Tue, Nov 26, 6:38 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:11 am)



Subject: DOAnimEyes 3.0 for MD: to highlight or not to highlight ?


Riddokun ( ) posted Sun, 22 August 2004 at 8:48 AM ยท edited Tue, 26 November 2024 at 6:34 AM

file_124126.jpg

that is the question... hello. wanted to finally come and notify you of some infos about the "now for sure they ought to be released damne me lets kick my ass" DOAnimEyes 3.0 for Mayadoll (and the others) there is 44 color tones so far, adn maybe a bonus mini pack of 3 or 4 "cats" eyes too (sticking with anime theme) I am working through Mayadoll's eyes mapping to propose an intersting choice: custome hand painted fake highlights the kind you find on big shiny eyes of animanga characters. the trick is: i did not paint the highlights on the iris texture which is kept pure. This way, those who work with spotlights and hugh detail/shadow map on them can make them shine directly within poser. For those who thought (they were right) i was loosing focus on the "anime" department thing, the fake handpainted highlight textures (separate) apply on one layer of the eyes, above the iris, and too can be set with various steps of transparency and shinyness but are more basic lookign and stick more with the anime theme anyway do you think i still should make a pack with highlights directly painted on the iris texture (like in many normal eyes such as mayadoll basic, or commercials too) ? here is a BETA bonus texture, not in the future pack (due to monday i hope, in ast resort), featuring handpainted highlights IN the iris. But remember that if you want more shapes to choose from, it will make 44 textures for EACH shape ! while my actual method may not look as nice BUT allow you to quickly change and choose among many different shapes and layouof animanga highlight styles. please make me a favor, feel free to use THIS beta sample texture in some renders and post the links there, so i can see them used "in action" by more skillfull people (my renders are lame)


sandmarine ( ) posted Sun, 22 August 2004 at 2:35 PM

I don't have mayadolll animore.. I guess i'll wait for mayadoll 2.0 to start using her again... and I'm totally in favor of highluights painted directly in the texture, but you got some really nice highlights right here!! so I wouldn't mind using this and forgetting about the highlights painted directly on the iris... just MO


mateo_sancarlos ( ) posted Sun, 22 August 2004 at 2:42 PM

One other technique is to use a special group to serve as a morphing highlight. Ascii did that with his AnimeBase figure. The reasoning is that the flat cartoon shading style characteristic of anime precludes the use of finely detailed textures, and favors the use of monocolor props and groups.


Riddokun ( ) posted Sun, 22 August 2004 at 3:41 PM

sandmarine well his is as mentionned a beta texture of handpainted highlightys on the iris, contrary to WHAT i am doing now on the pack to be released :) hey are pained on the iris like usuall/oldschool versions. it was to know if peoplepreferred this or if people prefer un highligthed iris so they can use spot light. i realise i should hae made this clearer and also post an exemple of the fake "separate" highlight in the topic as well :) a mayadoll 2.0 ? i doubt there is any, the first one still need improvment she never had so far frm the creator or other people, even despise a strong communauty of supporters :( but an hybrid with a v2 body is possible if you wanna try i still think about your erequest/idea for the universal , including mike, stephanie and such, but all DAz figures do not have the same structure of eye layer as maya's props for eyes :( also some have morpihng irises, some don't, and i need a specific size/ratio (iris/eyeball) to keep the ook as intended BUT then i have to paint texture beyond normal materials areas... i don't kno wYET if i will be able to use fake highlights separates on the corneas on DAZ figures. If i cannot, i'll resort on same thing as above: directly painted, loosing some flexibility, and making thearchive huge if i wanna propose at least 2 or 3 designs (universal are 2000x2000 texture maps, with irises and eyzeballs painted for many characters/figures, p4f/m, V2, Mill kids, Steph/Mike2, V3 unimesh) and 44 color tone at least :(... if i multiply this by 3 different highlights directly painted, it will make 132 .jpgs of 2000x2000 !can be huge :( any suggestion ? do someone know how Displacement map works on P5 ? anyway i wanna keep it available for p4 :( anyway i hope people will use and show me some good results of this beta sample !


Realmling ( ) posted Sun, 22 August 2004 at 5:02 PM

file_124127.jpg

Here's some quick render tests I did. The one on top and the one in the middel was a texture you posted in a thread of mine a few weeks back, with the highlights on a transparant layer (decided to do one without and one with) The bottom one is with the latest texture. Know my lighting here isn't quite the best, but hope this helps just a little. ^_^

Crazy alien chick FTW! (yeah....right....)

Realm of Savage - Poser goodies and so much more!


~~


Riddokun ( ) posted Sun, 22 August 2004 at 6:33 PM

yes it was the old priew but i am trying to bypass some behavior of Poser material trnasparency to achive a better result that falls betwen both renders above if i can... it is kinda hard; i thought i woul be done in one noon with it, but i still have troubles with it :) thanx for feedbacks and tries from your own side :) will post demo tomorrow if i can


Riddokun ( ) posted Mon, 23 August 2004 at 11:45 AM

file_124128.jpg

Done ! finally got them finished. Struggled all this noon about the highlights and transparency. Now i have found the trick, i'll provide a bonus pack soon with additionnal shapes/designs but at least there is a working copy ot them around, now... enjoy and keep me informed of your works with them !


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.