So… not content with doing screencaps out of the toolset (with the ‘real’ Zevran); I have decided to take the plunge and try to put together a Poser Zevran. Naturally, this won’t be easy, what with the Universe’s Cosmic Rule that Bloodsong’s Life just Can Not Work Right.
I started with Michael 2 from DAZ, and the Capsces Boris head morphs. YES, I’m just that old, and I KNOW Michael is up to version 4. But 2 is the only one with the Boris head morphs, you see. I’m talking a huge portfolio of morphs that morph and sculpt every part of the head. Plus I have a bronze variation of the Shades of Michael project. That’d be the skin. Texture. Ya know?
I wasn’t realy happy with the end results. So then I thought, “Hey… Zhao looks a lot like Zevran. Kinda.” (Well, my beardless bishonen one does :X ) Zhao is a Michael 3 character. Yes, I have #3. See above about the Boris morphs, though.
Then I thought, “A lot of fan-art folks do cartoons and sketches of Zevran, and they do stylized looks. Not exact, photographically-matching drawings. I can do, say, a Bishonen Zevran.” I have Bishonen for M2 AND M3. Hah! So I picked an “evil” Bishonen and started messing with the look. Annnnnnd failed. You’d think Bishonen look elven, but he just looked oriental. :/ And my golden version of Zhao’s skin didn’t work right, either.
So THEN I started looking for my M3 head morphs. For some reason… they ain’t there! Fortunately, I found the M3 Morph Pack original file on my backup CDs. Poser Backup CD #7, btw. NOW we are talking. We’re not talking Boris for M2, but we’re talking.
After getting it pretty close with the M3 morphs, I cleverly thought I would sculpt it further with Sculptris. Sculptris is Godly, but OMG I so wish it were a full-fledged 3D app. It won’t keep obj uvmapping, it keeps trying to triangulate everymotherlovinthing, and it exported my blasted morph WRONG.
This lovely morph totally explodes when applied in Poser. And you can’t re-order the vertices properly with UVMapper Pro, because — ha-ha — the triangulation has caused the facet structure to be ‘incompatible.’ After a nice nap though, I thought, “HEY! Maybe this is like Amorphium, where it reverses the vertex order when it exports. All I have to do is import the exported OBJ and re-export it to re-reverse them!” Hah!
This results in an OBJ with “wrong number of vertices”!!!!!!! WTF!?!?!? ::bangs head on desk::
SCULPTRIS, WHY MUST YOU TORMENT ME!?!??!?!?!?!?!?
And NO, don’t tell me to buy Z-brush, cuz it’s the same but full-featured! It AIN’T the same. I’ve had Z-brush for YEARS. I could never get that sucker to work for me. So I figure, okay, maybe by now, it’s more like Sculptris, so I tried the demo. HELL NO. That sucker is NOT the same, it does NOT WORK FOR ME. Sculptris… Sculptris is the sculpting app I would create if I were a programmer. It is THAT intuitive and perfect for me. For sculpting. It just falls down on the rest of the job. :/
And NO, modo doesn’t do the same thing in its sculpting mode. Not EVEN close. ::sigh::
In good news, however… I followed this tutorial to export an OBJ file from Gmax. It’s a partial kludge, but — miracle of miracles — I got Zevran’s armor out of the DA Toolset with UVmapping and textures intact! It needs some massaging in modo, but I will be able to turn it into conforming clothing for Poser Zevran. If he ever gets finished. ::sigh::
Will I be able to package and distribute a Poser Zevran file? …Probably not. Definitely not the skin, because that is proprietary Zhao, and I had to erase Zhao’s eyebrows (and stubble, euw). Of course, I could always release the tattoo layer(s) for an M3 skin, and folks could cobble from that whatever they have. Or I could see about using a merchant resource base skin…. nah.