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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)



Subject: Free "Hulk-Like" morph target... participation welcome


konan ( ) posted Fri, 16 August 2002 at 9:53 AM · edited Wed, 15 January 2025 at 3:53 AM

Attached Link: Innuendo Software Home Page

file_20238.jpg

Hello everyone, I am about to make a full body morph target for Mike 1.0 that gives him MASSIVE muscles, much like the Incredible Hulk. I am going to take some liberties, and will welcome any suggestions that you have. I will post the images "as I do it" over the next hour or two. It will only take a short while to do, so feel free to jump in the conversation any time to help determine his overall appearance. ------------------------------------------------- David John Fielder (Konan) Proprietor of Innuendo Software


konan ( ) posted Fri, 16 August 2002 at 10:03 AM

Attached Link: Bodybuilder Mike Morph

file_20239.jpg

I am going to start off with my body builder morph target that I did a month ago. Please see the attached link for the interactive post in which we made him.


konan ( ) posted Fri, 16 August 2002 at 10:18 AM

file_20240.jpg

Renderosity's server is a bit slow at this time, so my posts will be somwhat spaced out. First, I painted each hand and foot (separately) and scaled them to 150%.


konan ( ) posted Fri, 16 August 2002 at 10:32 AM

file_20241.jpg

I hid the arms and made his torso Super-massive!


tonymouse ( ) posted Fri, 16 August 2002 at 10:41 AM

I hate to interrupt your demo, but this kinda fits how small an area can you sellect to make a morph for?? for example how about an area to look like veins , Usually bump maps are used but if I am doing a transformation animation, and need more than a bump map will give?? I ask now since the Hulk is Probably an veiny guy. Thanks Tony


konan ( ) posted Fri, 16 August 2002 at 10:48 AM

file_20242.jpg

Hey Tony, To do that, you need to subdivide the mesh surface, which will no longer make the object morphable. You can, however, use the resulting object as a "replacement" object for Mike. The next update to XM3D will feature subdividing. The feature has already been prototyped. It's super-sweet. You can paint an area and then simply subdivide that spot. Anyway, here are the massive arms...


MaximumImpact ( ) posted Fri, 16 August 2002 at 10:55 AM

I have been working on a Hulk using Michael 2.0 and the problems I have found pertain to his hands. I have tried to scale them large but that just doesnt work. So I am very interested to see how you morph the hands. My Rendition of the Hulk http://www.renderosity.com/viewed.ez?galleryid=230697 Thanks Shawn


konan ( ) posted Fri, 16 August 2002 at 10:55 AM

file_20243.jpg

Let's thicken up his hands a bit,


MaximumImpact ( ) posted Fri, 16 August 2002 at 11:06 AM

Attached Link: http://www.renderosity.com/viewed.ez?galleryid=230697

Looking good on the hands. The part where I always had problems with was in between the joints. Oh and you werent kidding about Renderosity's Server being slow today. Shawn


konan ( ) posted Fri, 16 August 2002 at 11:43 AM

file_20244.jpg

Here is the whole body morphed! At this point I did not morph the face, so you are free to apply different facial morph targets to it. I will include a separate beastly morph go along with this figure as well. I am going to take a lunch break. When I come back, I'll apply the morphs in Poser and upload the PZ3 file to my server for ya'all to download. Konan p.s. I was pretty lazy with the hands. I used the buldge tool to thinken them and then smoothed them a bit to fix the right edges. With a lttle attention, one could throw in some extra detail.


konan ( ) posted Fri, 16 August 2002 at 1:16 PM

file_20245.jpg

Hey Shawn, I like your Hulk. Great face and hair! Anybody wanna play baseball? Konan


konan ( ) posted Fri, 16 August 2002 at 1:23 PM

file_20246.jpg

Half a beast...


konan ( ) posted Fri, 16 August 2002 at 1:37 PM

Attached Link: http://innuendo.ev.ca

file_20247.jpg

Here he his, massive as all hell. I'm gonna add a face morph target now and then post him for downloading. It will be at the attached link in the downloads section (in about 30 minutes). Konan


konan ( ) posted Fri, 16 August 2002 at 1:38 PM

I meant "Here he is". I can be quite a lazy typist...


konan ( ) posted Fri, 16 August 2002 at 2:00 PM

file_20248.jpg

Here is a good face for our beastly man. Remember, I am not trying to duplicate the hulk here, just a Hulk-like guy. Note that I am keeping the facial morph target separate from the body, so you are free to add whatever face you like to him. Konan


konan ( ) posted Fri, 16 August 2002 at 2:22 PM

I just ran into the "finger" problem. Looks like I'll have to tweak the joints. Konan


konan ( ) posted Fri, 16 August 2002 at 2:30 PM

Looks like the finger thing is a big job. However, Konan is the king of shortcuts! He is going to make some hand morphs for Mike, just like the Poser 2 figures! Konan


MaximumImpact ( ) posted Fri, 16 August 2002 at 2:51 PM

While your at it could you see about making some Two finger and Three Finger hand morphs? For characters like Nightcrawler and The Thing. So far nobody has made any good ones for Mike. Shawn


crisjon1950 ( ) posted Fri, 16 August 2002 at 4:09 PM

You really have my interest here. I'd wanted to create my own version of a Hulk character. However I didn't have the faintest idea how to proceed. This guy's stomach looks too flat or weirdly shaped.. Is there a way to improve on that?


