Forum: Poser - OFFICIAL


Subject: Preventing Edges On Architectural Etc Models Being Too Sharp In Poser

3dcheapskate opened this issue on Jan 16, 2016 ยท 42 posts


3dcheapskate posted Sun, 17 January 2016 at 2:51 AM

RorrKonn posted at 3:14PM Sun, 17 January 2016 - #4249672

I can model any thing but I struggle to texture a cube. Substance Live is correcting that but them cubes ,gezz ;)

Poser threw in SubD's in 2014.Hence why V4 has a ridicules high poly count. So make your 3D dodecagon edges high polycount like ya did with ya #5. I'd render your mesh with SubD's activated.

All the .jpgs you posted ,no UVMap.Your odd artifacts around the edges are they where the UVMap seems are ?

Could it matter how you make your maps depending on what App , lights and render engine you use ?

I wouldn't turn bumps on very high.

In case you start missing with Normals Tangents are important for Normal maps.

The CGI Artist bagginsbill ,helpful for texturing info.

Missed your post due to being in monologue mode again.

I've got PP2014, but I'm still mainly using P9 - in fact I only stopped using P6 as my main version about a year ago. Haven't tried (haven't even noticed!) the subd option in PP2014 - should probably take a look.

High polycount meshes - for some reason (lack of modelling skills mainly) I prefer to use a very simple mesh and then apply huge displacements for the twiddly bits. Probably why I run into the problems I have here... LOL
Advice to keep bump/displacement small is definitely good, but a persistent voice inside my head keeps on nagging away to dial up the displacement,and I always give in.

UVs - no, the example meshes I'm using aren't UV mapped. This is all related to the stone shader/room prop freebie I recently uploaded - the morphs for the roomprop stretch faces from almost nothing to huge - so any UV mapping would get ridiculously distorted. I'm trying to work out what edgeloops to put into the columns to allow me to create a nice selection of column morphs that'll work with the 2 inch displacement I use on the stone shader.

I created a few normal maps for Poser a few years back, but I've forgotten most of what I thought I knew. Tangent space rings a bell - bluish? I also recall having to invert/swap axes from Blender-baked normal maps to get them correct for Poser/DS - messing around with colour channels in GIMP or something like that?

And bagginsbill ? Yes indeed - who needs a material room manual when there's a bagginsbill ...


The 3Dcheapskate (also available in DAZ and HiveWire3D flavours) occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.