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552 comments found!
These are just some quick observations and personal opinions, that you might find useful. I like telling stories through comics as well, but im in no way a professional comic creator or anything. So its only based on my own experience of looking at what these people do and what at least to me seems to work best.
But I have to agree with what some of the others have already mentioned, I think your comic would be more interesting and readable if you constructed each page as a traditional comic, both because its easier to follow the story, but also its what you expect.
If you look at the image MrSparky linked and imagined that each of the images in it were a page of it self, it would be quite difficult to figure out what exactly is going on as you loose the flow, I don't think the flow in the image he linked is optimal either, but its easy to figure out that the small images relate to the big image and what is going on in the scene.
Since you render huge images, I would be very careful how you frame things and keep focus on what is important for the viewer to know and what is not, otherwise you risk that your images looks empty. This is an image for a product im working on, so its not meant to be a comic image or anything, but I think its illustrate my point. The scene is actual very simple and obviously serves the purpose of being a promotional image. But I constructed the scene so its interesting around where the action is and therefore care very little about what is outside its view. Besides the grass, the most complex thing in the scene, ignoring the characters and their clothing, is the wheel that is half outside the image. Rest is pretty much just boxes and planes. But if you add a lot of clutter and whatever you have you can break up the image and even if its simple you can make it more interesting. So at least in my experience you don't have to add a lot of complex things to a huge scene, you just have to make sure that the shot you are trying to make looks good.
Another thing I would recommend is not shooting to many shots with full figures in, first of all it can save you time, but also full figure shots are rarely very interesting, unless the pose is actually telling something that is important for the viewer to know. For instant a person walking down the street talking with someone, it could be a good idea to for instant make a shot where you see them walk and talk, but after that the viewer already know they are walking, so making some interesting close up shots of them having a conversation would be better, i think.
Since you in a lot of your images use the same pose and just change the dialog, it becomes a bit boring because you as viewer expect someone to change pose from one image to the next, so you could save some time, if you use the camera to frame the figures differently because you can get away with simple changes, for instant not spending time posing the legs of a character if they are not going to be in the shot anyway will save you time and make the storytelling better with very little extra work.
The last thing, I miss in your story is the lack of shadows as its pretty confusing for the depth perception, because you expect a character standing on the ground to cast a shadow, but when they don't, they appear flat or as if they are hoovering over the ground or something. In some cases you can get away with it, but I personally find it to only work if its a comic with a minimalistic style or only outlines.
So if I were you I would try to check out how professional comic creators design their pages to tell their stories and how they use the camera and light etc. to create moods, suspense and so on. At least i think i have learned a lot from looking at, how they do it.
But as the rest, I think you put in a lot of effort creating the webpage, images, story and so forth, so hopefully you can use the feedback to something.
Thread: Getting 3D mesh model militaria | Forum: Poser - OFFICIAL
You can also try archive3d.net however most of the models requires that you fix them in either blender, 3ds max or whatever tool you use and you might have to create new textures for some of the things.
Thread: How successful are indie digital comics ? | Forum: Poser - OFFICIAL
Don't know how easy it is to make it as a comic artist, but I would assume that for the majority its quite difficult, but I think its possible to make your own comic or animation movie and make it a success, even if you are not producing high quality graphic material etc. If you just have a good idea and a bit of luck by getting noticed and so forth. For instant South park - this is the first episode First episode they definitely didn't.make it due to there artist skills :D or if you look at the comic called Maus which as far as i know is also quite succesful for it storytelling. Another example is the guy that wrote "The martian" this is from Wiki:
**Andy Weir, the son of a particle physicist, has a background in computer science. He began writing the book in 2009, researching related material so that it would be as realistic as possible and based on existing technology.[8] Weir studied orbital mechanics, astronomy, and the history of manned spaceflight.[9] He said he knows the exact date of each day in the book.[10] He specifically avoided physically describing the characters when not necessary for the plot.[11]
Having been rebuffed by literary agents when trying to get prior books published, Weir decided to put the book online in serial format one chapter at a time for free at his website. At the request of fans, he made an Amazon Kindle version available at 99 cents (the minimum allowable price he could set).[8] The Kindle edition rose to the top of Amazon's list of best-selling science-fiction titles, where it sold 35,000 copies in three months, more than had been previously downloaded free.[8][10] This garnered the attention of publishers: Podium Publishing, an audiobook publisher, signed for the audiobook rights in January 2013. Weir sold the print rights to Crown in March 2013 for over US$100,000.[8]
The book debuted on the New York Times Best Seller list on March 2, 2014, in the hardcover fiction category at twelfth position.[12]**
Not that I know anything about your skills or story etc. But there are some people that make it out there, turning there stuff into huge successes, maybe you are the next one, who knows? :D
But I think as some others have already suggested that you should do it as a hobby unless you have the resources to do it full time with the risk of it not being a success, if the stuff you make is good someone will probably notice you at some point...anyway just my personal opinion.
