Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)
Thank you, Les.
I didn't notice there was another page here (at least for me there is) before my last reply.
But I wasn't thinking at the time - all I have to do is make some of the outer cornea material become the sclera material. I think I actually had it that way at one point but screwed up somehow and didn't notice.
So I tried that and it looks better, but now I have to remap and re-texture the sclera. I have to add a few more edges to make the iris more easily morphable, too, so that means I have to redo that as well.
Yeah, it's got too much shine to it, that's for sure.. I got sick of messing with the sclera settings, and just left it the way it was to concentrate on the cornea and iris. I think I need a better background HDRI too. I have a whole folder full of them that I bought, and I keep using the same one. ;-)
I thought the idea was to look bette at angles. Try turning them to a 45 degree angle, and near 90 degree angle to see if they look better. The left eye does look better, though that is a bit odd as to why.
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!
@ MikeJ,
The iris/cornea look very realistic in your last image.
In your previous image I thought that perhaps the iris was a bit big. I don't know if that was just a false impression, or if you changed the size, or if the eyeball is scaled down too much for the socket, but it does not look too big in your latest image. I know you designed the eye more as an experiment in it's own right, than with a view to using it with Antonia, but I am hoping that the fit issues can be resolved, and that you will post the mesh and any appropriate textures you have for it, so we can all try it out for ourselves on Antonia. Do you think the fit is just a matter of tweaking the position and scale, or does it seem to involve the shape of the eye itself?
Personally I have moved my focus slightly further down, and am working on some nipple and areola morphs.
Content Advisory! This message contains profanity
Quote -
Personally I have moved my focus slightly further down, and am working on some nipple and areola morphs.
Much appreciated! Playing with nipples is usually a rewarding past time, too. I'm just saying. :lol:
jules53757 made some nipple and areola morphs that I broke by changing the default shape, but maybe you can use them for inspiration.
In case anyone wonders what I'm currently up to: I'm working on a GUI for some of my Poser file manipulation tricks.
One of the main things it'll do is channel extraction and injection: take a figure file with some morphs loaded and extract the morph channels into a pose file. Then take that pose file and inject the channels into a fresh figure. Since I bypass Poser, this works with any kind of channel, whether or not Poser normally supports it when reading or writing pose files. For example I can easily extract the current scaling of all body parts.
I won't say much more in here until I have something worth testing, but I might give some more details in Poser Technical this weekend.
-- I'm not mad at you, just Westphalian.
Quote - @ MikeJ,
The iris/cornea look very realistic in your last image.
In your previous image I thought that perhaps the iris was a bit big. I don't know if that was just a false impression, or if you changed the size, or if the eyeball is scaled down too much for the socket, but it does not look too big in your latest image. I know you designed the eye more as an experiment in it's own right, than with a view to using it with Antonia, but I am hoping that the fit issues can be resolved, and that you will post the mesh and any appropriate textures you have for it, so we can all try it out for ourselves on Antonia. Do you think the fit is just a matter of tweaking the position and scale, or does it seem to involve the shape of the eye itself?
Thanks again, Les.
I didn't change the iris size. What I did was reduce the cornea material area and allocate it to the sclera material instead, and then expand a few of the new sclera material edge loops so they're not included in the cornea bulge. I should have reduced the iris size as well, because in the picture above the outer ridge of it is completely obscured by the sclera. That's an easy fix though.
As for scale, it should fit just fine into Antonia's head, and at one point it did. But since I was using Lightwave with two separate eyes parented to the head, I had to adjust the pivot point for each eye separately, and I think I must have rotated the one at one point, with the pivot point not exactly centered.
Sure, I'll upload it so y'all can check it out, after I make a few more adjustments. It is pretty hi-res though and I have to work on bringing that down. The iris doesn't contribute much, but the sclera/cornea part has fart more polys than it needs.
I just went and uploaded a text file called NewEyeInfo.txt to the "Files To Work On" section of the dev site.
It's just a link to where I have the eye zip file. I didn't want to use up server space there, since I know it's running low.
It's a somewhat poly-reduced version of the latest version as seen in the last couple of renders, around 3000 polys, most of which are in the Sclera/Cornea part. I didn't include a lens, since it seems pointless after all. The Iris/Pupil part are not physically attached to the Sclera/Cornea part, so could be transferred to a lower poly eyeball, if desired.
I can't include the textures I used because they were originally part of some V4 eyes I bought from DAZ, which I Photoshopped into submission and painted over some. So they were half original, but still I figure that's not enough to call them mine. They weren't part of a merchant resource or anything like that.
Included is the OBJ file and a .jpg UV template with guides to show what on the UV map corresponds to what on the actual object. I mapped it in the way I did so that the Pupil/Iris and the Cornea/Sclera parts could be expanded or contracted without needing a remapping of the UVs.
