paramount opened this issue on Nov 20, 2008 · 225 posts
JoEtzold posted Tue, 09 December 2008 at 2:22 PM
@morkonan
I think we can make a hand shake ... as I said some postings back I (and also seems some more modellers) have my problems with the foot section of boots.
I didn't see yours but from your words I guess they are becoming to big, right ? Did you for example consider that it's possible to build the foot region more lean cause it's possible to hide V4's foots. So no need that the figures foot is covered correctly.
For the makeup ... that girls had something like a round point or bullet left and right at the eye corners. If we would be on Startrek next generation I would have identified that as the contact's for such a thing like engine officer's visor ...
@paramount
That closeup image is much much better, especially the shadows are now fine tuned without that hard "interrogation light" ...
But with a view to the lights I see something I meaned to see also in your first image. You have a highlight on the top of the hair as also on the left side bang. But the region between this 2 points is lots darker ... might it be that your lights are rather near to the figure or the spot angle is very small?
If yes, you might try to give them more distance and than if neccessary you can tune the spot lights with the 4 parameters for angle and distance. Though that can be tricky and might be a thing of trial and error. The illusion of the lights in the preview with full shaded is mostly far away from the result if rendered.
And for all lighting, in german we have a saying that never a master is falling from sky. Don't know if it's fitting right in english but has the meaning that one have to try, learn, try, learn, and again and again until sometimes becoming great.
Especially the lighting is one of the most complicated themes ... having lots of own tutorials and complete books. The effects are the same as in photography but the technical side is much more complicated. So myself didn't work up to now with such things as AO or IBL. Trying first to come to good results with the base parameters and also trying to keep my memory alive and the rendertimes in handy regions. B.t.w. 10 minutes rendertime normally is a nothing even for testrenders. Ok, as long as possible so while dressing the puppets, building the scene, posing and so on I only work without any raytrace and/or shadowmaps.
Shadowmaps is even my main hate ... normally they tend to crash the render process and on other hand mostly the shadows doesn't fall right or looks unrealistic ... my opinion and experience.
Without shadowmap there is more memory for the models, ok, than with raytrace the processor(s) have to work harder. But that's their task for what they are paid, aren't they.
And I think that's a task they enjoy more ... something other like all days only waving the adminstrative rubbish that microsoft programmers has forgotten to decontaminate from windows.
Apropos rubbish, on your next way's with poser and lighting be prepared for some surprises build in at no extra cost. For example the spot lights are also shining through complete walls and other very robust things. With that in reality we could save lot's of energy. If your neighbors left and right switch on their lights you could save your own lamps
For example I tried a halloween image with a couldron. Placed a spotlight in aiming to the top as if light is coming from the soup. Up to top it worked. Also the sides of the couldron are dark. But vicky's feet and other things standing beneath the couldron are highly lighted and producing shadow to wall and floor. Very annoying. This seams to be a problem of spot and point light. The global lights don't have that problem but are not usable for that effects.
But you will find that this are not the only problems (bugs) build in into poser. Otherwise show me one, only one bugfree software. So for the price and with look to the enormous number of owner's of the programming team I think poser is really not as bad as some people are saying.
And as system developer I know what talking about.
Though especially to that aspect there are some bugs I'm really angry about. For example that bug in working with directory path's finding textures and sometimes also object files. Even if there is a complete path equal if relative notation (MAC style) or with complete structure (Windows style) poser tends to take the first file coming along with the same filename.
I once have spend hours to find my mistake as some boots for Posette first didn't conform right and second looked untextured. And that happened sometimes and sometimes not.
The point was there had been two different boots in two different path's having the same object filename but naturally different characteristics and map zones. If working from the library pallet Poser took the right one and also wrote the right path to PZ3. But loading the PZ3 it took what came in handy firsttime ... what a mess. I had to rename the object file and also all refences to that. And this is something a normal programmer should have learned in his first lessons ... a unforegivable bug ... if he had been in my team he would have had a very bad day for sure ... :cursing:
B.t.w. talking about learning, that word "gusto" wasn't a name or abbreviation it was simply meant in the sense of taste, smack, flavor. Sometimes I have to use the dictionary ... my problem in languages since school times equal if english, latin, basic, pascal or html. Yes, also with common computer languages in projects I need the reference handy to have sometimes a look into. Things to be learned in a logical way are well but to learn something by heart only memorizing in brain it's a other thing.
So I was happy finding gusto thats the same as in german and used that. Seem that it is not so common in english ... ok, in german too it's a bit more oldfashioned ...
Bagginsbill is right. Gamma correction is a point but it depends also a lot on the characteristics of the output medium. So paper, photo print or monitor needs very specific gamma correction.
In that closeup for my gusto (here we are again), äh, ok, my taste your darker version looks more "charming". With the gamma corrected the colors tend to bleach out. Especial with respect to the background prop it's to lightened ... the mysterious touch goes a small bit down the drain.
That's also a point in the full lenght render. There is to much light in it.
First from photographic point of view the highlight areas of the silver suit have lost their structures ... overexposure. Might be also a bit too much refection in the silver color. Looks less than fabics more like metal.
And second with respect to the artistic theme the wall is covered with rust and dirt ... so ok, might be they invested all money into the lamps but normally such surroundings are more or less rather dark.
One last critics to that image but not specific to it.
Did you hear somethere from the "golden section", might be better found in english as "Golden ratio".It's the name for a very very old experience since the day's of the old masters in painting. Meaning that the main object never ever should be positioned in the middle.
This is a great arts theory with lot's of mathematical backgrounds. You might look to wikipedia.
For our purpose at the moment it's enough to move vicky somewhat out of the middle ... so to 2/3 or 3/5 ... and also rotate the camera a bit so that the background get's a angle away from the 90 degree view ... making some perspective in x-z-axis as also might be y-axis.
Hey the V4 Cami is a good choice. Have to try it.
I love that boots. Have them too. Though I hope Vicky has not to walk through that door. Than she might get problems with her heel's ... :tt2: But hey, that's normal in fanstasy images ... swordfighting amazones on 6 inch heel's ... poor gal's, there must be lot's of orthopedist 's work in that worlds ... :laugh: OK, no complaint, that's the charme of that artistic genre we all love a little bit or more ...
B.t.w. with respect to your figures character ... it's at the moment the 24-day's-of-advent-time so you can be a busy bee collecting lot's of freebies from the calender's. I don't know if your on that way but over there at 3D-arena today's freebie is a character with lot's of the touch in your image. I will give the link though not sure if it is completely in line with the TOS not to post links outside rendo. But it's not a comercial ... ok, in this moment ... let's try ... http://3-darena.com/Market/index.php?act=viewProd&productId=1454
Regarding the super Naika V4 morphs I had a view to the promo page. That's a huge amount of morphs. Are they used additional to the V4++ or with V4Basic. If additional .... poor memory ... I mean V4 plus morphs makes 44Mb plus object file plus textures that's filling up nicely the memory. As I said ... for more crowded images P4 Posette is nevertheless my favorite.
If you look for other forums with good advices for all skill's from newbie to expert besides the freebies and poser forum here. You could go to DAZ Commons and partly Freepozitory, good for freebies less for discussions on how to. In the commons you have to sort out between commercials and the rest of threads in that als lots of good advice could be found.
And than naturally RDNA. There are some real great expert themes for example shader themes. Lot's of bagginsbill expertise ...
Also on Poserpros you could find some advice but only for reading. Since that store is closed and integrated to DAZ the forum is dead but as a resource all threads are readable. Ok, you can also post there but there will no echo ...