Forum: Poser - OFFICIAL


Subject: Asking for honest comments for my character

jamminwolf opened this issue on May 23, 2015 · 215 posts


TetsuTora posted Tue, 02 June 2015 at 12:04 PM

i think it is again improved in all the respects you worked on. i will try to keep this post purely on what i would say are technical corrections to be made, but will briefly add, that i agree with the posts of many, to progress in the marketplace at this point, you need more custom morphing experience. that said, using poser magnets, wings3d and the poser morph brush, you can create any conceivable face or bodyshape you want on v4 if you learn them well, you dont need to spend a lot, but that is another debate.

 first the eyes, the closest person i can identify with eyes like that is actress jessica amleefile_3644a684f98ea8fe223c713b77189a77.jp
file_8f53295a73878494e9bc8dd6c3c7104f.jp

in poser terms her eyes are at a negative slant, and the outer eyelid height is lowered slightly, but you see that the eyefold still follows the curve of the eye. for you to achieve this on your model, you can either use the morph brush set to smooth with a very small area of effect on the eye fold, (to hide it)be careful of mirroring. i'd just morph each side individually. (mirroring often works but is not always ideal) or use poser magnets with small targeted mag zones and z rotate the eyefold that extends out to match the eye curvature. a combination of these two things would be ideal. this would be a good way to begin learning custom morphing. it will take tweeking, and getting used to the quirks of the mag zones and morph brush settings.

 the lips, i would dial back every custom setting you have on the lips and mouth, by say, .08 and then see what it looks like. you could also try a magnet zone that covers the mouth and lip area, then increase the y scale slightly on the mag, and maybe move the z scale lower slightly, or just move the z plane back.

the nose seems too narrow to me, but not impossibly so. a basic rule, while not an absolute at all is, mouth corners are at the same lateral point as the pupils, the inner eye corners are at the same lateral point as the outside of the nostrils. this is a guide only, but when deviating, if you deviate greatly, you will begin to hit the uncanny valley

https://en.wikipedia.org/wiki/Uncanny_valley

the darker patch of texture that goes across the mid line of her nose, is also i think too much contrast, and to me, is oddly positioned. if possible, i would lower it slightly, and decrease its darkness level a bit.in the front on picture of her smiling, it also looks as though the curves under the eye are overly pronounced, possibly from eye height or depth, i would fix this with the morphing brush set to smooth(careful not to let the morph brush hit the lashes)

i would consider making her eyebrow texture double the current vertical thickness they are now as well, but that is probably more a personal opinion.

lastly, while the lashes are improved, they still look overly transparent, or hazy. i assume you are using a gamma correction of 2.2 to render. if so, is the lash trans map gamma set to 1? if it is, consider setting it to .08

i know you've taken a lot of critisizsm, but you have responded to it and improved on Tina within a short space of time, and clearly wish to keep doing so. that is why i have listed so many things as flawed.i hope it is not disheartening.

good luck