Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 4:13 pm)
ODF you and your crew are elite ,who gets cridit for Antonia Rigs,uvMap, ?
You all set at the table with Aki final fantasy spirit within,DAZ,Hulk.
The out rages part is it was done with a budget of crums with a few people and Wings and Poser.
If I was hollywood I would hire you and ya crew.
Maybe threat is the wrong word
How about I say You all are A force to be recognized :)
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The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
RorrKonn: the rig is by phantom3D (with some tinkering by me) and the UVmap by MikeJ. I'm not sure about their exact job situations, but if DAZ made them a good offer, they might be available.
There are a number of factors that, in a sense, made this easier than professional development:
I've been playing with Antonia since 4 1/2 years ago. At one point I lost interest and didn't do anything for over two years. Around Christmas last year, I got really tired of the project and took a long break. You can't do that if you have a deadline.
You can't waste several weeks making the legs shaped like a real person's when you're on a budget and you know 95% of your customers won't know or care about the difference, anyway. I spent a lot of time on details like that, and it shows.
DAZ and similar companies usually develop in secrecy out of fear that someone might "steal" their ideas. Which means there's not a lot of user feedback. Antonia has been out in the open all along, and scrutinized by many eyes.
-- I'm not mad at you, just Westphalian.
I love the way she's come together, and it's brilliant that she's been in plain sight the whole time. You do have to ask, who else does a figure that renders as well as she does straight out of the box without having to buy new textures or body shapes!? Nobody!!
Antonia is something of which one can be proud
CHEERS!
PS (BTW just what IS the page limit of this thing!?)
Quote -
You can't waste several weeks making the legs shaped like a real person's when you're on a budget and you know 95% of your customers won't know or care about the difference, anyway. I spent a lot of time on details like that, and it shows.
DAZ and similar companies usually develop in secrecy out of fear that someone might "steal" their ideas. Which means there's not a lot of user feedback. Antonia has been out in the open all along, and scrutinized by many eyes.
odf, 100% agree!
For Antonia, after a week of playing with JCM. I'm thinking of a "crazy" idea, that is instead of making clothing just for Antonia, if we can come up with a clothing rig that contains only magnets to "drive" the clothing by using the ERC in the rig. Antonia may be able to wear something that is not designed for her.
I think this is why Victoria 4 uses a lot of magnets to improve the speed of the development of the contents for her.
Quote - question:
Why doesn't the face and body morphs work on this newest version?
I am trying a new texture but can't get the morphs to work.
I haven't looked at those morphs for a while, which is why I'm not including them anymore. If you have the morphs from an older version, they should still work, though, except where they clash with the new shapes.
When you say they don't work, do you mean you can't find the pose files, the pose files don't do anything, or the morphs look wrong?
-- I'm not mad at you, just Westphalian.
Hmm, I just tried those morphs, and they are still working for me.
I'll see if I can clean up some problems with the old morphs and put them online again as a separate package. It might take a little while, though, so please bear with me.
Since Antonia has some free morphs channels now, I can make traditional injection poses in addition to the PMD-based ones. Interest?
-- I'm not mad at you, just Westphalian.
INJ poses are my friend!
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AMD FX-9590 4.7ghz 8-core, 32gb of RAM, Win7 64bit, nVidia GeForce GTX 760
PoserPro2012, Photoshop CS4 and Magix Music Maker
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...and when the day is dawning...I have to say goodbye...a last look back into...your broken eyes.
I am not receiving ebots again... damn... and there is a lot interesting here...
Hello ODF nice to meet you, of course, chapeau in front of your doll... and hi Meike the Red, my friend :) (or I should say Mommy because you pointed me in the direction? hahaha)
I agree totally 100% with that matter of spending too long in things that YOU see but maybe nobody else will see... I do it all the time and sometimes it feels like a waste of time... but well, is in our nature :)
About this girl... I love the way she moves the arms and legs... definately, is a glory for render...
