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Poser - OFFICIAL F.A.Q (Updated: 2020 May 06 10:25 am)


 Subject: PP2014 Game Dev : Example of "combining" and "reducing polygons".

vilters opened this issue on Aug 06, 2014 · 49 posts

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  vilters    ( ) ( posted at 8:57AM Wed, 06 August 2014 


(Click to enlarge)

Here from left to right :
**Left:
**Load Roxie, drag-drop-conform an outfit over Roxie.
You have Roxie, and a second conformed figure over her, the "Roman" outfit. => 2 figures

Middle:
Select Roxie, and click Combine figures. => Do the combining on a ZERO figure !
You now have a single fully dressed up posable figure. => Single fully posable figure.

Right:
From the combined middle figure => Click on reduce polygons using default settings.
Now you have a reduced polygon combined single and posable figure ready for Game export, or for background use inside Poser.

Remark 1: There are no reflections on the harnas, as there is nothing in front of her to relfect onto it.

Remark 2: The dyanamic hair is gone in the reduced polygon version.
Few if any external apps can read Posers dynamic hair anyway.
But it is easy to put it back on in the hair room, if the figure stays in Poser as a background figure. 

Best reagrds, Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  vilters    ( ) ( posted at 9:00AM Wed, 06 August 2014 · edited on 9:06AM Wed, 06 August 2014 · @4166997


(Click to enlarge)

And this is how the render looks from the same test-setup.

Left : 2 figures : Roxie and the outfit

Middle : 1 single and posable figure

Right : 1 single, posable, reduced polygon figure 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  vilters    ( ) ( posted at 9:10AM Wed, 06 August 2014  · @4167002

Pffffft, LOL, I think I am gonna have to build a lot more of these. LOL.

Happy Posering you all, and have fun with the new PP2014 Game Dev tools.

Best regards, and happy Posering,
Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  ghostman    ( ) ( posted at 9:11AM Wed, 06 August 2014  · @4167003

Can you lower the polygons even more? Looks a bit too high still.

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  RorrKonn    ( ) ( posted at 9:16AM Wed, 06 August 2014  · @4167006

Poly counts ?

Can ya control reduction amount ?

============================================================ 

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Even if you never know their name ,your know their Art.
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  vilters    ( ) ( posted at 9:37AM Wed, 06 August 2014 · edited on 9:37AM Wed, 06 August 2014 · @4167009


(Click to enlarge)

@ ghostman

Yes, I could have reduced more, but the Roman outfit is already pretty Lo Poly.

@ RorrKonn

Yes the Pop-Up window allows a selectabel polygon reduction amount.

  • Plus options for the morphs + options for what to preserve in the reduced figure.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  ghostman    ( ) ( posted at 9:43AM Wed, 06 August 2014  · @4167011

Only downer from what I've seen so far is that it makes a really ugly topology after it is reduced. For games it needs to be alot cleaner.

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  vilters    ( ) ( posted at 10:03AM Wed, 06 August 2014 · edited on 10:04AM Wed, 06 August 2014 · @4167021


(Click to enlarge)

Grrrrrr, I turn my back, and see??

Miss Combined is fighting Miss-Combined-Reduced.

Ach, the advantages of posability.
You can not leave them alone. LOL.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  basicwiz    ( ) ( posted at 10:04AM Wed, 06 August 2014  · @4167023

@vilters...

So, the game upgrade is helpful in creating background characters for regular Poser renders?


  ghostman    ( ) ( posted at 10:08AM Wed, 06 August 2014  · @4167026

Quote - @vilters...

So, the game upgrade is helpful in creating background characters for regular Poser renders?

I think it will work great in that area. ;)

"Dream like you'll live forever. Live like you'll die tomorrow."

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  vilters    ( ) ( posted at 10:22AM Wed, 06 August 2014  · @4167028

Sure it is. And in far more ways then one.

a) you can prepare your figures by combining them and saving to library as "one".
Thus maintaining posability and facilitate loading and handling of the dressed up figure.

b) you can do a step more. Reduce the number of polygons, and save that figure into your library for further use as a backgroud figure.

c) OR??
You can go the whole routine. LOL.

