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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 8:51 pm)



Subject: Character creation, I need some advice before starting


aldebaran40 ( ) posted Mon, 28 July 2014 at 11:32 AM · edited Sun, 22 December 2024 at 9:04 PM

file_506089.jpg

I need some tips to make my own character based on M4/v4

Some time ago I want to do a pair of characters based on m4 and V4 (I attached a picture for reference)

I've done morphm4 and v4 with Zbrush (not as extreme)  and before starting I would like to ask some advice to those who have experience in character cereacion

My first question is:
What initial position that you you recommend me to export the character to sculpt ZB to start (I show  some positions that I usually use), or a character of this style should be creating separate by parts , in this case , how?

My 0 poses:

http://imgbox.com/pjy7AUZd
http://imgbox.com/Kvr10gS7
http://imgbox.com/7aWExDlW
http://imgbox.com/OIQ9yqeF
http://imgbox.com/noEWK1gy
http://imgbox.com/1T6MKEg4

second question:
As you observed as a character (type or Freaks or mr hyde) that modifies so much  the original m4/v4  mesh (the width of the shoulders, waist, muscles, height, etc ...)
then to I can use the m4 poses, I  should re Rigging?

probably have more questions when working but these are what I have before starting ,any other advice will be welcomed


fictionalbookshelf ( ) posted Mon, 28 July 2014 at 11:53 AM · edited Mon, 28 July 2014 at 11:54 AM

Generally the character would need to be in the default position when you export if not the position you exported your character out in will be part of the new morph. 

If the new morphs are extreme like you mentioned and re-rigging or possibly new UV mapping needs to be done then you can't release the character. If you were to release a re-rigged version or a new UV mapped version , it actually becomes a new model and the buyers of the character would have to have that model.  Then that also means you can't sell the re-rigged or new uv-mapped version without contacting Daz first because they own those models. The only thing we are allowed to share or sell are textures created for V4 or M4, poses, and morphs we create.

However, if this is for your own personal use and you don't plan to redistribute anything than you can re-rig or change the UV-map to better handle the extreme morphs.

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AmbientShade ( ) posted Mon, 28 July 2014 at 1:01 PM

You can use animatable joint centers to change the rigging on any figure. 

Here is a youtube video tutorial by Chuck Taylor that shows how to do so:

http://www.youtube.com/watch?v=ogVjot24X20

 

The custom morph needs to be sculpted on the figure in its default shape.

If you're using zbrush, then go to Figure > Export Figure Mesh to GoZ. Make sure to leave "Export Posed" unchecked so that it sends the figure to zbrush in its default pose/shape.

You can send the entire figure and then hide whichever parts you don't want to work on in zbrush. 

 



aldebaran40 ( ) posted Mon, 28 July 2014 at 3:00 PM

In principle do not want to release the model, I just want to make a morph in ZB for my m4  or v4 character to look like that I showed them. but I want to continue being in morph m4 so I can wear m4 clothing , m4 poses and m4 maps

I've created complete morphs for M4 and V4 (not as extreme) as I want to do, I usually use the PML2012 (colorcurvature) to export and import the object as morph, PML allows me to work the model in any position (symmetrical course ) , I use goZ too

one question , what is the advantage of sculpting in position by default and not use one with arms and legs apart more like this:
http://imgbox.com/noEWK1gy
or any other?

other question emerged me your answers, if I re-rig my figure, I still use the M4 poses?

models based in m4 or genesis as Mr hyde, freak 4 freak 5 was re-rigg?

what is better , animatable joint centers or setup room for re-reg?

thank you in advance


AmbientShade ( ) posted Mon, 28 July 2014 at 3:59 PM

If you re-rig the figure in the setup room then you likely won't be able to use many of the morphs++ features from the original M4. 

Also if you re-rig the figure then you will have to transfer the new rig to every piece of clothing you want to use, and some clothing has extra control bones so those would have to be rebuilt as well. 

So I would say using animatable joint centers would be your best bet. Those can be transferred to clothing without affecting the rest of the clothing rig (if it has extra bones). 

There is no advantage to using the default pose for M4, it's just the way that morphs work. The default pose is the pose that M4 was modeled in and loads into Poser in. So morphs and clothing built for him have to be built using that pose. You can change the pose and morph the figure from the changed pose, but there's a lot more work involved with reversing the morph back to M4's default pose. 

 



WandW ( ) posted Mon, 28 July 2014 at 7:19 PM

W4WM was rerigged with the Setup Room and Joint Editor, and Morphs++ works fine.  There is only an issue with morph if the grouping is changed.  SInce DAZ has loosened the EULA since then, if you are careful you likely can distribute a cr2 version, rather than having a script to create it in situ, should you decide to distribute it.

You can use Poser Place Outfitter (availible free at RDNA) to transfer a new rig to clothing.

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AmbientShade ( ) posted Tue, 29 July 2014 at 12:18 AM

@WandW: The difference is that V4WM is the same default shape and pose as standard V4, while a custom shaped and posed M4 would not be the same as the default M4. So I think, at least in this case, that animated joint centers would be best suited and would be the easiest to implement. Clothing can be set to follow the joints, so there should be little need to use a 3rd party script to convert or transfer anything in most instances. 

 



RorrKonn ( ) posted Tue, 29 July 2014 at 1:39 AM

PML 2012 (color curvature)

http://cgscripts.colorcurvature.com/morphloader.html

this is it ?

just don't seem like a normal store.

 

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aldebaran40 ( ) posted Tue, 29 July 2014 at 7:29 AM

Quote - PML 2012 (color curvature)

http://cgscripts.colorcurvature.com/morphloader.html

this is it ?

just don't seem like a normal store.

 

 

yes , this is it


aldebaran40 ( ) posted Tue, 29 July 2014 at 7:41 AM · edited Tue, 29 July 2014 at 7:44 AM

Ok then to create a morph of M4 as I showed you in my first post the steps would be:

1-export M4  to my favorite modeling software in the position that I find it more comfortable to work (in my case ZB)

2-shape it my taste

3-then import it into Poser, prove  the joints, and if you're not "bend" well (as it surely will occur in this case - I already happened before) correct them using animated joint centers or setup room

4-finally creating the textures (m4 UV)

Am I missing something?

Are these steps are used to create content for morph-based products DAZ figures - gen4, gen 5, gen 6?

¿there is Some official  tutorial, guide or manual for developer mophs content ?


Zev0 ( ) posted Tue, 29 July 2014 at 10:06 AM · edited Tue, 29 July 2014 at 10:07 AM

You are gonna need a few JCM's or bending will not look natural.

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aldebaran40 ( ) posted Tue, 29 July 2014 at 3:57 PM

Quote - You are gonna need a few JCM's or bending will not look natural.

 

yes yes , I feared that someone said so , so far I  managed the bend "details" with ZB but with such morph I think I'll have to add Joint Controlled Morphs, ¿you have any suggestions on where I can find a good tutorial for JCM?

another question zev0  in what  position you sculpt your models morphs?


Zev0 ( ) posted Wed, 30 July 2014 at 2:09 PM

I sculpt in T pose Generally.

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