It's very large, not Poser scale at all. I'm not sure how large, as I haven't imported it into Poser to see, but it's probably pretty well up there - the eye of a giant. ;-)
In other words, it isn't Poserized, but the OBJ should work just fine in Poser.
Feel free to hack it, chop it, dissect it, rebuild it, or throw it away like yesterday's trash. No restrictions on use. ;-)
Edit:
New Antonia UVs still coming..... soon. I'm just patiently waiting on something first...
I have just uploaded the Antonia OBJ file with the new UVs that I made, to the dev site, under the "Files to work on" section.
Well, it's a text file containing a link, not the actual object file.
Olaf has suggested to me that I also make it public, which is just fine with me, but I have no idea how many downloads it might get, and no idea how much bandwidth I get with my Comcast account. I know I can have up to 250 GB per month of bandwidth as a whole, but I don't know if that includes the web space or not, or if that's only for uploading and downloading on my end. Surprisingly enough, they don't seem to teach that in Comcast Tech Support School either. ;-)
So as soon as I figure it out, or find someone to host it, or come up with another option, I'll make it generally publicly available.
Or if not, maybe I can put it in the Free Stuff here and let Renderosity host it, if that's OK with Olaf, of course.
To Olaf and Laurie:
This is just about the same version you already have, but I found a few overlapping UVs around the fingernails, toenails, and eye sockets. The adjustments I made were very very small and will most likely not even be noticeable in any textures you may have been working on. The overlaps were barely perceptible in earlier versions.
There are no textures included, but there are 8 UV templates in .jpg format @ 1K.
I should have added that the new OBJ has different material zones than the original, since the seams changed and what was included with what changed too.
For example, there is no more "skinScalp", as the entire head is now one material group, aside from the lips and lacrimals still being separate.
Doing it that way, for one, eliminated seams on the head and separation of the head textures. It also makes it better when using nodes such as SSS, which can rely on a radius of influence; the head as one material acts as one material, as opposed to separate groups which each have to be tuned separately once the render engine sees them as separate groups. That may not be so in Poser, but it is an issue with other apps.
And the seams around the legs and arms are all different too - different material groups - and don't include any of the body UVs.
Total downloads would be included in bandwidth. The size of the file per se is disk space. But if the file is 1 MB and is downloaded 100 times, that's 100 MB of bandwidth usage.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Quote - Total downloads would be included in bandwidth. The size of the file per se is disk space. But if the file is 1 MB and is downloaded 100 times, that's 100 MB of bandwidth usage.
Are you saying you know that's how Comcast does it? I'm not talking about having them as a host, I mean they're my ISP and I get a certain amount of free web space as a result.
They used to have that information on their old user pages, but they've changed everything and I can't find anything now, but it seems to me that they used to specifically mention a figure.
I can't remember now what it was, but it wasn't anywhere near a few hundred GB.
I'm pretty sure my monthly usage bandwidth is far greater than my web space bandwidth and that they are not added together.
As I have pretty much work at the moment I'll have to wait until I can try our Antonia's new UV map - but I promise that we will rework the texture and developer set that we made to match the new UV's and do some nice textures for the propped eyes. They look promising so far!!
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
By the way: 4shared may be a solution if you run into bandwidth problems. The only thing that's bad about it is that your files will get deleted if you have no requests at all over a while. And of course you can use your file locker here as well.
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
By the way, the UV templates I included are the color-coded ones that UVLayout spits out.
The green areas are distortion-free UVs, while the red and blue indicate distortion, blue being UVs too large relative to the polygons, and red being too small. Although that's just a guide that UVL gives you, and the distortion is actually very minimal when put to practical use.
I thought file locker was something you had to buy from them here. I hadn't even thought of that. I guess I'll have to look into it.
I'd just as soon use the Free Stuff area, assuming Olaf doesn't have a problem with that. He suggested to me that it would be a good idea to get it out there to give the overall public a chance to make new textures, assuming people are interested enough. Being that the whole of Antonia is a freebie for the public anyway.
MikeJ: If you're worried about bandwidth, you could just use Google Sites for now like I did for the developers site. It's free, and they don't have a limit on bandwidth, as far as I know. There's only that limit of 20MB per file and 100MB of total disk space.
If you'd like to put the texture into Renderosity's Freestuff, that's fine, too. But it's probably better to wait until Antonia is complete and also available through Freestuff.
PS: Yes, you have to pay for the file locker, so that's not a good option for you if you don't have one yet.
But you know, I wouldn't worry too much. If people who are not yet on the developers site want to try the new UVs, they might just as well ask you for the link. Also, when I release the next preview, I was planning to put it on Antonia's new public Google Site. There'll be room there for your UVs, as well.
-- I'm not mad at you, just Westphalian.
