Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 14 2:19 am)
If I reach behind my head with my left hand to touch my right ear (as you posed her), my forearm points much more up than hers, almost straight up. But maybe I have short arms.
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)
try the middle of your head instead of all the way to your opposite ear. you'll see something like that image. though you have to be careful about how large that triangle of white space between her head and arms is. in my experience, it's one of the absolutely worst aspects of using any Vicky and matching a pose from a photo.
I understand, but to get my upper arm below 45 degrees, my hand is visible. In that render we only see wrist. If I put the center of my palm on the center of the back of my head, my shoulder-elbow is slightly above 45 degrees.
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)
My bad - I had my elbow moved forward a bit, which changed my perspective.
So I give up - I can't see what odf is making us guess is wrong.
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)
The pose in the render looks like palm to base of skull, just below ears. That makes a pose like that look alright to my eyes in the mirror. If it were more top of head altitude like you're showing,Bill, you'd be spot on about the upper arm needing a more severe angle upright od around 180 degrees, if by side is zero.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Hmmm... the only thing I can see beside a strange bright spot in the navel are some bright spots directly under the breast - but if you wouldn't have asked if we see something I would have guessed that this is caused by the light or simply by Poser itself.
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Content Advisory! This message contains nudity
Edit: Hey, it's the attack of the close-up boobs. They're taking over the thread. Run for the hills!
(The texture looks great, SaintFox.)
-- I'm not mad at you, just Westphalian.
Quote - Now that you cropped the image this way the areolas look remarkably different to me! :blink:
Exactly! I'm surprised no one noticed that until now. It was painfully obvious to me when I first looked at the render.
Fortunately, I know why that happened and how to fix it.
[Techno-Babble]
When subdividing the mesh, the areola boundary is pushed outside. In the original mesh, I used hard edges to prevent that, but those got lost on the way. Which means I will end up mashing together three versions of the mesh in order to get one high-res morph that D|S can load: the unmorphed high-poly mesh with the correct vertex order, the unmorphed low-poly mesh with the hard edges preserved, and the morphed low-poly mesh. Ooph!!! Pretty inelegant! But it will work.
Unfortunately, this kind of thing makes it even less likely that people other than me will make morphs for the low-poly version of Antonia, unless I provide an easy-to-use script to transfer those morphs to the high-poly mesh. It would, on the other hand, be real nice to have a fully functional low-poly version for D|S subD rendering.
[/Techno-Babble]
-- I'm not mad at you, just Westphalian.
Hi odf,
What if you crease (hard edge) the morphed figure befor you divide the mesh to the high poly? Then couldn't you use kawekis morpher to match the vertex order to your unmorphed high poly mesh?
Hope that made sense.
Quote - Hi odf,
What if you crease (hard edge) the morphed figure befor you divide the mesh to the high poly? Then couldn't you use kawekis morpher to match the vertex order to your unmorphed high poly mesh?
Hope that made sense.
Yep, that's pretty much the plan. Step 1: apply the low-poly morph to the original version of the mesh that still has the hard edges preserved - Step 2: subdivide the result - Step 3: apply the subdivided morph to the high-poly mesh.
Only that I don't use Kawecki's program. I have my own code for matching the vertex order and for subdividing, so I can do it all in one go. All I need to do is add a line or two to the main script.
Maybe it's not really that awkward. As I mentioned some time ago, there will basically be three versions of the mesh: the high-poly version with the hard edges removed and two low-poly versions - one with hard edges intact for D|S and one with hard edges removed for Poser. So once I tell the script where those are, I can just go and batch-convert my morphs very easily.
-- I'm not mad at you, just Westphalian.
If that's the only flaw, I love it! Women's breasts are not identical in the real world! The small NON symetrical features is what drew me to the figure in the first place! Mirror symetry make CGI figures look creepy.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Quote - If that's the only flaw, I love it! Women's breasts are not identical in the real world! The small NON symetrical features is what drew me to the figure in the first place! Mirror symetry make CGI figures look creepy.
