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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 1:20 pm)



Subject: INTRODUCING ALPHIA!


Mugsey ( ) posted Wed, 11 April 2007 at 10:08 AM · edited Mon, 23 December 2024 at 10:00 AM

Content Advisory! This message contains nudity

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Hi guys...

I don't use Poser (YET) - but I am currently working with DAZ STUDIO and Bryce. This is ALPHIA (FHFP001). I designed her to be a generic actress in scene composition such as for distant city crowd scenes - background / foreground interactions, etc. She could however be a star and with a high resolution mesh at almost 50,000 polygons - she could definitely give victoria a run for her money, lol. Another figure I've done (Betty Beta) is currently on the backburner but will be recalled for revision a little later.

I have three problems with Alphia now...

#1 RIGGING

#2 MODELLING HAIR

#3 MODELLING CLOTHING

#1 RIGGING: I can't rig her - because although I DO have blender and anim8or - I do NOT have POSER - hence - I can't move her to DAZ STUDIO yet, let alone assemble a comprehensive multi-user package. Currently she has no bones. I need to make her a POSER / DAZ STUDIO figure for quick integration with not only those apps - but also BRYCE. (I'm planning on getting POSER but I can't now because of the $250.00 price tag - and I don't use a credit card).

 


Mugsey ( ) posted Wed, 11 April 2007 at 10:15 AM

Content Advisory! This message contains nudity

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#2 Modelling Hair:

I have thus far - using a skull cap / scalp directly loop cut from her scalp (a copie's scalp) in WINGS3D - been able to thus far make only one hair prop mesh - CORN ROLLS!

Actually the "Bo Derek" look was an accident - because I smoothed the scalp but forgot to eliminate / alter the edges right in the scalp mesh beforehand - but I decided to keep it anyway.

The problem is that I need to make SIMPLER HER - a geric thing - like the KOZ BOB CUT and LONG HAIR EVOLUTION. I would alter THOSE meshes to fit her - but then that really wouldn't be ethical, and it would be unsatisfieing anyway since it's someone else's work and not mine.


Mugsey ( ) posted Wed, 11 April 2007 at 10:24 AM · edited Wed, 11 April 2007 at 10:24 AM

Content Advisory! This message contains nudity

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I made ALPHIA in the free MAKE HUMAN app - then exported her as an .obj and imported her into WINGS3D for further tweaking and refinement. The corn roll hair looks good - but I need to learn a quicker way to make hair models without resorting to paint program 2d trickery and slight of hand - I want 3d hair props, not 2d post production crutch leaning. It's got to be packageable to.

#3 CLOTHING: Although as a normal red blooded American heterosexual male I do find the female form intoxicatingly sublime - this not being the garden of Eden, folks just can't run around in the altogether, so - she definitely needs a little fashion makeover.

The clothing will have to be cool - but - all seasonal and generic enough to where you could turn only 25 clothing items into literally thousands merely by texture changing and mix and matching. I do not know the first thing about modelling clothing - but I'll learn, although some help would be appreciated.


Mugsey ( ) posted Wed, 11 April 2007 at 10:48 AM · edited Wed, 11 April 2007 at 10:52 AM

My plan for Alphia is to be a high qaulity free item. I currently have no plans to sell her, at least not this version and maybe not until "version 4" (I want to make her poser and DS ready before ever releasing her - and I want her to have GREAT textures), then again - all following versions might be free - that's something else I'm thinking about now. I don't believe in giving people crapola for free - I believe that free stuff should be just as cool and useful as pay stuff!

All I know is - I don't want people to have to buy a seperate "Head and / or Body morph pack" to use her - everything should be included - no gimmicky stuff, catch 22's, or fine print!


Miss Nancy ( ) posted Wed, 11 April 2007 at 11:16 AM

post a colour render of it, if possible. IMVHO it's hard to get a feeling for it, from just the greyscale shots.



Mugsey ( ) posted Wed, 11 April 2007 at 11:29 AM

Good point MN - but she's not textured yet. Haven't had a chance to texture her.


xantor ( ) posted Wed, 11 April 2007 at 11:34 AM · edited Wed, 11 April 2007 at 11:36 AM

Rigging is a big job, the hands alone have 16 bones each and they all have to be fine tuned to work properly, I don`t think that you will get many volunteers to do the rigging. :a_sad:


Miss Nancy ( ) posted Wed, 11 April 2007 at 12:39 PM

there are legal shortcuts to adding JPs to a model with proper poser group names. that won't be a big problem.



xantor ( ) posted Wed, 11 April 2007 at 1:02 PM

That way, the object needs all the proper groups to be made and if you are using a p4 figure`s bones for example, a lot of the joint settings will still need tweaked because of the different size and shape of the figure parts.


jt411 ( ) posted Wed, 11 April 2007 at 2:29 PM

What's the current polygon count on her?

I'd get a lot of use out of a well made low-res figure.


pakled ( ) posted Wed, 11 April 2007 at 3:04 PM

go to Quinlor's site, he has a tutorial that goes from Wings model to finished Poser character.  If I could follow directions, I'd probably already have one. There are some utilities that will do boning, that's where I fell down (everything got attached to the bellybutton....sigh..;)

when you understand it, you can explain it to me, too..;)

 

 

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Mugsey ( ) posted Wed, 11 April 2007 at 7:37 PM

43632 vertices,

215191 textures,

43632 normals,

43038 facets,

7 groups,

7 materials,

0 regions,

courtesy of UV MAPPER.


UVDan ( ) posted Fri, 27 April 2007 at 5:35 PM
Forum Moderator

She looks good. How's it coming along?

Free men do not ask permission to bear arms!!