Thread: Conforming cloth | Forum: Poser - OFFICIAL
Boni posted at 4:27PM Tue, 03 January 2017 - #4294197
Problems with legs are generally associated with IK (inverse kinematics). If it is checked it locks the legs position and messes up conformed objects. Even those who are long time Poser users sometimes forget this. I know I do.
No, it weren't IK, unfortunately. I figured it out eventually had to modify the Cr2 file to make it work. But thanks anyway :)
Thread: Poser and VR? | Forum: Poser - OFFICIAL
You might not be able to do it directly in Poser, but if you have access to other 3d apps for instant 3ds max you can use PoserFusion to import your scene to that and make the VR rendering in there. Might be possible in Blender as well, I don't know a lot about that application. But it should be possible to make it work for VR one way or the other i think.
Thread: Make morphs conform with the character. Need help | Forum: Poser - OFFICIAL
Thread: Probem with saving rendered images in Poser 11 for Mac | Forum: Poser - OFFICIAL
Not that i know what is wrong, but maybe its because you have the image opened in another app. and that app. have locked it, so as you try to save to that folder it noticed this and grey out these images. Anyway just a guess :D
Thread: Is Poser dying? | Forum: Poser - OFFICIAL
RorrKonn posted at 3:49PM Fri, 18 November 2016 - #4290345
3D-Mobster posted at 9:23AM Fri, 18 November 2016 - #4290337
Personally im working on a new pose set of modern/casual dancing poses and im not a big dancer my self, but trust me it is not easy to make poses like that, because you are trying to capture this one moment in a motion that pretty much only make sense if seen in context of the rest of the dance.
youtube n google has a lot of dancing
Yeah i know, Already been there :D But still for instant stopping the movie at some place and then getting that pose you think might be good recreated in Poser. Its not always really working out, I think. At least I find making those difficult or interaction poses where the figure have to use an object, cant be a pain as well, especially the hands as they are not as flexible as human hands. But anyway thanks for the tip.
Thread: Is Poser dying? | Forum: Poser - OFFICIAL
RorrKonn posted at 10:36AM Fri, 18 November 2016 - #4290092
LaurieA posted at 1:18AM Tue, 15 November 2016 - #4290090
Takes no skill to do poses? Wow, then I should be cranking them out after all these years...which I don't btw. Wow. Just. Wow. Go and say that to i13 and Danie and Zeddicuss and FeralFey and..... Razor42 doesn't make just poses fwiw.
If poses took no skill, everyone would be making them, don't you think? o.O
Laurie
Modeling ,Sculpting ,Mapping, Texturing ,Rigging. Takes skills. Don't try to compare some one that makes poses to CGI Artist that can Model ,Sculpt ,Map, Texture ,Rig. you can't.
Im not really sure why its even relevant to compare these things. I make a lot of poses as well as other things. So can obviously only speak based on my own experience. But whether I make poses, figures or textures etc. you have different problems that you will have to deal with in the process. Some things are very easy to model and texture etc, whereas other might not. Most the stuff i make never make it to my store as its for personal use or might just be a small object of some sort and turning these into products and go through the whole required process take quite a long time. But most of these object are fairly easy to make and rarely takes a long time, I don't find doing that to be more special than for instant making a pose. I do agree that its easier to get started making poses than to model, texture, rigging etc. simply because those things requires more tools to be learned and have longer production and learning curve, whereas making a pose basically just requires the figure and one program. But making believable and useful poses and trying get the expression and feeling right in a single pose is not always easy. When i do poses, a single pose can take between 15 minutes to 1 hour to make and in lot of cases I might end up scrapping it in the end, because i don't feel it reflect what i had in mind.
