Poser and... WHICH modeler (Blender, Blacksmith, ZBrush, etc.)?
I want to ask..In lightwave can do the same thing or not. Or just in blender?. (lightwave morp)
I m asking Tony about the tutorial video.
@momogun You can use Lightwave to do morphs too. OBJ export is the best way to go if you do in my opinion.
Agreed for export of Single groups to create single group morphs.
Poser is "unfortunately" unable to export grouped meshes without loosing vertex order.
Always load the original obj file in your 3D app to create a FBM from.
This works for ALL Poser figures, except Alyson2-Ryan2.
They "lost vertex order" during their construction.
@Teyon private message send.
ibr_remote last edited by
@vilters No wonder I had trouble using Ryan2 for creating custom face morphs !!!
For morphing characters GOZ from Poser to Zbrush is really a gem to work with.
Recently Zbrush added model features, the Zmodeler brush, very cool to model props with.
But for "old school" modeling props, any modeler will do, the basics are the same for every model software.
Pick one with many video tutorials, such a wonderful fast way to learn.
Second video of this series uploaded.
In this second video, we will "detail" the Poser11 Pauline figure using a FBM created in Blender.
Then finetune the mesh detail by projecting a High Definition Morph into the figure using the Fitting Morph brush tool.
The result is an improved Pauline using a FBM and then further enhanced with a HD Morph projection.
For a close-up render, the end user can leave both dials active.
When the figure is far away from the camera, the end user can turn the level of detail down by removing the SubD if required to save memory.
Best regards, Tony
Tony. Can u do tutorial in lightwave too In the future.. Please..
So sorry, but I do not have Lightwave.
meshbox last edited by
Anyone using 3DCoat for morphs? I had an old copy but am thinking about upgrading it.
@vilters nvm. I expert with it already.. Thanks for u tutorial.
CuiBono last edited by
@meshbox I've been using 3dc for a couple of months and was thrilled to death enough to upgrade from educational to commercial when v3.7 was on sale (there's a limitation on textures that's a very minor inconvenience in the educational version). I'd suggest a pen tablet and possibly a 3D mouse for any of the products mentioned above that support them. As well as a little patience, persistence, and planning to throw your first efforts into the trashcan. True of everything: nothing's as easy as it looks.
tempesta3d last edited by tempesta3d
I use Zbrush all the times to create morphs for my characters. I love Zbrush, to me it's easy to use, almost like virtual clay. :)
Hello guys, uploaded the third video in this series.
You do not have to have a "Pro" Poser to use FB and HD Morphs.
Have fun using the Poser tools. Best regards, Tony
Netherworks last edited by Netherworks
I've made MANY morphs "in" Poser and I doubt you'd notice a difference in quality. I know... SCANDALOUS! :)
As far as modelers - Blender, Silo both cool. I spent the last 6+ months in Maya and IMHO, it makes anything look easy. It's a great toolkit for sure but like anything, has it's own ways. I can say with 100% certainty that we are blessed with having the rigging features that Poser has. It is involved in other softwares, auto rigging or not!
eclark1849 last edited by
Can anybody recommend a good book or tutorial for learning about topology?
Do you have an IPad? There's a book by a Pixar artist that's only available in the apple book store. He does have a site though:
Keep in mind his book is about modeling and rigging for articulation, not for morphing. The two aren't always exclusive but they also don't always go hand in hand.
Most books on modeling characters will cover topology to some degree, though most focus on head topology not body topology. That said there are lots of tutorials online for building characters that cover varying topology workflows. One thing to keep in mind with topology is that you tend to build for what the character is used for. In Poser's universe, this can mean anything, so experiment with topology flow to find what works best for you and the character you're making. Good practices (but not hard rules) is to hide triangles, if you use them, in places that won't deform a lot. Another is to try to avoid creating lots of poles (vertices where 5 or more edges meet), it's not easy to do and won't always be possible but try or if you can't, then position them in non-deforming areas.
Eyelids and lips are actually pretty thick in real life. Keep that in mind also. It'll help with more believable eyelids and lips. Keep the mouth area as a loop is a generally good idea - you don't want a lot of spiraling there (or anywhere for that matter).
Places to look for topology/modeling help:
and other sites with tutorials on modeling
Lastly, look at models and topology you find online or have available and try to see what the loops are doing and why.
Another top resource - http://wiki.polycount.com/wiki/Category:Topology
In fact, the entire Polycount forum & wiki is a goldmine of info. It is based around people who are either working professionally within the games industry or aspire to it, so it has a specific focus but there is plenty of relevant info for just about every aspect of 3D.
A very good book that gives great foundation info on most 3D topics including topology is William Vaughan's Digital Modeling. Jason Osipa's Stop Staring is also worth looking at though it concentrates on faces.
@caisson Just jumping in to stress the value of Polycount (the website but yes, poly count also).