I will make some shaping to her face as soon as I finish my current project... and as I have said, will include a fit for her in my upcoming updated hair release.
I will be waiting the face morphs because I have not any file related to that...
and as soon as I have some time will post here what parts of her body IN MY OPPINION could be slightly improved, if it can be possible :) but so far they are only the Thumbs and the foot fingers :)
fabi
PD: Meike that texture is outstanding but that is not surprising me, coming from you :)
PD2: the rigging is excellent.
Fabi @FKDesign
One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this
morning, in my mirror... they are there.
I hear you about development. I spent nearly a year, maybe more, developing a Summer Glau head morph for V4. I'd release her thinking she was perfect, then I'd see something and go back to change it. It could have been about 8 versions in before I really nailed her. That was only using commercial textures. When I got a texture from the artist that originally created the morph I'd used as a base, I finally nailed her using a morph that was 50% her original and 50% my final version. Trouble was, I couldn't release it! If you check my portfolio on ShareCG you'll find every version I could release from first till last.
CHEERS!
just to show you her with a morph from me, a smaller nose and a slight smile... and hair :)
this fit will be included in the commercial package.
this is just a simple render, with no AO... just her glory under a simple light :)
she looks gooooooooood!
fabi
Fabi @FKDesign
One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this
morning, in my mirror... they are there.
Quote - just to show you her with a morph from me, a smaller nose and a slight smile... and hair :)
this fit will be included in the commercial package.
this is just a simple render, with no AO... just her glory under a simple light :)
she looks gooooooooood!fabi
Terrific morph! So much character - very believable.
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)
Quote - ODF,
Are her joints and JCM officially done?
Well, I've said that the 0.9.122 rig (except the hands, feet and head) will become official if there are no serious objections. So far, I haven't heard any. Time to shout a little:
--- ATTENTION PLEASE! ---
If anyone knows a reason why the current joints and JCMs should not become official, this is your last chance to speak up. SERIOUSLY!
:scared: :ohmy:
-- I'm not mad at you, just Westphalian.
Quote -
I'd like to contribute some morphs. Is anyone building morph targets and if so, what is the preferred program? Since I'm using ubuntu, would anyone know if blender is the right app?
You can use any program you like, as long as you're able to get the morph back into Poser. Every program has its own peculiarities when handling obj files, but people have successfully used Blender for creating morphs, and someone should be able to give you some pointers, either here or in the Blender forum. Some of the critical points are not to have your modeling program split the mesh into separate objects for each actor (if you're doing PBMs or FBMs) and to preserve the original vertex order.
I'm a Ubuntu person, myself, and do all my modeling and morphing in Wings3D.
-- I'm not mad at you, just Westphalian.
For me the joints look very good. Not sure about the fingers, will check later.
About morphs Lord-Ghoul: all them are welcome. I have did a fast nose morph in Quidam and she morphed very well inside it even the symmetry is not the perfect thing in this soft... I did the left side and mirrored the right and all worked ok.
Her face mesh seems to be very flexible with no wrinkles so I thin should be easy to morph it.
At least, is more easy to fix if something must need manual edition :)
now she has a hair fitted to her head so won´t be bald here in this house :)
Fabi @FKDesign
One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this
morning, in my mirror... they are there.
There is a long way to go as all I have below the neck is a base color with a bump added.
As you can see I need to work on the eyebrows a lot...lol.
I've used SF's eyelash trans for this image, 3Dream Boy Hair and everything else is my work. :)
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
ok... sorry guys... maybe i've missed them.. went digging back through and can't find any of the old face morphs mentioned or anything... anyone have a link to the older morphs and such.... i'd love to see a smile on her?
