For all the morphs, models, and textures, I used Metacreations stuff. The morphs and models were made in RDS5, except the face morphs which are part of Richard Kane's Superpak which also took care of the muscles.

For the boots, I tried a long time to make actual calf parts, but they would stay in postition when I posed. So I wound up just painting them on in Painter 3D.

I chopped up the boots in RDS5. That took about twenty minutes. The problem I found was I had chopped the foot part too short. I had to go back into RDS5, reselect the correct polygons so the ankle joined with the shin and export the file back out as a .obj. Once this was done, I made the foot invisible, and scaled and positioned the bootfoot so it filled in the gap. I made sure the bend was off on the shin. That way when I replaced the foot, I still had the foot as a prop and could reposition, if necessary.

Once I thought I had the bootfoot(if there is a proper name for this, I apologize. My wife dresses me and I know about as much about clothing terminology as I do about the Spice Girls, i.e., nothing that stays in my feeble brain) I posed the character. If there were gaps, I restored the character, made the replaced part invisible and repostitioned the prop. I then replaced the foot part when I tought it was tweaked enough and went through the process again. Until my eyes bled and I was speaking in at least four dead languages at the same time. Well, maybe not four.

The most troublesome part was the cape morph. I tweaked the cape in RDS, and exported as a Wavefront .obj file. The problem came when I added the morph target to the cape in Poser. The postition would be way off when I set the dial to one. What I finally did that worked was delete the figure, import the cape base file, then the cape morph target into Poser. I postitioned the cape centered and on the floor, and adjusted the position of the morph target so it was where I wanted it. Then I deleted the cape's base file, and replaced the morph target's .obj file with the one from Poser. After a couple of tries and some really good Aramaic, I was blessed with a suitable target file.

As I said before, I did the texture file in Painter 3D. The trick I used was that I exported the unclothed Kal-El as a single, ungrouped file from Poser. When i started the texture file, I made it pretty big so I could see the mesh beneath. For the "S", I scanned in one of the covers from one of my four bagged copies of the issue where Superman died (I gotta brag. Someday, I'll be a gazillionaire) as a bmp. I used the magic want to select and copy just the outside of the shield. Then I placed it on the figure and scaled it down so it was just so on his chest. I then did the same with the actual "S" part of the shield, using the outline for placement and scaling.

Another trick was that I used the eyedropper tool to get the RGB value for the color of the shield. I wrote it down and used that for the color of the cape and feet in Poser's Surface Materials menu.

That's all. Thanks for reading, and I hope this little quasi-tutorial is helpful to some poor soul.

HAVE FUN! Regards, Dave T

contact me at nanodave_t@msn.com