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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 12 3:30 am)



Subject: Old man for poser


egalps1 ( ) posted Wed, 11 November 2009 at 10:36 AM · edited Sun, 08 December 2024 at 3:56 PM

Hello

I need an old man for a project.Do you know how i can create one in poser or if i can find any for free in any site?

Thanks


bagginsbill ( ) posted Wed, 11 November 2009 at 10:50 AM

Which version of Poser do you have, i.e. which characters do you have handy?

James, Simon, or Ryan can all be morphed.


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bagginsbill ( ) posted Wed, 11 November 2009 at 10:58 AM

file_442867.jpg

P8 Ryan and 2 minutes dial spinning.


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)


LukeA ( ) posted Wed, 11 November 2009 at 11:16 AM

file_442868.jpg

M$ has a lot of morphs for this

 

LukeA

My latest novel


RedPhantom ( ) posted Thu, 12 November 2009 at 7:04 PM
Site Admin

Morphs are a start but what about textures? I have a few old man projects I want to do too.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


bagginsbill ( ) posted Thu, 12 November 2009 at 9:42 PM

Again, which figure. We can't possibly list every morph and every texture for every possible character. Still waiting for the OP to respond, but if you want to take over the thread, RedPhantom, hop to it.

Which figure?


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)


Dave-So ( ) posted Sat, 14 November 2009 at 9:06 AM
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I'll jump in  ... m4
that be for textures ... old man style

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



Dave-So ( ) posted Sat, 14 November 2009 at 9:12 AM
Online Now!

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



hborre ( ) posted Sat, 14 November 2009 at 9:19 AM

Could BB be hinting that this can be done with VSS?


bagginsbill ( ) posted Sat, 14 November 2009 at 9:23 AM · edited Sat, 14 November 2009 at 9:24 AM

HB,

Well, I was thinking that we could put links to products and freebies only for one desired figure, as doing so for every possible male would be overwhelming and pointless.

Also, yes, I was sort of thinking about how some wrinkle maps for a particular character could be applied with VSS and used with any existing texture for that figure. Why do we need so many textures? It drives me crazy. You just need to combine some features from a small set of possible features, and you can have an infinite number of texture sets from just one.


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)


hborre ( ) posted Sat, 14 November 2009 at 9:40 AM

That was my thinking and I totally agree with you.


RedPhantom ( ) posted Sat, 14 November 2009 at 10:22 AM
Site Admin

Well, my current project is using Apollo, so I guess that would be a cool one. He's so versatile.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


adh3d ( ) posted Sat, 14 November 2009 at 12:10 PM

Visit the Carodan site, he has free morphs for apollo, and I think some old ones.

http://carodan.blackraven3d.com/



adh3d website


carodan ( ) posted Sat, 14 November 2009 at 12:21 PM

Apollo might make for an interesting study here as his lighter mesh can illustrate some of the benefits of effective texture and materials work.
I have a couple of slightly better resolved custom morphs for older characters that I never posted that might be fun to work with.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



radstorm ( ) posted Thu, 19 November 2009 at 10:39 AM

On the co-subject of Apollo (whatever that means,,ok I made it up,,lol)

Where can I find the character from the ground up. I tried before, but all the morphs, etc were so scattered around all over the place, or wait until next month for part 4,,etc etc I gave up downloading it all from CP.


carodan ( ) posted Thu, 19 November 2009 at 1:12 PM · edited Thu, 19 November 2009 at 1:14 PM

If you left-click the flashing banner in this reply box it should take you to the Apollo download page.
All existing parts are there. You'll need to scroll down to nearly the bottom of the page for the download box.
Part four unfortunately never materialised as Anton left the Poser content creation scene.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



Dave-So ( ) posted Thu, 19 November 2009 at 4:51 PM
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i shouldn't eve say this, but hasn't he left more than once ?
hopefully the return is emminent

Quote - If you left-click the flashing banner in this reply box it should take you to the Apollo download page.
All existing parts are there. You'll need to scroll down to nearly the bottom of the page for the download box.
Part four unfortunately never materialised as Anton left the Poser content creation scene.

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



GeneralNutt ( ) posted Fri, 20 November 2009 at 12:45 AM

Wrinkle (bump maps?) are only part of the solution, there is age spots, and I think somehow the aged skin will react differently to the light, but maybe that's just the smoothness gone. 



