Forum: Poser - OFFICIAL


Subject: Fun with texturing :D WIP of L'Homme 1 Pullover

willyb53 opened this issue on Apr 08, 2026 ยท 37 posts


Giana posted Mon, 27 April 2026 at 12:47 PM

Rhia474 posted at 12:13 PM Sun, 26 April 2026 - #4505820

I'd absolutely adore if someone made a modern texturing tutorial. The one I have from this site (purchased) uses older versions of Photoshop and they are useless after a while because of so many changes.


i doubt that this will prove as useful to others as it does for myself as i use an outdated version of Poser, but for modern texturing, i wholly agree much of it lies within the set-up for your shaders...

and i'm talking about clothing, as skin is still an obvious hands on deal, aside from base skin tiles...

but apart from that, which i spend far too much time doing, i also spend a lot of time either adding and/or editing material zones to give me extremely detailed areas of an item.  there are limitations within this option, but it does allow for some extreme customization within a garment.  and then i busy myself creating seamless tiles for myself, which includes diffuse and certain bump maps, so what i create can be reused/repurposed on the fly with anything i choose to use said textures. and of course, those cute little Image Map nodes allow for even more detailing through sizing and flipping and such...

for example, with the pull over shirt that started this thread, and in looking at it as best i can, i'd create minimally 4 zones: shirt, neckline, waistband, wrist/cuffs.  if i wanted to get even more creative, i might further cut it up into: tank, cap sleeves, short sleeves, sleeves/forearms, and as a 'vest' was created, i might zone that in as well.  this way i don't need to bother creating transmaps as i can simply blackout a zone i want hidden via shaders/nodes.  i mean just because you have a zone, doesn't mean you need to use it, but it does allow for quick versatility...

as i said, for super fine details, such as lace edging, or t-shirt decals, or other things like this, you do still need to actually manually lay it out on a map.  but for basic over-arcing texturing, i essentially do all my work upfront through zoning, and usually never need to spend time laying things out on an actual map because tiling via all my potential zones is my super special friend... heh