View Full Version : Shaping Issues with DAZ3D's M4 Penis
DKapple
07-29-2009, 10:40 PM
Hey, how's it going? I've been trying to fix a shaping issue with M4's penis in Poser 7 for a while now, and I haven't been able to resolve it on my own, and I haven't seen anyone else discuss it, either.
Here's the default look:
http://i648.photobucket.com/albums/uu207/Watnawootie/M4Penis-Base-1.jpg
Not bad, but not the look I'm going for.
Here's the same body part, with Length and Girth set to 1:
http://i648.photobucket.com/albums/uu207/Watnawootie/M4Penis-Shaped-1.jpg
Notice the nasty segmented look to it? I don't want that. Does anyone know how to fix this? Any shaping I've tried only seems to exacerbate the problem. How do I give it a smooth shape without making it look like it's broken in several places?
Thanks in advance for any help you can send my way.
ralfetas
08-07-2009, 08:05 AM
In DS you can make it very big, i think is because the magnets or something...
For this problem (i donīt see the image, but i know what are you talking about) i buy a morph pack from channing, i think it was that the name, anyway, they have a lot of extras morphs and the 130% scale morph. Maybe you should try it.
donald6667
08-07-2009, 04:41 PM
I'm not sure how you would do it in Poser since I don't use that, but in DAZ I would use a deformer. 1st, select the item to be morphed, then create a deformer for it. Move the deformer field so it only affects the part of the item you want morphed, then using scale, rotation and translation you can adjust it as needed without trying to play with tedious and often inaccurate morphing options. you can move the field about to see how it affects the figure to a greater or lesser extent.
I'm told the same effect can be produced in Poser using a blank magnet in place of a deformer.
bulldozeross
09-17-2009, 04:00 AM
I was having the same problem when doing extreme bends with the HiroGens Ballistica model. In Daz I solved it by selecting whole model and then using the Convert to SubDivision Mesh command. In preview mode it will still look a bit segmented, but in final render it will be smoothy bent.
I don't know if Poser features any such command, but if you have a way and the resources to increase the poygon count of the model, this should smooth out the problem.
BTW: your images are missing above... In future you can host your images and provide a direct link on http://Imagesjpg.com... you can keep them private or make them public, it's free, and adult content is allowed.
Chuck
pinkbits
10-06-2009, 09:56 PM
I don't know if Poser features any such command, but if you have a way and the resources to increase the poygon count of the model, this should smooth out the problem.
Unfortunately if you change the poly count on a mesh it will destroy
the grouping and the morphs and rig will no longer work correctly.
I do like the idea of using Subdiv Surfaces though. I haven't tried
that command yet and I can already think of some useful areas
for it (V4's atrocious armpits for example). Thanks for the tip.
bulldozeross
10-07-2009, 05:23 AM
The Subdivision Mesh command doesn't destroy anything so long as it's used on a Daz figure, like M3 or M4 or their genitals. Everything will still work and move the same, and it may still look a little weird in the preview (usually not).... but the figure will turn out smoother and will render beautifully. Static models like buildings and such are not suited for this command, but most rigged models will accept it without any destruction to the rigging or grouping. It's sort of like the LOD with the Victoria 4.2. However, if you have already assigned LOD to the figure, it will be lost when you subdivide (only in the scene you are working with), but if you have need to subdivide the figure, then the LOD isn't working for you anyway, so losing it doesn't matter.
If you subdivide a mesh, it is wise to save the scene under a new name just in case, so your original scene serves as a back-up just in case. If you use the command and something unexpected happens, just hit undo and all will go back to the way it was.
Check out "Riding the Giant" in my gallery... The Giant is the original Freak model, and the penis is M3's... both had to be subdivided to come out so smooth.... I scaled both up by about 800% for the render.
Chuck
pinkbits
10-07-2009, 08:53 AM
Oh okay, when you mentioned increasing the polygon count I thought you meant sudividing the mesh in an external modeling program to create a new OBJ. Doing that will wreck the vertex grouping.
markr
10-07-2009, 08:58 AM
In Poser 7 or above try changing the crease angle and make sure smoothing is enabled both for the part and the render. After that its magnet time , or export and make it a static model , increasing the poly count and smoothing the bends . You could try changing the joints from xyz or whatever order they are to bendxyz. The bend xyz type extends the bend across the entire body part , so you would get a smooth curve .
pinkbits
10-07-2009, 09:40 AM
I wonder if a displacement map would help here?
The thing about displacement maps is getting the
seams right. That can drive one nuts!
bulldozeross
10-07-2009, 10:00 PM
The M4 and V4 Seam Guides are available for free from Daz 3D, and the M4 guides do include genital seam guides. You can find them on the M4 Base and V4 Base product pages, in the bottom of page Product Resources section. Simply click the links to download them free.
But I don't know how much Displacement mapping would help with this problem.
The M4 figure, as well as the M4 genital figure, are unimesh models, and are set up to make adding LOD (level of detail) easy... at least in Daz Studio. In Studio you can set the preview division level and smoothing angles differently than full render settings.
Chuck