Well, the areola size would change depending on the pose. I don't think that's a good idea.
The Antonia mesh is completely symmetrical, by the way. I prefer to leave it up to morphs to introduce asymmetries.
-- I'm not mad at you, just Westphalian.
I can comfort you! I found that you are not able to mirror one half (vertical) of the texture of the upper torso-arm part and the lower torso-leg part and absolutely match the other side. Slight corrections have to be made here and there to fit the leg and the arm into the template.
...and because you so much dislike artificial symetrie I decided on a left and right knee and poplietal fossa (or however this is called in english... I am talking of the backside of the knee). When I found a little varicose vein on one backside on the photosets but not on the other side I simply couldn't resist. Then there is a scar on the tummy and so on... but please forgive me if I use ONE set of creases for the finger's knuckles on all ten fingers. Usually I use a new set for each finger on one hand. But the fingers on the photos are so dark and need so many corrections to match the hand itself that... oh well... how do I say it... I am fed up with fingers for a while
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Oops! I forgot about that.
SaintFox is right, the UV maps are not exactly symmetric. Because I'm a cheapskate, I used the free demo version of UVLayout, which doesn't do automatic symmetrizing.
hides smoking gun and runs away as JOELGLAINE's angry illusions are coming at him
-- I'm not mad at you, just Westphalian.
Don't worry, I am pretty used to this and found it even on figures you have to pay for (...and no, I will not say which figures I am talking of :sneaky: ).
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Content Advisory! This message contains nudity
I hope you like what I did so far - and I am aware that the light may be a bit dull for a figure with just a texture and nothing else.
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
Content Advisory! This message contains nudity
Maybe I'll do more leg JCMs tomorrow. Or maybe I'll take a break.
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity, profanity, violence
Just another view of the same -$&%#-* JCM. As before, her right leg is with, her left leg without JCM.
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
As you see here, he chose to keep most of the deformation local. That's a valid choice, but I think it doesn't quite match the way real skin would deform. My suspicion is that it also makes it a bit harder to get the JCMs for different axes to work nicely together. But I've yet to test that hypothesis.
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
The thigh outward morph was much easier. I think I'll do the knee bend next.
The differences to phantom3D's version are again subtle, so I think it's better to post comparisons and ask for detailed feedback when I have a somewhat complete set and applied them to the high-poly version.
-- I'm not mad at you, just Westphalian.
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Actually, using high values for both x (forward) and z (sideways) doesn't work so well with these morphs, but that's hardly useful anyway. It's much better to use y (twist) instead of x in those situations.
-- I'm not mad at you, just Westphalian.
Quote - Actually, using high values for both x (forward) and z (sideways) doesn't work so well with these morphs, but that's hardly useful anyway. It's much better to use y (twist) instead of x in those situations.
Err... that's actually nonsense. There's a range of useful positions with x and z large, and that's a combination that doesn't look good yet with my new morphs. So back to the drawing board.
And thanks for the nice words, A_!
-- I'm not mad at you, just Westphalian.
Content Advisory! This message contains nudity
I like the overall shape better in mine, but I'll need to get rid of those weird bulges. Mike's are nice and smooth everywhere, except for the protruding labia.
I'm pretty sure I know how this happened, so hopefully, I should be able to fix my mistake.
-- I'm not mad at you, just Westphalian.
Get rid of the weird bulge on the thigh and that is a slight, but marked improvement.,IMO The labia is pushed down in that pose and opened slightly. I can see why you won't show that, but the shape shown in the hip shot you have here is good enough. The additive JCMs are really top-notch. I'm really impresssed. Using Phantom's JCMs as a jumping off point was inspired. It's still hit or miss on some of them, but I think you are having more hits than missess, IMO. That leg bend JCM is spot on to my eye.
You and Mike make part of a really dynamic team! I'm happy to have been helping out in my own little way! Wow, Antonia will be kick-ass when released!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
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I'm out of guesses, then.
I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!