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July 30, 2011
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Once again, not very satisfied with my zeppelin melon skullcap, which admittedly has very convenient UV mapping for use with hair mesh generated in Shade 10, I tried a third approach to creating a skullcap.

I used MakeHuman to create a complete human figure OBJ, imported it into Poser Pro 2010, exported as an ungrouped OBJ ( because MakeHUman groups the figure for you, which is not what I want for my purpose).

I re-imported the now ungrouped OBJ inside Poser Pro 2010, and created a new group labelled scalp, an added the polygons I want to form a skullcap.  Then I spawned a prop from the skullcap polygon faces.

I could have stopped there and saved the skullcap to the Poser prop library.  However, I moved the camera around in the working viewport, and discovered one rogue facet which I had accidentally added to the skullcap group before I spawned the prop.  That facet was probably from the back of the figure.  Just my being careless.

So I exported the skulllcap as an OBJ, imported into Shade 10 Standard, removed the offending facet, and re-exported as OBJ.

The cleaned-up skullcap mesh was imported into Poser Pro 2010, removed of legacy materials (in Material Room) from the MakeHuman mesh stage, and made into a prop in the Poser library.

Done.

2011 July 31
  • Mood: Neutral
  • Listening to: http://www.di.fm/liquiddnb/
  • Reading: computer monitor
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:iconibr-remote:
Note to self: to remove legacy material zones, import OBJ into Shade, then convert to polygon mesh, export as OBJ...
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:iconmangakaonline:
*MangakaOnline Jul 31, 2011  Hobbyist General Artist
genius* XD
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:iconmangakaonline:
*MangakaOnline Jul 31, 2011  Hobbyist General Artist
Well that sounds like a genious idea! Nice work! OwO
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:iconibr-remote:
Thank you. It doesn't fit 100 per cent to every poser figure out there, but with some adjustment, it can come close to a skullcap - or helmet. Heh.
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:iconmangakaonline:
*MangakaOnline Sep 12, 2011  Hobbyist General Artist
it's a good begin XD A helmet XD
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:iconibr-remote:
Yah ! Hahahha !
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