Exploring Poser content creation: morphs & textures

Mar 02, 2020 at 03:06 pm by nemirc


Previously, I told you about my story of coming back to Poser for content creation, from making the outfit model (I used the "dev-kit" figure as a starting point) and setting it up in Poser.

The next step was to make sure all the morphs worked correctly, while fixing the ones that don't. For this, I used Poser's "Edit morph..." feature, which allows you to transform the models' vertices. I found these tools very intuitive to use, although the "Pull" and "Push" modes took me a little bit to get used to (on a side note, Renderosity has a good number of tutorials that can explain different aspects of Poser).

After a long time adjusting the morphs and getting rid of "skin poke-through" errors (those errors that make the character's skin go through the clothing), I was able to test the model.

However, I then ran into this:

While all the morphs worked fine individually, some morphs caused issues when combined with other morphs. I thought this was a real issue, because I think users would often combine morphs to get a more customized body shape.

To get rid of this, I was told to use the "Loosen fit" brush in the morph editing mode. What this did was to make the clothing a little "less tight" on the figure. After spending some time with that tool, I was able to get rid of all those poke-through errors.

When I was going to work on texturing, one thing I noticed, and made me really happy was seeing the "PhysicalSurface" Root node in the Material Room. I have been away from "really" making pre-rendered images for a long time, since I've been focusing purely on game development since 2011, and my first contact with PBR actually happened in the Unity game engine (I'm currently exploring Unreal Engine 4, but that's a completely different subject). I've seen PBR making it into 3D applications, and it was nice to see this being part of Poser.

Since I am familiar with PBR, the PhysicalSurface Root node was very easy to understand. That also made me think using Substance Designer to create textures was the obvious choice (I've reviewed a couple of PBR texturing tools, but, so far, I haven't found one that makes me want to switch from Substance Designer. (Note to self: take a look at my PBR texturing tools "to-check" list).

I found that, even if the Poser renderer is not quite the same as the Substance Designer renderer, the results are pretty similar and, the specular and glossiness values worked really well (my goal was to make the outfit look as if it's made of more than one material, so I made a leather part and a more metallic-looking part (each with its own specular and roughness values).

You notice the render above displays a red outfit, while the viewport in Substance Designer displays a grayscale outfit. Actually what I did here was to use a Color Ramp node in Poser to map a different color to each shade of gray, making it very easy to change the colors on the outfit surface separately.

One thing I like about character design (be it for games, animations, or anything like that) is being able to come up with outfit ideas, and then create them.

Now that I've found how easy it is to make Poser content, compared to how hard it was when I was into that, I think I can safely say I want to do this more often.


 

Get Poser: https://www.renderosity.com/mod/bcs/poser-pro-11/112659/

Get La Femme: https://www.renderosity.com/mod/bcs/la-femme-pro---1-1-pro-base-figure-for-poser-11/135377/




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