Faery_Light ( ) posted Fri, 27 April 2007 at 7:20 PM

I like what I can see so far. At least the breasts look more realistic on her than Viki's do. :)


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


PapaBlueMarlin ( ) posted Fri, 27 April 2007 at 9:58 PM

I'm looking forward to seeing how this develops :)



estherau ( ) posted Sat, 28 April 2007 at 1:50 AM

why not buy poser 6 which would be much cheaper for you than poser 7? Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Mugsey ( ) posted Sat, 28 April 2007 at 7:50 PM

UPDATE:
I have deleted ALPHIA, The reason being that There was a flaw found in her mesh that was the result of a bug in the current version of MAKEHUMAN - I have been assurred by the author of the program that the next version of the MH application will be free of this bug however.

The problem was that there was a patch on her chest (the chest of the base mesh) that was attatched to the figure's teeth in that the materials between her teeth and her chest were shared. This error would also have caused problems with posing and rigging. To have attempted to repair this would have probably destroyed the integrity of the entire mesh.

She was - however - one of my first attempts at a custom figure. I am VERY upset that hours of work was worthless from a useable figure standpoint - HOWEVER - it was good practice and once the MH prog is repaired, I will use the next version to create better figures.
I am also going to be getting POSER 6 sometime in late May or early June - hence - the figures that I create WILL be rigged and POSER / DAZ STUDIO ready...


estherau ( ) posted Sat, 28 April 2007 at 8:17 PM

oh - you must be so frustrated. what a pity. goodluck with your next figure. love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


UVDan ( ) posted Sun, 29 April 2007 at 3:10 AM
Forum Moderator

I am really sorry to hear that.  My condolances on your loss.

Free men do not ask permission to bear arms!!


xantor ( ) posted Sun, 29 April 2007 at 5:31 AM

It is a shame that the figure didn`t work. I have rigged and mapped a few figures that eventually never saw the light of day, so I know how disappointing it can be.


Mugsey ( ) posted Sun, 29 April 2007 at 8:18 AM

Thank you - I will be doing many figures in the future, as well as clothing and accessories for them as well.
I still have the original MH prog - so if the author doesn't update the app (always a possibility) - then I'll just have to use the old one and attempt to edit the output figures as best I can to alieviate the problem. Either way - figure creation will continue!


SSAfam1 ( ) posted Sun, 29 April 2007 at 8:42 AM

From reading another thread, a figure what would give the Vickys "a run for their money" should be very realitstic figure with low polycounts, or shall I say, lower polycounts than Vicky. She's the one to beat and no one will abandon her for her competition if the polycount is as high. Especially for those who do animations. Just something to take into consideration...


Mugsey ( ) posted Mon, 30 April 2007 at 7:03 AM

Polycount is a problem-true-but If there were a way to reduce the polys while keeping the figure's symmetry smooth and no "cubey" or jagged - I'de go for it.
ALPHIA had very beautiful yet "realistic" features. She had versatility - in that without morphs, she could be a thousand different characters with only hair and costume / clothing changes.
her form and symmetry had "perfect imperfections" - that is to say - she was realistic, and did NOT look like a "Barbie Doll" - or an over evaggerated "Jessica Rabbit" pin up girl.
She could be homely or exotic, saintly or erotic, a book worm or a bimbo - and everything in between. She had potential AMAZING versatility in scene applications. This is a formula that I'm sticking with - at least for a majority of my future figures...

Victoria, without morphs - has a very "Barbie'esk" form. Very mannequinnish. Morphs and texture variations give her realism - but inately - her form is a very "perfectionist" form, which I find somewhat limiting and illicits a bit of a yawn. Nonetheless - Victoria is a good figure and can be EXTREMELY versatle with the right morphs and accessories...


xantor ( ) posted Mon, 30 April 2007 at 7:17 AM

It should be fairly easy to seperate the area in the figures chest and teeth, it could be done using uvmapper.


SSAfam1 ( ) posted Mon, 30 April 2007 at 7:26 AM

Mugsey,

I agree with all your sentiments. Although I wouldn't know about ALPHIA's attritbutes over  the Vickys as we didn't get a chance to see her textured.  Something new would definately be nice. Keep up the good work.


Mugsey ( ) posted Mon, 30 April 2007 at 7:41 AM

If you'll notice her face in the images - The cheekbones are very smooth and intermediarry in position on her face, as opposed to the "ideal" of high cheek bones. Also the lips are full but NOT overly pouty, which oddly enough - is a gestural trait that is probably mostly common inately as a physiological structural trait in caucasians. The eyes also are large but with only subtle sharpness at the lid terminises.
I developed these amorphisms so that she could represent an almost infinite number of ethnic / racial types with minimal or NO morphing added, only a texture and hair prop change!
This makes for an incredibly versatile actor. 

The pendular situation of the breasts and their sloping factor is also not only poly - racially and non - ethnically specific - but is also anthropomorphically accurate and correct for a WIDE VARIETY of not only age ranges, but also non - specific , but believably applicable as to characters that may or may not have maternal experience. Again - she can be an older middle aged lady or a young girl, a mother or someone who has never had children, extremely ultra feminine or a tom boy to the hilt, and all representing a vast number of racial and ethnic origins and / or mixtures. I designed her to be a "Chamelion" base figure - becoming potentially anyone with minimum fuss. 

I want my characters to be so generic yet beautifully done that they can be "speed prepped" for thousands of possible scenarios playing multitudes of possible characters with only minimal or NO need to change the figure's geometry itself. 


Mugsey ( ) posted Mon, 30 April 2007 at 7:46 AM · edited Mon, 30 April 2007 at 7:49 AM

It's my version of the "magic bullet" solution to increasing character versatility while decreasing the need to make complex operations on the mesh itself to obtain it.
She had other traits as well that made her EXTREMELY wide ranged.


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