Load a figure, dress her up, combine, reduce, and save a FBX...
This gives you even more flexibility, and maintains posability.
Sorry, I"ll have to upload the screengrab from the other PC.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  vilters    ( ) ( posted at 10:27AM Wed, 06 August 2014  · @4167029


(Click to enlarge)

From the above screengrab :

This is Roxie, combined with her dress, reduced in polygons, saved as FBX.

Then imported in Poser with File => Import => FBX

 

And reposed

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  ghostman    ( ) ( posted at 10:53AM Wed, 06 August 2014  · @4167035

OMG!!! Theres a poke on the shoulder!  :scared:

Just kidding!  :tt2:

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  EClark1894    ( ) ( posted at 11:32AM Wed, 06 August 2014  · @4167041

What if you delete parts of Roxie's body that you can't see anyway under the clothing before you combine the figures? How would that affect polygon count?


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  ghostman    ( ) ( posted at 11:39AM Wed, 06 August 2014  · @4167044

Quote - What if you delete parts of Roxie's body that you can't see anyway under the clothing before you combine the figures? How would that affect polygon count?

From what I've read you should be able to delete unseen polygons.

"Dream like you'll live forever. Live like you'll die tomorrow."

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  AmbientShade    ( ) ( posted at 11:56AM Wed, 06 August 2014 · edited on 11:56AM Wed, 06 August 2014 · @4167049

@Tony: Can you set up some materials in blender, export her as an FBX, and then bring her in to Poser and see how the materials work? 

Reason I ask is because this could potentially be an alternative for people who would rather set up their materials in another app. As long as the app of choice has FBX export, it should work fine in Poser. That's the theory at least. I haven't bought the upgrade yet so I can't test it myself or I already would have.

 

***************

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  vilters    ( ) ( posted at 1:21PM Wed, 06 August 2014  · @4167075


(Click to enlarge)

Hello Shane, yes you can.

See the imported Cannon FBX I found on sharecg;
Loads textured, using all the material zones and diffuse textures from the original.

But as every app is different in how the nodes are set up, you have to adapt them for optimal Poser use.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  AmbientShade    ( ) ( posted at 1:29PM Wed, 06 August 2014  · @4167080

Thanks Tony. I was hoping for a more complex example such as a skin shader, or an object with displacement applied. I'll have to experiment with it when I get a chance to upgrade.

 

***************

ambientshade.tumblr.com - Venus & Orion - Original Figure Development for Poser


  vilters    ( ) ( posted at 1:42PM Wed, 06 August 2014  · @4167082

@ Shane
Give a link to something free?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  ssgbryan    ( ) ( posted at 2:56PM Wed, 06 August 2014  · @4167103

Quote - @vilters...

So, the game upgrade is helpful in creating background characters for regular Poser renders?

And forground figures.

In testing last night, I reduced one of my fully clothed character's size from 95 mg to 25mg just by using the "find unseen polygons" command.



  RorrKonn    ( ) ( posted at 4:30PM Wed, 06 August 2014 · edited on 4:32PM Wed, 06 August 2014 · @4167122

Soon as this project is done I'm getting Pro Game.
Making game meshes is fun :)

Can we use Roxie's poses on the combined mesh ?

Can we just poly reduse ?

Can we just combine ?

 

 

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


  vilters    ( ) ( posted at 5:26PM Wed, 06 August 2014  · @4167143

Can we use Roxie's poses on the combined mesh ? No clue LOL I always pose manually.

Can we just poly reduse ? YES, and the redused figure is posable.

Can we just combine ? YES, and the combined figure is posable.

Did you not see Miss Combined fighting Miss Combined-Reduced above? LOL.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  Deecey    ( ) ( posted at 6:27PM Wed, 06 August 2014 · edited on 6:28PM Wed, 06 August 2014 · @4167159

Since the combined figure uses the same rig as the original figure and the conforming clothing, yes, the poses will still work.



  piersyf    ( ) ( posted at 7:22PM Wed, 06 August 2014  · @4167171

Well, so far using the combine and reduce poly on any figure other than SM ones causes either a CTD or a major fail in preserving scale or morphs. It has so far crashed whenever using M4, has failed to allow foot movement on V4, fails to preserve scaled clothing on A3.

Still have no python scripts.