For me at least, making a pose is like taking a snap shot out of an animation, so its not simply about placing a character in a random position which requires roughly no effort what so ever. But we as humans are especially good at seeing things that are wrong or out of touch with reality, some are better at this than others, so if you make a pose and certain things are not correct you will end up with a bad pose and you might not even know it. This could for instant be the wrong weight of the body. Which I my self have had certain discussions with Rendo testing crew about, where they wanted me to change some poses because they looked at the technical aspect of the mesh interaction (poke throughs) for instant, like if the arms are resting on the thighs and the weight of the upper body is applied to them, obviously some weight is transferred down the arms to the thighs. If such weight is not reflected in the pose you will get a doll like pose that looks very unnatural. Since 3D figures doesn't behave like humans and their thigh for instant wont react to the weight of other objects pressing on them, you have to take that into account and a lot of the poses I have at least, doesn't really do a good job at this, I think. Which is one of the reasons i decided to make my own and obviously because having access to a lot of poses really save you a lot of time, even if the pose doesn't match exactly what you need, having a huge library of them means that you can almost always find a good starting point for tweaking it to what you need.
So I wouldn't compare modeling, rigging etc with making poses simply because it makes little sense. Some are good at making animations and can capture a pose or expression very fast and with ease, others might be good at the technical side of rigging, some texturing etc others might not. If you have a hard time modeling obviously you are more impressed with people doing that, than something that you might find easy.
Personally im working on a new pose set of modern/casual dancing poses and im not a big dancer my self, but trust me it is not easy to make poses like that, because you are trying to capture this one moment in a motion that pretty much only make sense if seen in context of the rest of the dance.
Thread: Horse rider wearing a dress | Forum: Poser - OFFICIAL
Since you are not making an animation, you can use gravity to help you :)
Once you have the final pose you are after in the last frame. Go to frame 1 and rotate the horse and rider around 90 degree clockwise (maybe less) and do the same in the final frame. Since the cloth will always fall downwards you will get the effect of the rider riding fast forward. Then once its done calculating you add one frame in the end and rotate the horse and rider back to normal position, just make sure that the cloth is parented to the rider. I would be surprised if you wouldn't get some good results doing that. :) And if you need more speed, maybe move the horse and rider slightly upwards in the final frame.
Thread: Is there a demand in Pauline products? | Forum: Poser - OFFICIAL
**You folks are at it again. The OP simply ask for 'demand for Pauline product. Not about Pauline's features compared to G3F, V4 or what not. I would love to see Karanta create products for Pauline. Please DONOT hi-jack this thread and turn it into an app or figure war. If you want to discuss the figures comparisons, start your own thread.
Thank you in advance for understanding
BTW I use all figures, V4 Dawn G2,G3, and I want to incorporate Pauline into my doodles.**
I think it make sense to make references to other figures in order to give Karanta any useful feedback. Otherwise she will just get a few yes and no answers from people based on their personal view on Pauline. Which is not very useful i think, because the fact is that she is competing with these other characters. As Razor42 mentioned in his post which shows the number of popular products for varies figures tells something about whether there is a demand or not, or at least indications. Looking at galleries and seeing how often Pauline is used compared to Genesis etc. give an impression of how popular she is i think. Eventually it gets somewhat relevant why there might be a higher demand for Genesis 3 and V4 compared to Pauline, which again lead to comparing the different characters, Personally I see no problem in that, its like comparing cars in my opinion, some like a certain type, others dont. But in the end I think that its useful for Karanta when deciding or trying to figure out whether she will go for it or not.
Thread: Suggestions to dynamic cloth room | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Example is two balls (whatever's) one at 0 and the other at 100. They both are moving towards each other at a speed of 90 units a measurement and will collide in real life...
