Acknowledgments | p. xvii |
Preface | p. xix |
Poser 6 Overview | p. 1 |
The Poser Workspace | p. 2 |
The Poser Libraries | p. 4 |
Undocking and Resizing the Library Palette | p. 4 |
The Figures Library | p. 5 |
The Poses Library | p. 6 |
The Expression Library | p. 8 |
The Hair Library | p. 9 |
The Hands Library | p. 10 |
The Props Library | p. 10 |
The Lights Library | p. 13 |
The Cameras Library | p. 14 |
The Materials Library | p. 15 |
Customizing Your Interface and Document Window | p. 16 |
An Overview of the Other Poser Rooms | p. 20 |
The Material Room | p. 20 |
The Face Room | p. 21 |
The Hair Room | p. 21 |
The Cloth Room | p. 23 |
The Setup Room | p. 24 |
The Content Room (Content Paradise) | p. 24 |
Conclusion | p. 25 |
Using Third-Party Content | p. 27 |
Where You Can Find Content | p. 28 |
Content Paradise | p. 28 |
Other Poser Sites | p. 28 |
Poser Library File Types and Where to Find Them | p. 33 |
Maintaining Your Libraries | p. 35 |
Creating Runtime Folders on Your Hard Disk | p. 36 |
Adding a New Runtime Folder to the Poser Libraries | p. 37 |
Installing DAZ Poser Content | p. 39 |
Installing Poser Content from ZIP Files | p. 40 |
Conclusion | p. 40 |
Building Scenes | p. 41 |
Replacing and Renaming-Figures | p. 42 |
Turning Inverse Kinematics (IK) Off | p. 45 |
Using Python to "Zero" a Figure | p. 47 |
Adding Conforming Clothing and Hair | p. 49 |
Applying and Balancing Library Poses | p. 52 |
Posing Controls and Parameter Dials | p. 54 |
Improving Poses | p. 55 |
Using Figure Limits | p. 58 |
Using Inverse Kinematics | p. 58 |
Preventing Accidental Changes | p. 60 |
Faces and Eyes are Poseable | p. 61 |
Hands Can Be Expressive | p. 62 |
Adding Scenery | p. 63 |
Conclusion | p. 69 |
Using Cameras | p. 71 |
Camera Overview | p. 72 |
Using and Selecting Multiple Camera Views | p. 74 |
Using the Camera Controls | p. 76 |
Adjusting Cameras | p. 77 |
Creating and Saving Cameras | p. 82 |
Pointing and Parenting Cameras and Objects | p. 86 |
Conclusion | p. 88 |
Mastering Lights and Shadows | p. 89 |
An Overview of Lighting | p. 90 |
Poser 6 Light Types | p. 90 |
Poser 6 Shadow Types | p. 91 |
Lighting Controls | p. 93 |
Light Parameters and Properties | p. 95 |
Deleting Lights | p. 96 |
Creating Three-Point Studio Lighting | p. 98 |
Creating the Key Light | p. 99 |
Creating the Fill Light | p. 101 |
Creating the Back Light | p. 104 |
Saving the Light Set | p. 107 |
Using Shadow Light Cameras | p. 108 |
Using Photos and Image-Based Lighting | p. 110 |
Adding a Photo Background | p. 112 |
Matching the Render Dimensions to the Photo | p. 113 |
Positioning the Camera | p. 114 |
Creating and Placing the Image-Based Light | p. 116 |
Conclusion | p. 118 |
Creating Custom Faces | p. 119 |
Face Room Overview | p. 120 |
Photo Lineup | p. 121 |
Preparing Your Photos | p. 122 |
Texture Variation | p. 127 |
Matching Ethnic Textures to the Body | p. 128 |
Face Sculpting and Face Shaping Tool | p. 131 |
Texture Preview | p. 133 |
Action Buttons | p. 135 |
Saving Multiple Faces in One Figure | p. 137 |
Randomizing Faces for Third-Party Figures | p. 139 |
Conclusion | p. 141 |
Working with Poser Hair | p. 143 |
Types of Poser Hair | p. 144 |
Using Prop Hair | p. 145 |
Conforming Hair Revisited | p. 147 |
