Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 6:57 pm)
Agree with the lacrimals. I always wished them attached to head mesh so they took the head texture with the whole unimesh series... they just attract way too much attention in a render.
I think the ears just need a tiny tuck into the head. Right at the "point" in front of the canal. Probably not enough mesh here but easy on the bigger one.
Quote - > Quote - Thanks JB123! Took me long enough to get there, too. Just for laughs, here's what she looked like 3 years ago.
That is more stylized but I really do like it too!!! Compelling.
Thanks! Maybe I'll try a more stylized figure next. Should be fun.
bagginsbill et al: I saw the error of my ways regarding the lacrimals and fixed them. Did some adjustments on the ears, too. I might post some pictures after work.
-- I'm not mad at you, just Westphalian.
wow she is looking so good man now I am even sadder about my computer getting toasted in the house fire we just had. That morph look great btw if that is just 20 minutes think of what could be done with her. Keep up the good work guys. Hopefully I will be able to order a new computer soon.
P.S. will she be compatible with C7
aella: Thanks! Glad you like her. Sorry about your computer. That's got to suck.
What is C7? Did you mean P7? Ideally, I'd like the base figure (mesh and rig) to be compatible with anything from P4 up to Pro and also the latest D|S. I only have Poser 4 to 6 myself, and D|S hasn't really been working for me on either Wine or Virtualbox, but it shouldn't be hard to get beta testers for the platforms I'm missing.
-- I'm not mad at you, just Westphalian.
But that's one of the issues about Poser and procedurals. You have to design for how it will end up when it samples your procedural too far apart.
This skin renders faster than any I've done based on textures. Interesting.
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All same shader, just different lighting scenarios.
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That's an impressive looking shader, bagginsbill. Actually, I find that bump map more appropriate for skin that any other procedural bump I've seen. It may not be completely accurate, but if you dialed it down a bit on closeups, it might still work fairly well.
Incidentally, it's funny how I never realized there was something wrong with her ear. Now it's bugging me on every render I see.
-- I'm not mad at you, just Westphalian.
Check this out - you can use eye maps from other figures if you adjust scale and offset to line them up.
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Yeah, eye maps should be fairly universal, I guess. Just line up the irises and you're good to go. Cool!
That's why I put the sclera together with the iris in UV space, even though on the mesh it is connected to the cornea, the iris being a separate piece.
Incidentally, I think you need to increase the scale a little here. I see a tiny bit of white on the iris.
-- I'm not mad at you, just Westphalian.
Also I loaded the obj and I must say I love her bodytype! Fantastic mesh! :thumbupboth:
I'm pulling my hair out here trying to figure out a problem. I am using the Daz setup tools to make the JCM's for Antonia. In the picture the one on the left is the shoulder JCM in Daz studio and on the right is the JCM in Poser. What could be causing it not to work right in Poser? As you can see it works great in Daz.
Thanks in advance.
Mike.
im no pro at all lol but have learnt some things while makin clothin for poser
but have you checked inside the cr2 that the controlling figure,part and action has the right names???
................................................
interspStyleLocked 0
valueOpDeltaAdd
Balloon (controlling figure)
lever:1 (controlling part)
zrot (controlling action)
deltaAddDelta 0.025
indexes 132
................................................
maybe try and change the controlling figure name into just "figure" or the name of the actuall cr2 cause iv notice that if it doesnt have the right name it stuff things up
maybe the way daz writes the cr2 is a bit different to how poser does it
only a suggestion
btw the way the arm bends are looking bloody awesome :D
Quote - I just checked the uvs templates, nice work
Only one thing, while in the body the space is quite well used, the head seams to have some space wasted, also I would suggest a more central positioning, this would make mirroring more easier...
This is just a suggestion of course
If I remember right, the reason for the wasted space was that I tried to make the scale ration between the body and head a precise power of two in order to minimize artifacts when matching textures at the seams. If I understood correctly, that was what a number of people requested. The factor is 4 now, whereas something around 4.5 would probably be ideal as space efficiency goes.
