Learn how to use the program Deep Exploration in order to import textured models created in Poser into 3D Studio Max Files. ...
Part 4 of 4
Tags:How to Import Poser Models into 3DS Max,edit,editing,universe,video,videofx
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We have the camera here, and we just get a quick render and see what we come back with. And there he is, now as you can see, he is going to need a little bit work because he looks a little bit too shiny for my liking, he looks like he just got out of the water. So, like I said, we could edit it in the Deep Exploration. It is better if you just do it in MAX. Okay.
So, what we are going to do is go to M for Material Objects and you will see that all the textures have been brought into here as you can see. So what I am going to do is I will get the first one, okay. As you can see the specular level is set at 65. Now because it is skin, I am just going to put it to zero because there is no real need for this really and unless you wanted to have from a kind of 10th to it. Maps, the pump is fine and the diffuse is fine. As you can see, basically just go for each one of these and bring down the specular level and the glossiness set to zero.
The head is well; I do not need that last size, okay. And move over into the right here and let us say the problem is too obviously, when need you in exporting from Deep Exploration, it uses up quite a lot of the material space. Okay, so you need to be aware, I can see the zero. Now, I think when you get to fingers and the lips and things like that, you cannot actually add a bit of glossiness to that because the lips are quite shiny so you cannot do that. It is entirely up to you.
Obviously when we get down to the eyelashes, now, I actually added an opacity map in this one because the actual map was black. So, obviously if I fuzz him to his face and do a quick render, you will see that his eyelashes look a very, very white but what we want to do is definitely turn down the specular level and the glossiness because that is what actually causes the problem. Okay, now if just zoom a bit more you should be able to just about see the eyelashes. There we go, as you can see it in there.
So the specular level and the glossiness need to be removed on the eyelashes, okay. Alright, we are down to our final sphere now, you will notice that there is no more room for the eyes. Where did the eyes go? There is no sphere for them. So, that is quite simple what to do, you just click on this button here which is “Get Material”, okay, click on “Scene.” Now, down here somewhere you should find the left eye and the right eye. I am going to click on the left eye; basically it comes into this material sphere here as you can see, alright. So, now, we can edit the eyes, okay. So, you got to see, so you can bring down the specular level and the glossiness doing it this way as well. Okay, come out of that.
And, again, I will say just keep my step about with that. And when you are satisfied with that, get “Material” and do your right eye, okay. And it is just the same thing, it is just like to do when you run out of material space, when you have imported an object that has got too many materials, you can just get them through the “get material” tab here, okay. But basically, we are pretty much done, I think, I mean it is up to you on how you want to have the glossiness and the bump. But I think that looks like a very, very good job, you know. Obviously, the arms have not been done yet, so I need to edit the arms because they still look too shiny. But, yes, that is basically how you import in. Because obviously it is not rigged, you cannot really animate the body, and actually so if you move the arm here, it will just come out of its socket there. So what you want to do is, basically bring in a bi-pad, or add a bone system to it.
Once you have had the bi pad to all the parts, there is actually now have tutorials that are made on how to do this, it is a three part tutorial, if you watch it on Youtube, or you can download the complete tutorial all in one from my website www.Video-Fx-Universe.com, and it shows you how to add a bi-pad to a mesh. Now you can also often using the physique modify that add the skin. You could also use a skin modifier as well, that is an alternative way of adding the skin to bi-pad. I mean, both of them have there BOSE and both of them have their cons, you know, the skin modifier and physique modifier both do the same thing. You still have to edit the envelopes and all the rest of it, but I have just different ways of applying the mesh to the bi-pad.
Now, that is basically the tutorial, like I say, I found this out by accident with Poser. So it is not actually meant for Poser, but you can import light weight files, media files, all kinds of files like that as long as they are compatible with Right Hemisphere. So there you go, that is basically it, really. My name is Dave from www.Video-Fx-Universe.com, please visit our site and I will speak to you soon.
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