Crashed on startup this morning. Becoming unhappy.


  vilters    ( ) ( posted at 7:55PM Wed, 06 August 2014  · @4167178

Without more information, we might not be able to help you.

Do you do the combining in a true zero pose?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  bevans84    ( ) ( posted at 8:00PM Wed, 06 August 2014  · @4167179

I've been using it on my V4 weightmapped figures with no problem. No problems with python scripts, in fact a problem I've had with loading scenes with D3D's XL and Shaderworks Library Manager 2.6 has been fixed with the Game Dev version.

On V4, I did notice that the morphs on individual body parts were gone, but the full body morphs were there and working.

So far, no show stopping problems.



  piersyf    ( ) ( posted at 9:14PM Wed, 06 August 2014  · @4167192

I mentioned on another thread about this upgrade (the one where they bang on about Kinect) that I had 2 runtimes in the PoserPro 2014 folder after installation. Nobody commented on that, but I just merged them and got my scripts back. Looks like when I uninstalled the old PP2014 it left the runtime folder behind but doesn't integrate that folder into the new install. Anyway, scripts are back and it seems more sable. At least, no CTD yet.

2 issues so far: with a M4 character dressed in a suit, I can now merge him without a CTD, but when I try to reduce polygons his hair moves to the middle of his face. Not pretty. Worse, it is then a part of the single mesh so cannot be moved.

With a V4 character wearing high heels, in true zero her toes poke through the bottom of the shoes. This is preserved in the combined mesh. If I try to lock her toes in position and merge the meshes, her toe position is doubled (and poke out the top of the shoes). This may be an issue with the products more than the merge software, but it is an issue I'm having. I can comfortably reduce polygons on individual items (not merge) and save resources, but I have some issues when trying to do both. And yes, I have followed the manual (for once).


  AmbientShade    ( ) ( posted at 9:37PM Wed, 06 August 2014  · @4167196

I can see shoes being an issue, especially with the Gen4 figures and the way their default pose is. Not all shoes are going to line up with the default figure's feet in zero pose. It depends on how they were rigged to begin with, and there are a few different methods that people use depending on the type of shoe that you're using. Have you tried with different styles of shoes?

The same with hair - was the hair built for M4 specifically or was it built for V4 and has an M4 fit morph?

Not sure if these are the problems but its a possiblity.

 

***************

ambientshade.tumblr.com - Venus & Orion - Original Figure Development for Poser


  arrow1    ( ) ( posted at 9:42PM Wed, 06 August 2014  · @4167198

Would lowering polygons work with animations? I have several animated figures and have often had trouble rendering them all together. I would like to see if I can import therm into Vue 11 Infinited with the polygon count lowered. Cheers

Custom built computer 64 gigs RAM,2 Terrabyte hard drive, NVIDIA Quadro k2200,Intel I7 6 core,Dual Dell Screens, 0/S Windows 10,networked to a Special built i5,16 gigs ram, Graphics Card NVIDEA GeForce GTX 650.2 Terrabyte Hard Drive,OS Windows 10 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus Lenovo Laptop 64 Bit,12 gigs Ram.Intel i7 chip.Windows 10 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012 2014 and Game. Poser 11, Heaxagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit,Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2018-19,Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite. DAZ Studio 4.10-11 Beta Advanced, iClone 7 with 3DXchange and Character Creator3, Nikon D3 Camera with several lenses. Just added 2x 2 Terrabyte portable hard drives.

  piersyf    ( ) ( posted at 9:43PM Wed, 06 August 2014  · @4167199

Not yet, I was just playing with characters I had already assembled. I suspect we'll see a number of these types of issues as people explore.

Still, just with polygon reduction I can easily halve the size of a figure, and with downreser to adjust texture maps could go a lot lower, even without merging. I'm not interested in game dev, just making low poly background figures for large scenes.


  arrow1    ( ) ( posted at 10:45PM Wed, 06 August 2014  · @4167203

Many thanks for your reply.I think we are on the same level.Like you I would use the low polygon reduction so I can put a lot of figures in a large scene. Cheers