I'm happy to change that if the general consensus is that efficiency is more important than precise scaling.
Using a more symmetric layout is definitely a good idea, especially if I keep the scale factor as it is.
-- I'm not mad at you, just Westphalian.
Quote - I can't help it .She looks so familliar to me .Maybe similiar to an actress or a model? ...
If anyone finds an actress or model that looks like her, let me know. It's always good to know what my subconscious does when I'm not looking. :biggrin:
Seriously, I haven't used any one reference and hadn't any particular person in mind. What I tried to do is make her look more like a person and less generic than the typical 3d model, without having a particular person in mind. If that makes any sense.
All that said, she might have ended up looking like someone I find particularly attractive without my being aware of it. I did a Franka Potente morph for V3 a few years back, and richardson made a remark earlier in this thread - a bit jokingly, I think - that I wouldn't have to do anything like that for Antonia. So it's entirely possible that I made her look a bit like Franka, and possibly half a dozen other actresses I like.
-- I'm not mad at you, just Westphalian.
Quote - Maybe Mary Steenburgen known as Clara Clayton in " Back To The Future III " .
Funny, she looks really familiar, but of the things she's listed for on imdb, I only recall seeing What's Eating Gilbert Grape and possibly Back To The Future III.
Edit: Ha, and possibly a bunch of stuff I just didn't know the original titles of. For example, I looked at the synopsis for Time After Time just now, and I've definitely seen that, too.
I would be very surprised if she had been my secret muse. But yeah, there is a certain resemblance, particularly when she was younger.
-- I'm not mad at you, just Westphalian.
I'm pretty close on the general structure of the skin shader. What I need now is to either get some masks to control the lip color or I need to do the lip area entirely with math. (This will not be easy.)
Is somebody willing to make me a lip mask? I need something analogous to a transparency map. I need white where the lips are, black where they are not, and a nice anti-aliased border at the boundary. The boundary should lie just inside the lip geometry. Basically, where lip liner would be drawn, that's where I want a gradient boundary. Then I can drive a shader to produce the lip color and bump effect. (Lip bump is totally different from skin bump.)
If the gradient is right, I can also use the in-between values (between black and white) to know that I'm at the edge and to actually put lip liner there.
I tried to make one with the free Blacksmith 3D Paint, but it only allows 1K maps and that is too course for the detail needed on the lip mask. It needs to be at least 2K - maybe 3K.
Also, it would be cool to have some masks to identify where on the face and body there should be more freckles/oiliness. Basically the upper cheeks and across the nose, as well as a little bit on the forehead and front of chin. Just look at somebody with freckles. Draw white there. Blend smoothly with black everywhere else. On the body, this is top of shoulders, top of forearms, top of thighs.
Also, I think it would be good to have an SSS mask. I'm not sure where that should be, but I know the thin parts of the ears to start with.
I'm trying to think about how to do the eyebrows procedurally.
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Oh - I need a similar mask for nipples. And anything else you can think of that should have variation.
Maybe something that tells me where to put more veins. (I removed the veins on the shader for now. They don't look good when they are everywhere.) Veins should be on the temples, maybe the neck, some areas on the inner arms and legs. Not sure really where but I know they should not be the same everywhere.
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Content Advisory! This message contains nudity
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I am starting to see smoke coming from bagginsbill's ears.... when he sees an interesting technological challenge, he jumps on it like a fox! :biggrin:
I simply want to add that I like this thread not only for the product in itself (Antonia is great because she's created with LOVE in mind, not money) but especially for the spirit of collaboration, friendship and knowledge exchange amongst the very best of community experts.
Looking at the top modeler, the top texturer, the top rigger, working together with the wonderful input and advice of the best Rendo artists is like listening at a symphony.
Thank you all very much for this wonderful music. I am enjoying it a lot.
Giorgio
giorgio_2004 here, ksabers on XBox Live, PSN and
everywhere else.
I can make something similar for the nipples and areolas, but for veins, pores and such I'd have to look at lots of references and experiment for a while. If you made a mask-driven shader and some rough preliminary masks to go with it, I'm sure someone would pick up the ball.
