Will Poser ever have a default higher vertex mesh model?
Correct, but no go. Allow me to explain.
When you select "weld body part seams", you are exporting the figure as a single grouped prop. => You get a SubD prop because you just lost all vertex group information.
You can rework that obj file to your liking but you are left with a single group prop.
Importing back into Poser (as a prop) works, going through the setup room to get the rig back "might" work, but then, when you resave your "reworked figure " back to library, Poser cuts it back up into separate, loose, and individual vertex groups.
=> That is what Video 4 of the series shows (for clothing, but it is the same for figures)
@vilters - yes if your aim is to create a new figure, but if the goal is to create a new higher resolution morph for a figure like Pauline it should work. Would be similar to just using the original obj & subdividing it in another app.
qazart last edited by
When Pauline came out I said YES !!! Export sub D - model - import sub D.
Forget V7. Now we are cooking !
Poser did not export sub D :(
Is there anyway that Smith Micro can make this thing work ?
qazart last edited by
Also, although I can export and remodel the teeth, it would do me no good as the mouth is fully enclosed within the face.
Pauline's lips are 3 feet thick, which is why the teeth are down her throat.
F_Verbaas last edited by
As there are some unused vertices it will probably fail if imported as a morph target, but your & @shvrdavid's methods should work to create a multi-res morph.
The unused vertices I think would be the vertices that are left un-used when the seams are welded. Deleting them would mess up the morphs.
I see no reason why the exported .obj could not have the original polygon groups information. This strikes as a bug. It would be much appreciated if the Poser tech people would comment on this and, in general, explain the workflows they had in mind when designing the new system.
I will admit I'm pretty ignorant of how you get a decent model from a low poly mesh.
By creating only the polys you need to represent the shape you're aiming for.
I only know that trying to even work with a low poly mesh is a complete pain.
Practice. It's not that difficult, just takes some getting used to. Especially if you have a sculpting app like zbrush. Granted, trying to move individual edges and points around in a traditional modeler like they did 10-15 years ago can be frustrating - which is all the more reason to use a low poly mesh. Less material to have to shape. Blender also has sculpting capabilities. And there is the morph brush inside Poser. Personally I only use zbrush for my morphing so I can't comment on other sculpting methods, but I do use blender to redirect edge flow when poly modeling, if I can't do it in zbrush. It also eliminates the worry of dealing with unused verts, if you're using goZ. I didn't see where/if you stated what software you're using to make your morphs, that could be part of your issue.
"Things like teeth are irrelevant if a modeler knows what they're doing"
Pauline's teeth are half way down her throat. They are the wrong shape.
For a base model to be versatile, you need the ability to move eyes and teeth independently from the rest of the face, and morph the head around those.
No problem at all with V4.
Her eyes and teeth are separate geometry, built exactly the same method as V4 and every other Poser figure. They can be resculpted, scaled, etc. same as all the others. The only difference is she uses translations in her rigging.
By my guest at fixing Pauline's teeth.
No interest in fixing Pauline, I have my own figures to work with - which are lower poly than she is (28K). I was working on some head morphs a while back and I have an FBM for Paul that I almost completed but got sidetracked months ago and lost interest. I might release it at some point. Was going to do some work with his rigging first though.