Zou can buy extra space and bandwidth for the file locker, but everz member gets 50 MB storage an 1 GB transfer for free. Just look under the Members section, my file locker
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 profanity
Ok, I finally got around to uploading my remapped Antonia 114 OBJ file for the general public:
apns_09.home.comcast.net/APNS/UV09/apnsUVs_9-16-09.zip
Note that this is just an OBJ file, with the new UVs and the new material groups, and the necessary UV templates.
In other words, this is NOT a Poserized *.cr2 figure file. So I don't expect to get a bunch of emails complaining about that, or asking how to make it a cr2 file. This is for people interested in developing, not just using, and as such, I figure you should know how to deal with it.
Although it can easily enough be made into one by replacing the OBJ reference to an Antonia 114 (hi-res only) cr2 file with a text editor. You would also have to edit out the old material groups that no longer apply.
Or you can load the OBJ into Poser's Setup Room and slap some Antonia bones on it.
I have tested this as a cr2 file and it works exactly as the "regular" Antonia 114 hi-res does, i.e., no broken joints, no broken morphs - everything is exactly the same except for the UVs and a few new materials.
If you don't know what I'm talking about here, if you've not been following this thread, there are many screen shots and discussions in the preceding two or three weeks of pages in this thread. Look it up if you want to know. ;-)
There is a ReadMe in the zip file, in both Wordpad .doc and Notepad .txt formats, more or less explaining what's what, along with the usage rights and whatnot. I also included an email address in case anyone has any questions or suggestions for improvements... or even to bitch me out for doing it, if you feel like it. ;-)
So, that's that.
I really hope to see someone make some nice textures using this new UV set. :-)
Quote -
I actually think it's probably easier to go from guy to gal than the other way ;o).Laurie
I think that is how the OEM did it in the Garden of Eden :biggrin:
"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld
Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD
space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)
Quote - > Quote -
I actually think it's probably easier to go from guy to gal than the other way ;o).
Laurie
I think that is how the OEM did it in the Garden of Eden :biggrin:
OMG!:laugh: IT comes to God! I vote THAT for quote of the month!
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!
Any of these would do fine for me.
Vera C (Met Art).
Kathleen Turner (War of the Roses, Crimes Of Passion, Body Heat).
Meg Tilly (Girl in a Swing, The Big Chill).
http://www.xmission.com/~waynew/gallery1.htm
Natashs Shy (various TGP)
Jane Fonda (Clute, Barefoot in the Park).
Call me twisted, but I always liked Diane Keaton.
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Scarlet Johanson sound good and the nose is there. Could she possibly do a petite Winnona Ryder do you think? Not exactly a beauty but it would be cool to have a little zoftig character built like the TV host/chef Rachel Ray though or a tall thin person like Jennifer Garner?
Something cool would just be sets of separate specific noses and mouths eyes etc which could be mixed together. I used to dial Posette characters by blending Duane Moody ethnic characters.
Celebrities... who do I think are the most beautiful women in the world... I'll have to think. I tend to go for the girls in the Lands End and Eddie Bower catalogs more than the Victoria Secrets ;0)
Only celbrity morph I own that I really like is an old Anne Hathaway for V3 I got at DAZ (Realwoman 002 or something like that) and there are some sweet Buffy Vampire Slayer morphs for V4 at ShareCG now...
How about this for old times sake... Gillian Anderson, after all wasn't the internet originally established primerly as a means of distributing fake topless photos of Agent Scully?
Hmmm... I think she already has the potetial to look like the young Isabell Huppert with some tweaks.
And as we are talking about Isabelle... Isabelle Adjani may be a nice challenge ;o)
At the moment I am trying my hand on some additional bodymorphs but as I do this for fun when fed up with work it may take me a while to come up with something injectable.
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
there could be so many...
I double Isabella Rosselini, such a rough beauty!
A real challenge would be Meryl Strip...
And Cate Blanchett which looks quite close to Antonia and would be easy
Quote - I have just uploaded the Antonia OBJ file with the new UVs that I made, to the dev site, under the "Files to work on" section.
Well, it's a text file containing a link, not the actual object file.Olaf has suggested to me that I also make it public, which is just fine with me, but I have no idea how many downloads it might get, and no idea how much bandwidth I get with my Comcast account. I know I can have up to 250 GB per month of bandwidth as a whole, but I don't know if that includes the web space or not, or if that's only for uploading and downloading on my end. Surprisingly enough, they don't seem to teach that in Comcast Tech Support School either. ;-)
So as soon as I figure it out, or find someone to host it, or come up with another option, I'll make it generally publicly available.
Or if not, maybe I can put it in the Free Stuff here and let Renderosity host it, if that's OK with Olaf, of course.To Olaf and Laurie:
This is just about the same version you already have, but I found a few overlapping UVs around the fingernails, toenails, and eye sockets. The adjustments I made were very very small and will most likely not even be noticeable in any textures you may have been working on. The overlaps were barely perceptible in earlier versions.There are no textures included, but there are 8 UV templates in .jpg format @ 1K.