konan ( ) posted Fri, 16 August 2002 at 4:09 PM

This guy would be much better if I used the morphed mesh as a "replacement mesh" for Mike. What is the legal policy, for using OBJ-action mover and Mike 1.0? Anyone? Konan


konan ( ) posted Fri, 16 August 2002 at 4:45 PM

file_20249.jpg

I was able to make the hands poseable (the morphed hand positions were conflicting with the pudgy fingers, so they didn't work out). Instead of being a morph target, I had to use the ful body morph as a replacement object for Mike. I want to make this guy freely available. Is it kool to distribute him and have the users decode the OBJ using OBJ-Action mover? I seem to recall some legal ramblings involving Mike and Vicky 2.0. What is DAZ 3D's policy on using the OBJ-Action Mover, or a similar tool? Konan


Little_Dragon ( ) posted Fri, 16 August 2002 at 5:44 PM

If you don't include any of Michael 2's morphs in the CR2, and encrypt the new .obj file with Michael's original mesh as the key, it should be okay. Maz's Objaction Mover is good, as is rcook's RTEncoder in Free Stuff. tonymouse: Bulging veins should be easy to accomplish in Poser 5; it has subdivision and displacement mapping.



konan ( ) posted Fri, 16 August 2002 at 11:50 PM

file_20250.jpg

Since I was having so much trouble with the darn hands (extra large hands are totally necessary for this figure), I decided to think differently. The problem is, Poser dosn't like it too much when you morph a limb (such as a finger) way beyound it's original size and position. The joints get screwed up (as MaximumImpact pointed out).

Solution.... instead of making everything larger, I decided to make eveything smaller! I morphed very narrow joints and shrunk the head. I made a quick sketch in Poser with some down and dirty morphs from Extreme Morph 3D, and then I adjusted the limbs to be like "midget" proportions. Then, finally, I made the whole figure larger, and this is what I got (see pic). please note that hands and fingers dod not have to be scaled at all, even though they look massive!

Now that I know this technique works, I will make better morphs, tweak the joints and post him as soon as he's done.


David John Fielder (Konan)
Proprietor of Innuendo Software
http://innuendo.ev.ca


konan ( ) posted Sat, 17 August 2002 at 12:40 PM

file_20251.jpg

Ok, here is the update guy so far. Note that this is a blend of morphs and limb scaling. The hands have not been touched as of yet. So far, I have created and applied "Small Head" and "Small Waist" full body morphs using XM3D. The short arms and legs were created by simply adjusting their scales and tweaking the joints. I will now morph his chesh, back and arms. I will also add a "belly" morph, since crisjon1950 doesn't like the flaat waist. ------------------------------------------------- David John Fielder (Konan) Proprietor of Innuendo Software


Mitch1 ( ) posted Sat, 17 August 2002 at 12:50 PM

Konan, any chance we could look at the model in its zero state. It seems he has a puny neck for that big torso and the seams in his feet have become really visible. Also is it possible to bring a bitmap to the background of a character or a photo as a guide in Extreme Morph 3D? I have a demo installed in my computer and it is about two or three months old so I don't know if you have already implemented this.


Mitch1 ( ) posted Sat, 17 August 2002 at 12:54 PM

Oops we must have posted at roughly the same time, I see up there the zero state view.


HeavyRay ( ) posted Sat, 17 August 2002 at 7:46 PM

Konan,
A question not directly related to your Hulk character so much, as it is to the product in general...

I was wondering how much Extreme Morph 3D will be overtaken by the Morph Putty feature of Poser 5. Here's the blurb from the CL site:

Morph Putty
The Morph Putty tool allows you to interactively sculpt morph targets and see your results in real time as you work! Select which morph targets to include or exclude from the sculpting process. Pin object vertices in place once you have them where you want. In the Face Room, use Morph Putty to directly manipulate facial expressions by clicking and pulling vertices!

Don't get me wrong, I love your work, and own Natural Pose... just trying to understand and put things in perspective....

Tks!
Ray


konan ( ) posted Sun, 18 August 2002 at 1:30 PM

file_20252.jpg

We'll just have to see P5 I guess. XM3D is evolving very rapidly and I am adding new features to it all of the time. If MorphPutty turns out to be as easy to use and powerful as XM3D, then I'll just have to make XM3D better still :) Anyway, ignore my past bunch of posts, cause it caused more problems than it solved. I am going back to the idea of using the alternative geometry approach instead. Here is the character. I have to tweak the joints a bit more, but he is looking pretty good. Konan


Mitch1 ( ) posted Sun, 18 August 2002 at 1:45 PM

When working in Extreme Morph 3D is it possible to assign a bitmap to each viewport to get a guide or as a help when modeling?


konan ( ) posted Wed, 21 August 2002 at 10:03 AM

The bitmap feature will be available in the next update. Konan


konan ( ) posted Wed, 21 August 2002 at 10:08 AM

file_20253.jpg

I decided to go with the "replacement object" feature and use the "Mover" program to distribute the OBJ file. Tweaking the joints is a total pain in the a##. It may be some time until I finish the project, unless anyone wants to volunteer to do some joint tweaking? Konan


konan ( ) posted Fri, 23 August 2002 at 11:11 AM

Attached Link: http://innuendo.ev.ca

file_20254.jpg

He is finally done and is available in the freestuff section or directly from my website.

Hope you all enjoy him!
Konan


crisjon1950 ( ) posted Fri, 23 August 2002 at 8:33 PM

Hey, the thumb looks great. I can't wait till I have some time to use this one.


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