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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: Vikki as Naiad--Need Suggestions


Dreamspinner ( ) posted Sun, 22 April 2001 at 2:26 PM ยท edited Fri, 07 February 2025 at 10:49 PM

file_165574.jpg

I am working on this texture for the Victoria model for the Market Place (I already have some textures available for sale over at 3DCommune). I would like to pose a question. She is a Naiad, a water nymph. On the head map I have not used eyebrows (too human) and used shading instead. The question: to have pubic hair or not have pubic hair on the body map. Liz Pope Dreamspinner Inc.


TygerCub ( ) posted Sun, 22 April 2001 at 2:40 PM

I didn't think niads had any hair? Cool fig, though. What about using a long-flowing-leafed water plant for the "hair"?


Dreamspinner ( ) posted Sun, 22 April 2001 at 2:44 PM

This was a test. I will be selling only the texture, the hair, which is Jim Burton's Bobcut, is only for demonstration purposes, though I did make the color that's applied to the model. This test was taken a few days ago, I've managed to tone down the pixelizing around the neck area. I would suggest to users of the texture to morph Vikki say with elf ears and to perhaps leave her bald, but that would be entirely up to the end user of the texture. I am thinking of doing all four elements if the Naida is nicely received. Liz Pope Dreamspinner Inc.


BrianR ( ) posted Sun, 22 April 2001 at 5:00 PM

I don't think you really need pubic hair, don't know why really but I wouldn't use it on a water nymph. Maybe a textured pattern where it should be? or scales?


Dreamspinner ( ) posted Sun, 22 April 2001 at 5:13 PM

Hmmmm, scales....that's a thought. Liz Pope Dreamspinner Inc.


Silvermermaid ( ) posted Sun, 22 April 2001 at 6:15 PM

Ummh, I have to agree. Hair is a human trait, and I don't think Naiad, Nerids would have that trait. Being marine in origin, I have not seen any marine creatures with hair in the real world. It's just not needed. Scales is a great thought. A cute shell or water plant bikini would be cute too for those who are modest :) Beautiful texture!


Dreamspinner ( ) posted Sun, 22 April 2001 at 8:47 PM

file_165575.jpg

Here's a body render for those who might be interested. Liz Pope Dreamspinner Inc.


hauksdottir ( ) posted Sun, 22 April 2001 at 11:32 PM

Hi, there are all sorts of mammals underwater, porpoises, for example, and all mammals have some hair somewhere. Walruses have whiskers. Seaweedy tendrils would be interesting. Not scientific, but this IS fantasy. If you don't have head hair, the morphs for seaelf- and vampire- ears would be worth playing with. I think the blue lips are far too bright and the wrong shade, but that may be because I'm tired of blue-lipped "elfs" and "spellcasters". Have you tried filling the entire eyeball with iris (no white showing)? That would look rather alien. Good luck with her! Carolly


GrayMare ( ) posted Tue, 24 April 2001 at 8:34 PM

I like what you've done, but it brings up a question I have been wondering about. Does anyone know the size ratio of the body, neck, hands/feet on the texture maps for Posette or Vickie (and I guess the dork/Mikey too) so that if I have spots of x size on the face, they are the same size on the body when rendered? Knowing that the face map is 150% of the body would make texture map creation much easier, and mean that the neck/face/body merged much more smoothly into each other. You could create the texture to fill with, and size it by x% before filling the area. The difference in "grain" on the face and body above is what I'm referring to...in case I haven't worded this very well. Thanks GrayMare


Dreamspinner ( ) posted Tue, 24 April 2001 at 9:35 PM

I'm sure some genius out there could figure out that ration. I just kept working at it until I got a satisfactory appearing matching with the head map to the body map. Believe me, I worked on that matching for two days. It's not perfect, but if I mess with it any more the whole thing might mess up. There's a time to stop tinkering and start shading, so that's what I've moved onto--the shading process. Thanks for your comment GreyMare! Liz


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