Custom built computer 64 gigs RAM,2 Terrabyte hard drive, NVIDIA Quadro k2200,Intel I7 6 core,Dual Dell Screens, 0/S Windows 10,networked to a Special built i5,16 gigs ram, Graphics Card NVIDEA GeForce GTX 650.2 Terrabyte Hard Drive,OS Windows 10 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus Lenovo Laptop 64 Bit,12 gigs Ram.Intel i7 chip.Windows 10 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012 2014 and Game. Poser 11, Heaxagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit,Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2018-19,Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite. DAZ Studio 4.10-11 Beta Advanced, iClone 7 with 3DXchange and Character Creator3, Nikon D3 Camera with several lenses. Just added 2x 2 Terrabyte portable hard drives.

  grichter    ( ) ( posted at 11:30PM Wed, 06 August 2014  · @4167207

To everybody that has contributed to this thread, thanks for sharing your experiences so far, much appreciated.

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


  RorrKonn    ( ) ( posted at 11:59PM Wed, 06 August 2014  · @4167209

the one thing I'm a bit confussed about.

is "The right to use the meshes in Games"

Don't think any of DAZ meshes are and all the stuff we have boult over the years don't have a gaming license with them.

So all this is going to change the stores a lot or a little I don't know.
but I do know licensing is going to become a very big deal for game makers.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


  ghostman    ( ) ( posted at 12:27PM Thu, 07 August 2014  · @4167297

Quote - the one thing I'm a bit confussed about.

is "The right to use the meshes in Games"

Don't think any of DAZ meshes are and all the stuff we have boult over the years don't have a gaming license with them.

So all this is going to change the stores a lot or a little I don't know.
but I do know licensing is going to become a very big deal for game makers.

DAZ have Game license but the cost is alot more. They've had it for a couple of years now.

"Dream like you'll live forever. Live like you'll die tomorrow."

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  vilters    ( ) ( posted at 12:54PM Thu, 07 August 2014 · edited on 12:54PM Thu, 07 August 2014 · @4167306

There is even no need for downresser to reduce texture sizes any more.

Step by Step:

  1. Load your figure, and conform hair, shoes, dresses (outfits), and "combine" them all into one figure.

  2. Then (optional) do the "Reduce polygons" and select the level you are confortable with for the rest of your workflow.

  3. Then export as FBX.
    In the FBX export menu, be sure to check Compile texture atlas.
    For HIGH QUALITY => Set Texture size to 4096, and as a power of 2

Poser will now save a FBX file for you, and compile ALL textures into as few 4096x4096 textures as possible.

For background figures you can even reduce texture size to 2048 or to 1024.

Now you have a single, combined, polygon reduced FBX file with as few baked textures as possible. Memory load can be reduced drastically.

Test it for your workflow.
I have had some good results working this way.
And?
Still posable and you have full control of all the morphs during the process.
(If frequired for your workflow)

Carefully read the Game Dev documentation, there a lots of menu's and options during the "combine" and "reduce polygons", and "save as FBX".

Dee put a lot of hard work in it, and her work is outstanding, as usual.

Happy Posering, and have fun using the new Poser Tools.
Tony

 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  Deecey    ( ) ( posted at 12:58PM Thu, 07 August 2014  · @4167308

Thanks vilters (blush)



  RorrKonn    ( ) ( posted at 4:53PM Thu, 07 August 2014  · @4167370

Quote - > Quote - the one thing I'm a bit confussed about.

is "The right to use the meshes in Games"

Don't think any of DAZ meshes are and all the stuff we have boult over the years don't have a gaming license with them.

So all this is going to change the stores a lot or a little I don't know.
but I do know licensing is going to become a very big deal for game makers.

DAZ have Game license but the cost is alot more. They've had it for a couple of years now.

I found it ,wounder about sells ?

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


  DarksealStudios    ( ) ( posted at 4:03PM Fri, 08 August 2014  · @4167654

Thanks for all the info! I will watch this for more info!


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  piersyf    ( ) ( posted at 6:27PM Fri, 08 August 2014  · @4167697

Just to clarify, Vilters... I said I'd use downresser if I DIDN'T combine the figures.

I had had some minor problems combining figures as I said.

I am not interested in game dev, just getting low poly figures for backgrounds.

Your method combines the texture into a single material. That means it is not editable. By just reducing polygons and NOT combining meshes, using downresser I can have multiples of the same character in the background and just change colours on clothing items and hair to mix them up. Cannot be done that way if all are combined.

