
| No Glow Mouths! |
Turn off that light inside characters' mouths with some simple base material manipulation. |
| Fitting Conformers to the Wrong Figure |
You *can* get away with this, sometimes. If the figures are similar. Don't expect this to work to get the tuxedo to fit on the gorilla. |
| P5 Quick Cloth and Tips | Tips on making dynamic cloth, and how to do a quick clothifying without any fancy tricks. |
| P5 Interface Setups | Just how I do things around here, to maximize my working space and ease of use. New: More Customization! |
| P5 Materials: Irridescent Lizard Skin | This covers the concept of mixing things to create a material in layers, lots of fun with the cellular shader, using the blender nodes, and using alpha channels to blend stuff. |
| Interlacing Hand Poses: How to Use Them in your work. | The Interlacing Hand Poses (for Millenium and P4 adult figures) are available at the 3DC store. Not just stand-alone poses, they can be used as a starting point for your own interlaced hand poses. Check it out! |
| Painlessly Easy Conforming Clothes | Stop mucking about trying to line up those JP centers of your clothes. Let Poser do it all for you! |
| Quickie Joint Parameters | A quick rundown on what the heck those Joint Things are. |
| Painter 3D Tips & Tricks | Some info to help make Painter 3D for Poser 4 a handier tool. You might even end up using it for something! |
| Feathering Birds | My technique for painting bird textures for Poser (or any 3D) models. This requires 2D painting apps that have layers and some type of image hose/picture tube tool. (Note: the Painter 3D for Poser 4 on the P4 CDs has an image hose.) |
| Normalizing with the Grouper | How to utilize Poser 4's Grouping Tool to fix models with reversed normals. |
| Skin Layering Formula | Using different Poser renders composited in Photoshop (or PSP) to create more realistic skin tones. |
| Grafting on New Body Parts | If you want to add (or even remove) body parts to a figure,
here is everything you need to know to successfully convert the CR2. |
| GetStringRes Lookup Tables | Translates body part and dial names to/from the GetStringRes numbers. |
| Setting JPs for Eyes | This shows you how to set up Joint Parameters to create posable eyes in your characters, without worrying about turning off Bend for the head. |
| Having Illegitimate Children in Poser |
No, really! Each child object can only have one parent, until now. These are some workarounds I've found. |
| Making a Centaur Gallop | It is pretty simple to create walking/galloping centaurs, with basic horse stride animations, and a little help from the walk designer. |
| Azimuth | What the heck is an Azimuth? How do these mystic little numbers control the location of the sun, light, materials....? |
| Creating Puff Clouds | All the Stratus cloud materials and Cumulous cloud materials and cloud layers and cloud planes just can't make those really cool, huge puffy clouds. But this can! |
| Tesign's Splash Technique | Tesign was gracious enough to show me how he created the gorgeous Hungry Bass image with a beautiful water splash created entirely in Vue. |
| This shows my technique for building complex things using a Network Surface. | |
| This is my edge-curves-and-connection style of modeling, translated into LightWave. Part 1 shows the basic QuadSkin and Bandsaw method, plus some Polygon Splitting for an eye socket. Also includes tips on BandSaw, >4 Polygons, and SubPatch Freezing. | |
| RDD MFM Tips Volume One | Info on the tools and menu items, OBJ importing and handling, working box tips. |
| RDD MFM Tips Volume Two! | Subdividing, triangulating, and filling those darn unfillable polygons! Plus camera tricks. |
| Flawless FreeForm to Mesh Form Conversion | Control your destiny! Or at least control how your FreeForm object translates into a Mesh. |
| Using RDD to make morphs for Poser | Shows how I created morphs for the reins for my Incredible Tack Pack. |
| Using RDD to make a simple figure for Poser (very simple) |
Basic steps I used to create the posable rein. Includes figure sizing, the curve parameter, and IK chains. |
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