RedPhantom ( ) posted Sat, 21 November 2009 at 7:03 AM
Site Admin

Generalnutt, right, and there are vericos veins and spider veins, and gray eyebrows and sores (sometimes- I've know several elderly men who get a sore and constantly pick at it so it never heals)


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


carodan ( ) posted Sun, 29 November 2009 at 4:00 PM · edited Sun, 29 November 2009 at 4:02 PM

file_443911.jpg

Just briefly revisiting this thread with a test render for a re-developed older character that I've used before - thought it came out nice. I've been making hybrid textures from various sets I bought for Apollo (Talus and Quint in this case), and a new displacement map for a few wrinkles that include some of the details from the diffuse maps. He's supposed to be mid to late sixties hence less age spots and veins etc. Personally I want to add more ruddiness to his cheeks (to indicate him being a bit of a drinker).

I sometimes feel the morphs for figures tend to over-emphasise the features of age, but I guess it depends on how old a character is meant to be.
This was a custom morph-brush shape - I have a lot more success using that tool on Apollo than M4 for some reason, despite him having less poly's to play with.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



raven ( ) posted Sun, 29 November 2009 at 4:29 PM

That is just an awesome character. It could almost be a photograph.



bagginsbill ( ) posted Sun, 29 November 2009 at 4:41 PM

How do you do that? How do you do that? I say again, how do you do that?

You make them look real. The posture, the expression, amazing.


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)


Dave-So ( ) posted Sun, 29 November 2009 at 5:09 PM
Online Now!

that is one amazing character, it is.
wow ...very impressive
how do you do that ?
oops...that was asked already, already, already

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



ShawnMcCarthy ( ) posted Sun, 29 November 2009 at 5:50 PM

 I agree, simply amazing

Shawn McCarthy
www.defyallchallenges.com


GeneralNutt ( ) posted Sun, 29 November 2009 at 5:55 PM

yep, have to agree dang impressive, how you do that?



Dave-So ( ) posted Sun, 29 November 2009 at 7:22 PM
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and very nice lighting too

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



carodan ( ) posted Sun, 29 November 2009 at 7:41 PM · edited Sun, 29 November 2009 at 7:43 PM

file_443915.jpg

I have to say I think I hit it a bit lucky with this particular figure and lighting setup (some of the other tests don't work quite as well as I'd like). I've usually found the brighter studio lighting simulations easier to get realistic effects with than lower-lit directional ones where light and shadow reveal definite forms. That said, I have spent a considerable amount of time tweaking the morph/texture combination for this character. 

Generally speaking, I like to start by morphing with an untextured model to achieve as realistic a form as possible without the distractions of any skin details, testing with different lighting setups. I'm looking for the 'meta' forms at this stage, including any quirks for expressions which I'd mostly add with Apollos default morphs. I like to make sure that the underlying structure of a face has a solid foundation. I have reference photos to hand for various aspects I'm trying to achieve.
When I'm happy with this I'll start looking at displacement to add further levels of detail - usually larger deformations like wrinkles and moles.
Hopefully now my forms will work well with different lighting setups.

Only now do I move onto diffuse and bump maps - in this example the diffuse texture does a lot, including some of the wrinkles that I'd usually try to make work exclusively with displacement. The 'Quint' texture happens to have nice details though, and blended (in photoshop) with 'Talus' seemed just right so I went with it.

VSS PR3 plays a vital role for the materials setup (standard skin for me now), pretty much unadjusted for this character (just lowered the SSS for the IDL and added a hint of green in the Colour Tint  to kill some red in the diffuse textures).

I used a slightly complex lighting rig of 1 IBL and 3 spotlights for the final render to achieve a bright, sharp finish (ensuring both diffuse and specular lighting).
IDL at render time did make for a slightly long render (about 40 mins) but is well worth it.

I think the dynamic t-shirt also helps add a level of realism that conforming clothes lack.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



Dave-So ( ) posted Sun, 29 November 2009 at 7:44 PM
Online Now!

plus he doesnt have those bulbous shoulders of m4

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



KimberlyC ( ) posted Sun, 29 November 2009 at 9:37 PM

Wow, great character.



_____________________
.::That which does not kill us makes us stronger::.
-- Friedrich Nietzsche


carodan ( ) posted Mon, 30 November 2009 at 6:39 AM · edited Mon, 30 November 2009 at 6:46 AM

file_443953.jpg

One more just to illustrate how lighting and morph/displacement/diffuse interaction can change a character. Somehow he now seems older (to my eyes) as the lighting has picked out slightly more of the morph shapes and displacement details (ignore the hair displacement which is ropey).

btw, I used a simple array of two spotlights set side-by-side for the key lighting here - it gave a slightly better transition at the terminator than using a single spot.
Notice also the orange bounce light from the IDL interacting with the VSS SSS - almost too much in places (on the torso next to the right arm), but works nicely in others to lift the shadows (in the cheek creases).

