipping me up a few screen shots of how I might accomplish this through my copy of RDS 5? I'd like to use a photograph from my college portait class to texture with. I'd like to be able to import back into poser. Any ratios will be appreciated i.e. over meshmass/texture size... = )


nyar1ath0tep posted Sun, 19 May 2002 at 1:26 AM

It would make a better render, but the original texture template would not fit anymore, and none of the morphs would work, so I would advise against doing it.


cainbrogan posted Sun, 19 May 2002 at 9:20 AM

Well the texture template could be put out with UV Mapper in an instant, so that is'nt what I'm really interested in. Also thye morph .objs could be increasing incrementally. Other than that I may just use this technique for the occasional portrait, which is why I'm really not too concerned with learning this yet. I really only have a couple characters I'd be willing to do this with. So, it may be useful to know how. I just thought I'd throw this question out and hope for a few nibbles. If I can get even a simple tutorial I'd archive it in an instant. If not I may do one for my own sight when my server is ready and I'v a few more interesting characters. I'm very interested in dedicating a portion of my sight to an online comic book with rollover .GIFs or .MPGs. Portrait shots wo'nt be too uncommon. = )


nyar1ath0tep posted Sun, 19 May 2002 at 3:04 PM

I don't know how to increase the mesh resolution in RDS, but in Carrara you select all polygons (or just those you want to subdivide) and hit "Multi-res subdivide". Then you export as obj file to UVMapper and use planar mapping. The trick there is to reproduce the edge-polygon-stretching that Zygote or Daz used for the original mapping, or the texture will be applied in a grossly distorted manner in some areas. That is something UVMapper doesn't do by default, and the Mac OS version can't do it at all - it can only do the default (perspective mapping), where all the edge polygons are shrunk in the perspective direction. So I'm hoping Steve will be able to produce a Mac version of UVMapper Pro.


bikermouse posted Mon, 20 May 2002 at 6:18 AM

Message671428.jpg If all you want to do is increase the texture resolution, just keep the proportions the same and use a uvmapper or a 3dpaint program in whatever resolution you want(bearing in mind any memory restrictions.) But I see from your second post this isn't what you want to do. Sounds like you'll have to make a whole new HI-RES character to increase the mesh size. Nightmares of the heirachy editor still haunt me when I tried that. (But then I didn't know about Renderosity at that time.) Guess that's why DAZ is so popular


litst posted Mon, 20 May 2002 at 8:46 AM

In Carrara 1, if you subdivide meshes to get more detail, you'll lose UVmapping . In Carrara 2, UV datas are handled properly . Plus, you'll be able to increase the mesh resolution with subdivision surfacing, and without losing UV datas . litst


cainbrogan posted Mon, 20 May 2002 at 5:02 PM

Does anybody feel like posting a few screen shots of how to do this in either Carrara 1 or 2? Cain~ = )


litst posted Mon, 20 May 2002 at 6:34 PM

In Carrara 1, don't convert the .obj file to Vertex if you don't want to make a mess in UVmapping . Instead, import as facets and it will be okay even though you may lose creased edges . I'm attaching a comparison image i've made from Terri's Cring . I hope it helps, litst