-- I'm not mad at you, just Westphalian.
Quote -
Looking at the top modeler, the top texturer, the top rigger, working together with the wonderful input and advice of the best Rendo artists is like listening at a symphony.
Hey, that's very flattering. But better make that the slowest modeler on the planet, or we might get in trouble for misleading the public. :biggrin:
-- I'm not mad at you, just Westphalian.
It's arranged a little differently than I had wanted, but it worked out fine with an extra node.
I had envisioned having the gradient start at 0 at the lip edge, and rise to 1 within the lips.
You made it .5 at the edge, rising to 1 inside, and dropping to 0 outside.
That is no problem. I just subtracted .5 from it to get the 0 right at the edge.
Here's a test render. Using the mask, I change to a different shader for the lip area. I'm not yet happy with the procedural pattern for the lip wrinkles yet. But at least I can work now without the distraction caused by the hard edge.
Actually, the extra info about the area just outside the lips (where the mask is between 0 and .5) might come in handy. If I want to do a "got milk" type of effect, for example, or maybe she's been sloppily eating chocolate. Or a drunken hussy who's been doing too much kissing. Hehehe.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
A purely procedural texture is really something. Looking very good.
Curious... I know there are node values that derive from orientation in the Poser universe and angle to the camera. Is there math that has to do with distance from the camera that could scale displacement and tiling dynamically to the camera position?
I saw a thread a while ago about a shader which I did not really understand for simulating the gravity sag of an elastic surfaced beach ball due to gravity... could you work in a shader for Antonia that simulated some gravity sag on the arms, breasts and belly using masks to limit the effect to the softest areas? Maybe even try that effect on the face? I know one illusion difficult to obtain in Poser is the /very/ subtle sag/pull on the face posed off axis which is evident in traditional portraiture... I subtle hang of the lips, cheeks, and eye area even on the youngest sitters adds to the asymetry that makes a portrait lifelike. I hesitate to ask but it seems you are quite serious about pushing the envelop on this figure!
There are the nodes DU and DV which (indirectly) tell me how far something is from the camera. They are a bit difficult to use, but I have used them. For example, I made a variation of my Loom that does procedural anti-aliasing based on apparent size in a render. This means that I intentionally drop a lot of thread detail when you view something from farther away or you turn it so it is not facing the camera anymore. I never published it, but it made a big difference. Otherwise, you had to drastically increase pixel samples and decrease shading rate a lot to keep up with all that busy detail if you were using thread colors with a lot of contrast.
The gravity sag is very easy. You just use an N node to find out which way the geometry is facing, and adjust displacement accordingly. Controlling the amount of that with a mask would be required. Good idea.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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This is a 1/10th inch maximum displacement. Even though that sounds really small, it has a big impact.
Look at the two breasts - no longer symmetrical at all.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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Personally I think that looks great. It would be very finicky work to do the breast and arm like that with magnets. Looks good in the cheek area on the face too! The eyes aren't too bad... it is the nose and ear that need to be excluded. Overall it certainly adds realism in my opinion. That shader really looks like skin even on the ball.
bagginsbill: Those lips look great. Personally, I wouldn't dare hope I could get the wrinkles any better. But of course, I'm not you.
Glad you could use that mask. I simple painted all the lip polygons and applied a gaussian blur. That's why the boundary is at 0.5. But if you prefer, I can easily adjust it so that it's the way you originally proposed.
momodot: Phantastic idea with the shader-driven sagging. Obviously, we need a mask for this, but on bagginsbill renders, the bits that should sag look amazing. :thumbupboth:
-- I'm not mad at you, just Westphalian.
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Attached Link: http://picasaweb.google.com/poserbagginsbill/ReferenceImages#5296023321274821890
I shot a macro photo of my eye.Not like I should be the model for Antonia, but FWIW it's a free reference picture, and I specifically set up the lighting conditions so you could really easily see the lacrimal.
Small version is here - you can see the full size at the link. (You'll have to use the magnifying glass once you get there.)
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)