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



ice-boy ( ) posted Fri, 04 December 2009 at 2:37 PM

Quote - Just briefly revisiting this thread with a test render for a re-developed older character that I've used before - thought it came out nice.
I've been making hybrid textures from various sets I bought for Apollo (Talus and Quint in this case), and a new displacement map for a few wrinkles that include some of the details from the diffuse maps. He's supposed to be mid to late sixties hence less age spots and veins etc. Personally I want to add more ruddiness to his cheeks (to indicate him being a bit of a drinker).

I sometimes feel the morphs for figures tend to over-emphasise the features of age, but I guess it depends on how old a character is meant to be.
This was a custom morph-brush shape - I have a lot more success using that tool on Apollo than M4 for some reason, despite him having less poly's to play with.

questions Carodan:

-where did you get t-shirt
-can you show a wireframe of the t-shirt so that i can see how mesh heavy it is?

the t-shirt looks amaaaaaaaaaaaaaaaaaaazing.


carodan ( ) posted Fri, 04 December 2009 at 8:29 PM · edited Fri, 04 December 2009 at 8:33 PM

file_444159.jpg

Its a PoserWorld dynamic shirt for Apollo. It goes through the cloth room nicely but I needed to make a displacement map to add a little more edge thickness and details around the sleeves and collar. I have to say though that the UV templates are a little odd for that shirt - looks like it was mapped after it went through a dynamic sim.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



carodan ( ) posted Fri, 04 December 2009 at 8:49 PM

Actually, now I look at it, the shape of UV's for that shirt look like they were adjusted to fit the photo textures that are used on it. It just strikes me as a strange thing to do.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



ice-boy ( ) posted Sat, 05 December 2009 at 4:44 AM

thanks for this.

i am modeling in blender a t-shirt for M4 and Apollo. but i dont know what kind of topology to use around the sleaves


ice-boy ( ) posted Sat, 05 December 2009 at 4:47 AM

carodan if you will have time can you please show me a close up of the sleaves without any simulation?

thank you.


ice-boy ( ) posted Sat, 05 December 2009 at 4:52 AM

Quote - Actually, now I look at it, the shape of UV's for that shirt look like they were adjusted to fit the photo textures that are used on it. It just strikes me as a strange thing to do.

blender is a free software and i think its pretty good for UV mapping. plus you can now use images and put them on the model in 3D.


ice-boy ( ) posted Sat, 05 December 2009 at 8:07 AM

file_444167.jpg

i modeled this in 30 minutes based on this tutorial http://www.cgcookie.com/articles/video-blender-shrink-wrap-modifier-2

now i can decide how much detail i want. but i dont know if the topology around the sleaves is good.


carodan ( ) posted Sun, 06 December 2009 at 6:59 PM

Quote - carodan if you will have time can you please show me a close up of the sleaves without any simulation?

thank you.

The pic I posted of the PW T-shirt was pre-sim. I figure the mesh was a generic one created for use with many figures and it was run through the cloth room or similar to create the 'zeroed' fit for Apollo.
From what I can tell the mesh design looks pretty much the same as the one you've modelled, only it has more polys (you could just sub-divide yours).
One thing to watch out for is to not model too large an opening at the collar if it's intended to be dynamic, as the shirt may open out as the sim is run. I sometimes use a magnet to narrow collar openings before running sims to account for this.

What I really want is a decent dynamic long-sleeved shirt that has a properly modelled and set up collar and cuffs for use in the cloth room.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



carodan ( ) posted Thu, 24 December 2009 at 10:24 AM

file_445296.jpg

I'm not a huge fan of P8 Ryan, but I was intrigued and felt like challenging myself....

This chap does only use Ryan's built in morphs (amazingly), although I did have to reset quite a few of the limits on individual morphs in order to do so (and it took an age of tweaking).
Displacement is an enhanced version of the map used on Apollo. Hair is one group of a dynamic piece for P7 Ben (again with some tweaking - I like to recycle). Shirt is the dynamic one for Ryan, just using one of the bumps as a displacement with no diffuse texture used).

Good fun.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



hborre ( ) posted Thu, 24 December 2009 at 11:12 AM

That looks incredible.  Very convincing render.


Believable3D ( ) posted Thu, 24 December 2009 at 11:59 AM

Top kudos for you. That looks really good. The Cloth Room will have to be my next challenge after I get a decent hold of the Hair Room.

______________

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


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