Styling Prop and Conforming Hair | p. 149 |
Dynamic Hair | p. 151 |
Basic Steps for Dynamic Hair | p. 151 |
Hair Growth Groups | p. 152 |
Growth Controls | p. 153 |
Styling Controls | p. 153 |
Dynamics Controls | p. 154 |
Creating a Fur Coat | p. 155 |
Creating the Hair Groups | p. 155 |
Adding the Hair | p. 157 |
Changing the Hair Material | p. 159 |
Creating A Feathered Quill Pen | p. 161 |
Conclusion | p. 165 |
Working with Poser Clothing | p. 167 |
Types of Poser Clothing | p. 168 |
Conforming Clothing | p. 168 |
Dynamic Clothing | p. 168 |
Props and Smart Props | p. 170 |
Common Clothing Problems | p. 171 |
Clothing Doesn't Conform Correctly | p. 172 |
Fixing Poke-throughs | p. 173 |
When Body Shapes are Different | p. 175 |
Posing Skirts | p. 177 |
Using Body Handles | p. 178 |
Posing Shoes | p. 179 |
Clothing Doesn't Load from the Library | p. 181 |
MAT Poses Don't Load Textures Properly | p. 183 |
Cloth Room Overview | p. 184 |
Creating and Saving Dynamic Clothing | p. 187 |
Loading the Content | p. 187 |
Adding the Materials | p. 189 |
Creating Multiple Simulations | p. 194 |
Calculating Multiple Simulations | p. 198 |
Conclusion | p. 201 |
Assigning and Creating Materials | p. 203 |
Material Room Views | p. 207 |
The Simple Material View | p. 208 |
The Advanced Material View | p. 215 |
The Anatomy of Nodes | p. 218 |
Using Nodes | p. 220 |
Customizing Materials | p. 223 |
How to "Read" the Hair Shader and Reduce Complexity | p. 224 |
Reviewing the Diffuse Color | p. 225 |
Reviewing the Bump Channel | p. 225 |
Reviewing the Transparency Channel | p. 225 |
Reviewing the Specular and Alternate Specular Channels | p. 226 |
Reducing Complexity | p. 227 |
Reducing the Eye Highlights | p. 228 |
Improving the Head Materials | p. 230 |
Matching the Body Materials | p. 232 |
Creating Nice Teeth | p. 234 |
Fixing the Shirt | p. 236 |
Improving the Background Texture | p. 237 |
Conclusion | p. 240 |
Creating Custom Morphs | p. 241 |
What are Morphs? | p. 242 |
The Anatomy of a Morph | p. 243 |
Creating Morphs in Poser | p. 244 |
Creating Morphs with Poser Magnets | p. 245 |
Saving a Magnet | p. 249 |
Mirroring a Magnet | p. 250 |
Spawning a Single Morph Target | p. 252 |
One Magnet Affects Multiple Body Parts | p. 253 |
Creating Full Body Morphs | p. 258 |
Creating Full Body Morphs with ZBrush | p. 260 |
Importing into Zbrush | p. 261 |
Importing a Morphed Figure into Poser | p. 265 |
Spawning Multiple Morph Targets | p. 265 |
Exporting Body Parts | p. 267 |
Importing Morphs to Your Figure | p. 271 |
Distributing Morphs | p. 273 |
Avoiding Problems | p. 274 |
Conclusion | p. 275 |
Creating Your Own Image-Based Textures | p. 277 |
Maps in General | p. 278 |
Texture Mapping | p. 278 |
Image Map Templates | p. 279 |
Texture Map | p. 280 |
Bump Map | p. 280 |
Displacement Map | p. 281 |
Reflection Map | p. 283 |
Transparency Maps | p. 284 |
Creating Your Own Maps | p. 285 |
Image-Based or Photorealistic Textures | p. 289 |
Painting Your Own Textures | p. 294 |
Scanning | p. 298 |
Seamless Tiles as Material Textures | p. 298 |
File Types | p. 302 |
Lossless File Formats | p. 302 |
LZW Compression | p. 303 |
Lossy File Formats | p. 304 |
Copyrights | p. 308 |
Fair Use | p. 308 |
Not-For-Profit and Personal Use | p. 309 |