Your method is one effective approach, but not the only one.


  vilters    ( ) ( posted at 6:59PM Fri, 08 August 2014  · @4167702

I was just showing what "can" be done, but naturally, all combinations are possible.

Ha-ha-, I wrote : "If it fits in your workflow."

The end user artist is free to adapt all the available options as they feel fit to do so.

 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  estherau    ( ) ( posted at 2:57AM Mon, 11 August 2014  · @4168024

Yes piersyf, that's what I will use it for.  However there is also another use for game engines and poser.  some like unity allow you to buy or use assets to make scenes for things like machinima.

Love esther

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  basicwiz    ( ) ( posted at 12:59PM Mon, 01 September 2014 · edited on 1:00PM Mon, 01 September 2014 · @4171317

For the record:

In my runtime the reduced polygon characters FAR surpass ANY "reduced resolution" or "Low Polygon" characters I've purchased... and I have spent a lot of money on them. It is the easiest, cleanest solution to large scenes I've tried so far. If you are on the fence... make the purchase. You won't be sorry.


  arrow1    ( ) ( posted at 6:26PM Mon, 01 September 2014  · @4171346

Hi Everyone,Just as a matter of interest do you reduce the texture sizes along with reducing polygons for large crowd scenes? Cheers

Custom built computer 64 gigs RAM,2 Terrabyte hard drive, NVIDIA Quadro k2200,Intel I7 6 core,Dual Dell Screens, 0/S Windows 10,networked to a Special built i5,16 gigs ram, Graphics Card NVIDEA GeForce GTX 650.2 Terrabyte Hard Drive,OS Windows 10 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus Lenovo Laptop 64 Bit,12 gigs Ram.Intel i7 chip.Windows 10 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012 2014 and Game. Poser 11, Heaxagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit,Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2018-19,Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite. DAZ Studio 4.10-11 Beta Advanced, iClone 7 with 3DXchange and Character Creator3, Nikon D3 Camera with several lenses. Just added 2x 2 Terrabyte portable hard drives.

  randym77    ( ) ( posted at 7:15PM Mon, 01 September 2014  · @4171351

Sounds very promising. I have no plans to do any games, but I bought it just because it sounded like it might be useful for crowd scenes and the like. 


  WandW    ( ) ( posted at 11:48PM Mon, 01 September 2014 · edited on 11:48PM Mon, 01 September 2014 · @4171365

I was wondering how are materials handled in these combined figures.  Can material collections for the uncombined figures be used on them, say to change the skin or clothing texture?

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  vilters    ( ) ( posted at 4:35AM Tue, 02 September 2014  · @4171381

When combining, all material zones are maintained.
You have a single figure, that has all material zones.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  moogal    ( ) ( posted at 6:02PM Tue, 02 September 2014  · @4171481

Quote - When combining, all material zones are maintained.
You have a single figure, that has all material zones.

When the texture atlas is created, aren't the UVs also changed?  How does this affect procedural textures?  Are their offsets and scaling factors adjusted accordingly? 

When multiple textures are combined into the atlas, how is the atlas texture's gamma determined?   Does the texture atlas tool only create diffuese maps, or bump, transparency and displacement channels as well?

I bought it, but my computer is currently down so I am unable to use it.


  vilters    ( ) ( posted at 6:20PM Tue, 02 September 2014  · @4171486

How, you are talking 2 different things here. (even 3 different things)

a) Combining => Combine 2 figures into one. => All material zones are maintained. All textures are maintained "as is".

b) Reducing polygons, reduces the polygon count.

c) Creating an fbx and checking the option to bake a new texture is again another thing.

What chapter do you want to know about? a,b, or c?

Plus you have many more options you can check and uncheck during each process.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  Jaager    ( ) ( posted at 7:57PM Tue, 02 September 2014  · @4171498

In theory, the fewer the polygons, the less work for Poser?  Were a clothed figure be used for an animation:

Can the Combine function be used in Poser? 

The result is a chimera?

Would it be possible to delete the base figure polys covered by the clothing and still keep texture mapping and joint setup?

The result would be lighter and a reduction in Poke Thru with an animation.

I doubt this worth the effort for stills, but I suspect a time savings in an animation.


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