Not an expert in multi threading, so not even going to pretend :D But couldn't you solve that issue by simply checking the directions of the moving objects, distance and speed. So if object 1 is moving towards object 2 and they are moving at different speeds, you could measure whether the combined speed of the object would be greater than the distance between them, in that case you know there is a chance of a collision. However you don't know exactly where it would happen, so to solve that you sub divide until the combine speed is less than the distance between them and then make a new check whether that resolve in a collision. If you can keep track of number of cycles each thread have done, some could wait for others etc.
Or maybe it would be possible to even out the cycles. In the example of the bullet only requiring 50 points and able to do 100 cycles per second and the car 500 at only 10 cycles per second, then even it out so they arrive at the same time.
Anyway wild guesses, however i believe you are correct when you say that its not easily solved :D
Thread: Graphic Novel, Comic, Picture Novel Folk, and Readers | Forum: Poser - OFFICIAL
That sounds like a fun project, regarding Anomaly i think there are some reasons they prefer doing it the way they do, but its just a guess. But by not relying on the actual renders in Poser they have better control of the style they want. As they can manually paint everything and make it look the same, quickly adjust lighting etc. From the tutorial video its pretty clear that he uses every thinkable way to make the comic get along as fast as possible, whether its modelling stuff themselves, buying varies products or make it in 2D. Which makes kinda sense I think, because if you render some in Poser and some are in 2D, and some objects are bought etc. there is a huge chance that they will look differently depending on who made them and then you also need to match the 3d lighting with the 2D etc. Secondly I think if its a pure 3D render the comic might simply look to "clean", which can be a bit boring I think if you have to read pages after pages. Last if its hand painted it gets the style of you as an artist, which I think is important for any person making a comic book.
So personally for me and don't really have any experience in this area, I prefer photoshop simply because I find it more interesting to look at.
Thread: Content Creation | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Think i started much like you did with some knowledge of making some 3D, then I did some trial an error tests in getting things into Poser. But here is a quick guide for you, but basically, I think the best you can do is simply try it and expect that the first product might take a while to get working as it is suppose to, until you get experience in how to start up a product.
The easiest way to get started is if you start by making static objects (Chairs, tables etc.) meaning where no rigging is involved. Then its pretty straight forward as Poser can import varies formats such as obj files etc. so you can import them to poser as you would any other 3d app. which would be step 1.
Step 2 is to get all the materials added in Poser, so you apply all the textures you made, think this is where most problems can occur if you are new.
Step 3 You have to make sure that the file fits the file structure that Poser needs. The easiest here i think, is to simply copy/paste one of the existing runtime folders to a new location on your harddisk and then you delete all content from it, but leave all the folders. Once that is done you add the new runtime to Poser. And whenever you are done with an object you add it to that runtime library, that way when your product is finished you know that everything is in the correct place, otherwise you might run into problems with wrong path to textures and obj files etc. Which will require you to spend time fixing that.
Step 4 Then you read through the selling product guidelines found here on renderosity (Cant remember exactly what its called) and fill out all the required steps for making a new product, after that it will go through a review where you might (in most cases) get some feedback on varies things that might be missing, wrong price etc. When you have sorted that out it will be available on the marketplace.
If you get step 1 to 3 working, then step 4 is pretty much just following a checklist of requirements.
Thread: Draping in Poser Pro 11 | Forum: Poser - OFFICIAL
Its a matter of choice i think, at least for me, I would drape the cloth if its way off in fitting the character or if you have an animation where the cloth is not linked to the interaction object. You have to remember that drape is done before the actual simulation is calculated and are not stored within the simulation, so if you were to cancel the calculation during the drape the cloth would return to its default starting position. Here is a small test to show it.
At the top is the actual scene.
Next image shows what the first frame using drape looks like.
Then the final result for both a simulation using drape and one that is not. As you can see the different is not that huge, however if the fish for instant were swimming forward from frame 1, using drape would allow the cloth to interact with the fish before it actually moves and therefore move with it during the animation.
So in such case using drape would be a good idea, otherwise the fish might have moved before the cloth reaches it. If you are simulating a piece of cloth for a human it would normally be linked to it and therefore follow along with it, so it would probably not make a huge different whether you drape first or not, at least I wouldn't bother doing it in such case, because the actual simulation would make it look realistic enough in end anyway.
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Thread: Rogue Trooper 39-frame webcomic | Forum: Poser - OFFICIAL