Derivative Works | p. 310 |
What Copyrights Mean to You | p. 310 |
Conclusion | p. 311 |
Modeling Your Own Content | p. 313 |
Popular Modeling Software | p. 314 |
Decompressing Your Figure's OBJ File | p. 315 |
Modeling Clothing in LightWave | p. 317 |
Importing the Figure | p. 317 |
Starting the Clothing | p. 318 |
Conclusion | p. 328 |
UV Mapping | p. 329 |
Why You Need UV Maps | p. 330 |
Types of UV Maps | p. 331 |
Using UV Mapper Professional | p. 334 |
UV-Mapping a Skirt | p. 334 |
UV-Mapping Pants | p. 338 |
UV-Mapping a Shirt | p. 345 |
Making Templates | p. 351 |
Conclusion | p. 353 |
Assigning Groups and Materials | p. 355 |
About Group Names | p. 356 |
Decompressing an OBZ File | p. 360 |
Grouping with Auto Group Editor | p. 361 |
Groups and Materials in UV Mapper Professional | p. 366 |
Using Poser's Group Editor | p. 371 |
Exporting an OBJ File from Poser | p. 376 |
Conclusion | p. 379 |
From Modeler to Poser Library | p. 381 |
Importing OBJ Files | p. 383 |
Saving Props to the Library | p. 386 |
Removing Embedded Geometry from Props | p. 393 |
Fixing OBJ and Texture Paths | p. 396 |
Creating Smart Props | p. 399 |
Creating Conforming Clothing | p. 405 |
Making a CR2 File | p. 406 |
Removing Morphs from a CR2 | p. 408 |
Using a Donor CR2 | p. 410 |
Using the Setup Room | p. 413 |
Cleaning Up the CR2 | p. 418 |
Conclusion | p. 422 |
Rendering | p. 423 |
Fundamentals | p. 424 |
Raytracing | p. 424 |
Raytraced Reflections versus Reflection Maps | p. 425 |
Refraction | p. 426 |
Subsurface Scattering | p. 428 |
Aliasing | p. 428 |
Rendering Rules of Thumb | p. 430 |
Render Preview and Render Compare | p. 431 |
Area Render | p. 431 |
File Resolution-DPI-Dimensions | p. 431 |
File Resolution | p. 431 |
Resampling | p. 433 |
Setting Render Settings and Aspect Ratio | p. 434 |
Production Frame | p. 436 |
Poser 6 Rendering Environments | p. 437 |
The FireFly Render Engine | p. 438 |
Poser 4 Render Engine | p. 444 |
Sketch Render Engine (Sketch Designer) | p. 444 |
Preview Render Engine (OpenGL and SreeD) | p. 449 |
Rendering Animations | p. 450 |
Converting BUM Files | p. 452 |
Controlling Outlines | p. 453 |
Quick Toon Shaded Images | p. 454 |
Using Depth of Field | p. 455 |
Conclusion | p. 456 |
Post Work and Other Things to Consider | p. 457 |
What is Post Work? | p. 458 |
Solutions to Common Problems | p. 459 |
Post Work and Compositing to the Rescue | p. 460 |
Helping Poser Shadows | p. 471 |
Poke-throughs | p. 472 |
Masking Help with Poser's Preview Renderer | p. 475 |
We Don't Need Clothing Meshes! | p. 475 |
Alpha Channels | p. 479 |
Quick Render Adjustments | p. 482 |
Conclusion | p. 485 |
About the CD-ROM | p. 487 |
Folders | p. 487 |
Content | p. 487 |
Demos | p. 488 |
Images | p. 489 |
Tutorials | p. 489 |
System Requirements | p. 489 |
Windows | p. 489 |
Macintosh | p. 490 |
Installation | p. 490 |
Frequently Asked Questions | p. 491 |
General Interface Questions | p. 491 |
Building Scenes | p. 492 |
Cameras | p. 500 |
Lights and Shadows | p. 503 |
Face Room | p. 504 |
Hair Room | p. 504 |
UV Mapping | p. 505 |
Materials | p. 506 |
Rendering | p. 509 |
Index | p. 513 |
Table of Contents provided by Ingram. All Rights Reserved. |
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