Tue, Jul 2, 10:32 AM CDT

Beginnings of Character

Poser People posted on Oct 22, 2019
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Description


I'm learning how combine sculpting in Blender 2.8 with morphing in Poser 11.2 My goal is to make a kind of "Ball Joint Doll" type character. Not anime. Not realistic. Very stylised. Took me a while just to get to where I could export the head and re-import it as a morph. The first mystery was exporting just the head was producing an empty obj. Finally realised that La Femme, by default, is sub-divided (duh) and that Poser won't export sub-divided part of a body. It would be nice if it would. It would be nicer if Poser gave the option (export selected object (s) at sub-d level 0,1,2...) with a default obj export setting in preferences that selected the appropriate radio button, which you could override at time of export. So I could select 0 as my preference, and it would do *THAT* regardless of what the current sub-d was in the GUI. Then I don't have to change the sub-d, export, then change it back. Workflow, people. Streamlined yet flexible workflow. Next thing is keeping vertex order. I think Paolo (of Reality) wrote that patch into Blender quite some time ago, and Blender has kept that. Super useful for poser devs. Blender allows import and export named settings so I have one called poser that keeps OBJ vertex order on import and export. Poser, being object based, relies on how the vertices are listed in the OBJ (ie human readable text) file itself. Hexagon (for a decade, now) does not maintain vertex order in OBJ imports and exports. Since DAZ has their own bridge to DS and don't use OBJ import/export, they probably don't care to fix that. Finally, need to make sure that re-topo is not happening in sculpt. This would change the number of vertices and screw everything up. I wonder if there's a way in Blender sculpt to not allow certain vertices to move. For instance, object edges. For the head, you need to join to the neck to not move. And the eye-holes (and, in La Femme, best for the socket to not move around). I still need to figure out how to move the eye centers. Everything else is working. Anyway... :D This sculpt is not quite where I want it to be. The lips are not there, the eyes could actually be larger, the nose smaller. I need to use an unrealistic texture which is hard to find for La Femme. So many people dedicating to getting realistic skin ) I realise now (nuts) that I forgot to turn sub-d back on when I did this. Uhg. That lovely OOT hair takes even an 18 core iMac Pro w/128GB, a few hours (at this rez and high quality SSS).

Production Credits


La Femme 1 Pro
$29.95 USD 50% Off
$14.98 USD
Sanni Hair for La Femme
$19.99 USD 50% Off
$10.00 USD
Lolita Dress for La Femme
$16.95 USD 50% Off
$8.48 USD

Comments (2)


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starship64

1:58AM | Wed, 23 October 2019

I don't know anything about Blender, or getting it to work with Poser, but this is fantastic work.

)

unrealblue

4:47AM | Wed, 23 October 2019

thank you ^.^

If you really don't know anything about blender than you know about as much as me :D

Poser is the thing that's driving me crazy right now. Things that should be easy are all but impossible to do. It really makes rigging a figure harder than it needs to be O.O


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