Love the tanktop and shorts... and the body suit looks great...!
i've been playing a bit and i noticed some slight breakage in the hips when the figure was posed beyond a certain point... but nothing major... and i'd say it's probably just the limitations of what the geometry can handle and that i'd done and "extreme" bend... i also noticed distortions in the thigh area when the magnets were used to morph the shape of the thighs... again nothing major... just thought i'd note it...
over-all she's very very well done and even with a custom morph i'm working on i see no probs with the jointing of the figure.. i'd say the rigging and jcm's are pretty well as good as they'll get and are certainly far beyond any of the other figures available!
i'm playing around with a custom teen morph and textures that i'm making for her... would be a full body character morph... i'll post a pic when i get it done
Quote - --- ATTENTION PLEASE! ---
If anyone knows a reason why the current joints and JCMs should not become official, this is your last chance to speak up. SERIOUSLY!
My big gripe with the JCM is the collars, I think the shoulders look too rounded, and should be more square. I started to do some joint controlled magnets for a previous version. They seemed to work reasonably well, though I got distracted by other things before I had a chance to test them properly. But obviously A built in fix would be better than an add on. There again that is only my aesthetic judgement, others may feel there is nothing wrong with the shoulders.
On a more objective note the head twist JPs look like there is room for improvement, a nasty crease develops in the neck when the head is twisted. Eventually I discovered that I got much better results by implementing all of the twist in the neck, which fortunately twists very well. I think moving the Twist Start for the head up to about 0.607 improves the situation, lessening the crease. But I have not had time yet to test this along with other bends of the head and neck.
When I was making the hand poses, I felt there was room for improvement in the thumb, and perhaps the fingers. Though I forget the details now, mostly the twists I think.
lesbentley: Thanks for the tip! Getting the head to twist well is tricky because the "neck" actor is so short. I strongly recommend using the neck twist, which can use the full length of the neck, including those parts that belong to the chest actor. Incidentally, I don't think I can turn my head without twisting my neck, either. :laugh:
I think your suggestion makes the front look better, but the back look worse. So really, either way works equally well - or equally badly, as the case may be - for me.
I honestly don't think her shoulders are too round anymore, but that's obviously a matter of taste (and should not be too hard to adjust by morphs and/or magnets).
-- I'm not mad at you, just Westphalian.
Quote - Here's a sneak-peek at the newest texture I'm working on for Toni.
There is a long way to go as all I have below the neck is a base color with a bump added.
As you can see I need to work on the eyebrows a lot...lol.I've used SF's eyelash trans for this image, 3Dream Boy Hair and everything else is my work. :)
Woah! That's quite a contrast, but, it really works and without any alteration to the morph. Excellent! I still want to see different make-up options for her.
CHEERS!
Quote - just to show you her with a morph from me, a smaller nose and a slight smile... and hair :)
this fit will be included in the commercial package.
this is just a simple render, with no AO... just her glory under a simple light :)
she looks gooooooooood!fabi
Wow. She looks really good like that! (^.^)
My brain is just a toy box filled with weird things
Quote - In regard to what Les and odf are talking about, you may not notice the back that much when she has hair, but the front may need the work Les suggested. It's hard for me to really comment as I've only really worked with V4 and don't know if she's a good or bad example.
CHEERS!
That's a good point. On the other hand, maybe I should just set the limits so that the head can't be turned further than the joint can bear.
PS: Now I'm getting insecure about those shoulders. See, this is why my projects never get finished. :lol:
(That's a lie. I'm actually pretty good at finishing things. It just takes ages.)
-- I'm not mad at you, just Westphalian.
True enough.
I don't actually see anything wrong with the shoulders. Mind you, I'm so blown away by her good points that I'm not noticing any bad ones.
I'd really like some decent fits for Kozaburo's hair and Yoanna hair as I get odd artifacts in renders when I try to do it myself. They look good in previews, but not so much in renders. That Bun Hair is very much the 'hair du jour' round here, practically every new model that comes out seems to wear it in promos. Anything that avoids .pmd's will be fine, I'm not using these right now as Daz models and .pmd's like to crash Poser.
CHEERS!
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Sorta off topic but something of interest
http://www.youtube.com/watch?v=kZ1mRCHu0gM