Part2 Part1 : Part3

Using Poser Figures In Bryce : Part 2

Now this is where it gets dangerous! We're going to ungroup him. While the figure is ungrouped you must be very careful not to move anything. One nudge, and you'll never fit him back together! (the other option is to select body parts by their individual mesh names, but in the long run ungrouping is quicker). To ungroup the figure, click on the U button beside it. Deselect everthing and zoom in on the head.
Click and drag a marquee around the head like this. If you select any bits of his neck or shoulder, deselect and try again. Once you have it selected, click on the M again, to return to the Materials lab.
Leave all the settings as they are. Click on the Texture Source button - the pink one at point "A". This takes you to the Pictures dialogue. Load the head texture into one of the empty grey squares. (Don't forget to create the alpha map). Now the head is mapped. Return to the scene.
So now he looks like this. As you can see, we're not finished. Select the hair next. If you're worried about moving it accidently when you select it, try selecting it by name from the little grey arrow at the bottom right of the screen. Right, back to the Materials lab!
Hair has two seperate maps. One for the texture and one for the transparency. Do the same as before and load in the basic hair texture. Then click on "Load" above the alpha window, and locate the transparency map. In the case of Micheal's wedge cut, the map is called "MMWedgeCutTR.jpg", (so look out for "TR" or "trans" in the file name.) Now go back to the materials lab.
Set the transparency to channel A (at point "A"). The preview looks wierd.. don't worry, go to the drop-down arrow at point "B", and select "Blend Transparency" - and all will be well. Return to the scene.
Now he looks like this. Repeat the same steps for the eyebrows and eyelashes, loading in their texture and alpha counterpart. (The eyebrows and eyelashes don't actually require a diffuse texture, you can just assign a colour to the diffuse and ambient, and apply the transparency map.)

NB. For Michael, the transparency texture is called "MMHeadTR.jpg"

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