Can this be posted creating an account at DeviantArt.com and offering it there as a download for the aware!?
Great suggestions, everyone. You folks have excellent taste, if I may say so. Keep them coming...
So far I think I've only seen Scarlett Johansson and Isabella Rossellini seconded. It's not really a democracy, but if I see lots of people back one particular suggestion, I might be more inclined to try my hand at that one.
momodot: I'll most likely try and make separate morphs for different parts as you suggested, so that they can be mixed later. It requires a bit more discipline, but I think it's well worth the effort.
PS: Celebrities might not always be the most beautiful or the easiest to find useful references for, but they are the easiest to talk about.
-- I'm not mad at you, just Westphalian.
Quote -
Can this be posted creating an account at DeviantArt.com and offering it there as a download for the aware!?
What do you mean?
Do you mean to ask if would I create an account at Deviant Art and post it there for download?
If that's the case, no. I'm not interested in joining up at any new forums, since I already have accounts at all the ones I feel necessary.
Why did you quote a reply of mine from a few weeks ago and ask this, when I made a new post just the other day with a link here to the latest version?
If you're asking if someone can take the OBJ and distribute it from other sites, I'm not sure. I don't think there's anything specifically prohibiting that, but it would be polite, respectful, and all that to ask Olaf first.
As for my new UVs for Antonia, if someone uses UV Mapper or whatever else to extract only the UV files, I really don't care where they go, or who posts them for download. It would be nice to be credited though. ;-)
But what I did is currently only available along with the OBJ file itself. At least, that's the extent of my development of it. I had Olaf's permission to do what I've done, so if anybody wants to upload it elsewhere, I think it would be a good idea to ask him first.
Since MikeJ mentioned asking my permission: as far as I am concerned, you don't need to do that. Simply put, there are only two rules: say where you got the original from (the preliminary "official" site, http://sites.google.com/site/antoniapolygon/, is now up and has a download link) and say which changes you've made if any.
-- I'm not mad at you, just Westphalian.
I know I haven't really participated in the Antonia stuff before, she emerged during my Poser hiatus. But when it comes to partial facemorphs.. that's what I love most to make. So I will make a morph pack for her in any case. If someone can point me to where there's a reasonably finished version of her, I can start pretty soon. Then if you like them enough you could incorporate them in the full/finished version.
I've done morph packs for several characters by now. I consider myself pretty good at it :)
All I need to know is where there's a version that won't change vertex count ect.. it's a little daft to spend days on morphs that won't work because the grouping changes :)
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Ah cool, thanks! I'll get that and start playing then ^_^
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
odf, do you think Antonia will be ready to distribute soon?
I have not been working on my texture sets much due to every day pain from Myalgia.
If I need to get busy and finish them, let me know, please?
Mostly I have to do the DS sets and pz2 file, already have the mc6 stuff ready.
And I need to have some testers when all that is done since most of these are going to be retail versions.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Quote -
All I need to know is where there's a version that won't change vertex count ect.. it's a little daft to spend days on morphs that won't work because the grouping changes :)
If you're referring to the one I made, only the material groupings changed out of necessity for the new UVs. The vertex order and the object part groupings are exactly the same and all the morphs made so far with the current official Antonia 114 work for it.
apns_09.home.comcast.net/APNS/UV09/apnsUVs_9-16-09.zip
I included the same readme in it as the OBJ file I uploaded the other day, with a few minor adjustments. Basically this an "empty" Antonia, meaning no morphs, no poses and textures, although there are two sets of .mc6 material files for loading either the UV checker or the UV templates (as seen in this picture), to get a visual representation of where the seams and areas of distortion are.
Or rather, lack thereof distortion. ;-)
Well, there's a tad bit of distortion, but that's unavoidable in most cases.
The UVs were made with Headus UVLayout Pro 2.05.02, as well as the UV templates. In that program, UV templates can be generated as color-coded to indicate areas of UV distortion. Shades of green means it's just about perfectly sized in relation to the mesh polys, while red and blue mean too small and too large, respectively. Even so, the colors are just a guide for texturing, and the actual distortion is very minimal.
I'll mention again that all the previous morph targets will work with this, as nothing about the OBJ file has changed, aside from a few new material groups and of course the UVs.
The zip file itself contains the typical Runtime structure that you would expect for all Poser files.
EDIT:
I'm also uploading the link to the Files To Work On section at the Dev site.
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Thanks Joel.
Yeah the iris looks a bit too large to me, too, but I'm not sure what I can do about that. If I shrink it down, I'll end up with space around it, since it's not attached to anything. I think what I have is the result of what I mentioned last night, not being sure where to go with it, where to end up with the edges.
I'll see what I can do about dilating the pupil some and putting it in a head and rendering.