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319 comments found!
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
_update... the modeling, UVing, and assigning of material zones are done. Also templates have been neatly sorted and displacement maps for the final details are in place. All that's left now is to generate a .pp2, point that file at an external .obj, some minor text editing, and a few easy morphs. I had to make the displacement eye corner detail non-continuous into the eye socket as this was causingย an artifact in render, a necessary deviation from design in this instance IMO.
Anyway. I'll make a ReadMe and Runtime, zip it up, and submit the finished prop to the freestuff here sometime later this week. I'll post on this thread when it's ready for download.
Some images_
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
@Redfern, yes those areas on the cheeks and the eye divits specifically will be displacement. I'm going to use gray scale displacement maps run through a math node. While the model is not by any means an exact replica in terms of proportions I'm going to remain true to the gross surface details. Next modeling step is the recessions on the head gear pipes...
thanks for the comments.
_oh yeah, I couldn't find any reference for the detailing of the back of the helm... just winged it.
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
@rokket, there's a material zone for each part or section. I'm going to add material zones for the eyes and mouth parts. In total there will be about 20 material regions. The render itself is Poser with just some diffuse grays, really just a test to check smoothing. The final finished renders will probably be IDL with some different materials. Snarlygribbly's EZMetals should look nice I'd think.
While the whole thing is going to be UV'd for completionist's sake I'm just going to go the procedural route for render I guess. Anyway, I'll include templates in case bluto wants to create some textures... I'm really just UVing it so that I can utilize Photoshop created displacement maps to finalize the detailing.
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
oh, yeah... all quads! although to a certain extent there's nothing wrong with small triangles in poser, take the gen 3 figures or DinoRaul's models for instance (only a fanatic would say that those are poorly modeled), but it just worked out that way. I'll get back in a few days with an additional update
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
Sorry I haven't gotten back sooner but I haven't had much time to work on this as the real world concerns (work and whatnot) have taken precedence... Anyway, have moved to the final level of subdivision. Still some minor modeling and tweaking left before UVing. The mapping should go pretty easily as I built this trying to stay as low poly as possible and with cutting up for mapping in mind. The final creases and details will be done with a displacement map. I'm just going to go ahead and put a lot of material regions for versatilities sake. After the mapping is done I'll create some additional fit morphs and do some minor .pp2/.obj text editing to tidy things up.
Here's some WIP wires and a basic Poser render to test Posers smoothing with this. So far so good I guess. Shouldn't be too long now.
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL
Turning into an interesting challenge, not quite sure if this is going to be a fail or not yet. I've been busy with work but I have off tomorrow and I'll get back to modeling this thing. Regardless, I'll post some progress images in a day or two. I have a hard time with modeling things not of my own conception and dealing with preconceived design factors...
Thread: Realistic Terrain (shape, slop, erosion missing) | Forum: Poser - OFFICIAL
ZBrush and a very large uv mapped hi-res plane with numerous terrain style morphs. The plane would need to be either tri's as suggested by the cloth plane with displacement idea or very high resolution in order to allow detail without the deformations causing non-planar faces which will result in render artifacts in Poser. Also something like this would probably require some raising of shadow min bias in order to avoid self shadowing poly artifacts (looks like black specks and mesh x-ray basically)... or so I've encountered.
Thread: Favorite short hair? | Forum: Poser - OFFICIAL
...been a while since I used WildHair but just messing around with it it has many styling morphs that change it to a shorter parted bob style. Keep forgetting that I have this hair in my collection, if what ashley9803 says is true it's a shame such a nicely made model is no longer available and the vendor no longer has products here at Renderosity.
Thread: Favorite short hair? | Forum: Poser - OFFICIAL
Superbob, some Koz things, Fabiana's things, and a bunch of others... In particular toon style and .hr2 or prop. WildHair is a very nice .hr2 but not quite what I would consider strictly a short hair, although it is a bob.
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Thread: 2o13 cybermen head upgrade? | Forum: Poser - OFFICIAL