This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact.
If you want to make perfect make-up you should use different eye shadows for different color clothes. But if you make another texture for head, you get another huge file of 2-5 Mb!
But if you'read this tutorial, you can make smaller textures for different make-up options.
For Personal Use only!
This method will change the original object file or make a new OBJ, so you may not distribute your files, unless you own the rights to the original object. Only for your own characters for your own renders. But I think it is enough! :)
Using the grouping tool you can make different groups on the head or other objects. For example, the original V3's geometries is the full figure. If you load the original geometry you see that whole figure is loaded. And when you open the grouping tool and select a part, you see one object with many parts.
If you load a .CR2 and open the Grouping Tool, you see the groups as separate parts.
You can move separately the fingers and fingers' parts, because they are different groups.
So groups are important for .CR2 files.
Material groups are important for texturing. You can use different textures on different material groups.
See Victoria 3's body, for example. The material groups are not shown in Grouping Tool. They are not separate parts in object geometry.
If you use many material parts, the object geometry file stores the material information. The geometry file assigns the correct material group to each polygon. This is the reason why you can't use this tutorial for your products, only for personal use. Because if you make different material groups, that information is stored in the object geometry. And you can't redistribute the geometry file, unless it is your own product.
In this tutorial I made my own eye shadow and mask material groups for The Girl. I'm mostly using the V3 UV mapped Girl so I loaded this character. You can choose any of your favourite characters.
Load your character (in this case - V3 UV mapped The Girl)
Select the head, because eye-shadow and mask are on the head, and open the Grouping Tool.
Check that the head is one group named head.
We will use grouping tool only for assigning new material groups.
If you want to make a mask material too, not only eye-shadow, you will need to make the mask first. It is the larger part.
1. Select the head and click on Remove all button. Now no polygons are selected.
2. With + and - buttons in Grouping Editor you can select the needed polygons.
(check the picture above)
You can select the needed polygons in 2 different ways.
1. Click on the Add All button so you select all polygons. Then remove with - button the unnecessary polygons. Be sure that you have removed all needless parts, because it may cause problems when you want to apply a texture. So check the secret parts carefully, like the lips. There are many secret polygons which you can't see well. Maybe with dials open the lips and you can see the hidden polygons. And don't forgot about the nostrils. So this is the harder method.
2 The other way for selecting needed parts if you use + button.
Click beside the head on the correct position, hold down the left mouse button and drag the mouse to another side and make a squared selection.
After you can use - button and remove the unneeded polygons. Check all hidden polygons, like nostril in nose.
You can select some eye parts too, because you will make another material group for eye-shadow and then the eye part will reassign the correct material group. This is the reason why you need to make this mask material group at first.
When you are finished with selection, you need to make the MASK material group.
Click on Assign Material button and type mask.
So we have a new material group…mask.
Now we can make another material group, the eye shadow.
The mask group is a good base for eye-shadow part. Remove with - button the needless polygons.
But you need to check all hidden parts now, because in this case it is very important to select all parts of eyes. Not the eyeballs (they are another group) but the lower and upper lids.
Pay attention because some eye-parts are inside the head.
Move closer to the head and check the inside part from all around.
You can select the hidden parts if you click on the parameter dials and dial up the blink to 1, so that you see all of the eye-parts.
If you finished selecting all eye shadow parts, you can make the new eye shadow material group.
Click on Assign Material button and type : eyeshadow
No we have another new material group…eyeshadow
I mentioned that we don't need to make Body groups, only material groups. So before you save your new remapped character, select all polygons for head group.
Go back to Pose room and save your new character. I saved this character as The Girl - With Mask
When you save it as new character, Poser will make a new OBJ file in the same folder. (Same as the library folder in which you saved your new character)
This character will use this geometry when loading. So you can't redistribute this set.
For texturing, you need the perfect UV map. Go to UV Mapper (very useful free program from Steve Cox) and load the new OBJ file. Select by material, and select all materials except eye-shadow
Delete the selected materials and you see only the eye shadow parts. Save the UV map with the same resolution as your original head texture.
If the program asks about saving settings, don't worry. This won't write over the OBJ file.
Load the new object, and do the same as before. Select all materials except mask. Delete the selected materials ( or make the selection very small) and save the UV map for mask in same size as the original head texture.
Close the UV Mapper (thanks Steve!!) and don't save the obj file.
Go to your paint program and load the head texture that you want to use.
Open the saved UV map for eye shadow. Copy it as new layer.
Select the eye shadow part, make the selection 20 pixels larger. Select the original head texture layer and copy this part from it as new layer. This will be the basic eye shadow texture for this character.
Delete the original head texture layer and turn the background to white.
Repeat this step with mask UV.
If you use different bump maps for mask part and eye shadow and head it will be awful.
So repeat the previous steps with bump map too.
Make bump maps for eye shadow and for mask texture from the original bump map.
Unfortunatelly you can't use the old MAT poses perfectly with this character. You need to change mask and eye shadow materials by hand. Use the free Mat Pose Edit for this: Mat Pose Edit
But when you make your own character or apply your own texture, it is the best.