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397 comments found!
I'm not completely sure but most of the mat groups of V4 and her bodysuit are matching. So it should not be a great problem to use the materials for the suit or as an second skin. Though the original arms and legs material is a bit transparent, I have done the same to my material. This naturally can make a difference in using on the bodysuit or as second skin.
If I'm in some day's satisfied with all materials I make a ZIP of them, including also the morphs for the hair ... seems I have to build some INJ-files, let's see ...
Might be I come also with some morphed boots ... in original they have a diagonal top form as know from wonderwoman boots. So there are some trans maps to do so ... I'm in process ... between my customers silly database programming requests (kind of "we don't know what we need, but what we get we don't like" :cursing: )
Ok, a separat belt makes sense ... besides shoes and so on one can ever need such accessories for the girls ...
As far as I remember the only props at the belt was something like a cigarett box left of the buckle and something that looks like cartridges on old western belts on the right side.
At the back ... I don't know, it's seldom to show actors in film and tv from the back for long time as ever done ...
There have been definitivly no holster or rayguns in the series. The only gun(s) I remember was that from Commander Straker and his commanding crewmen and that was really normal pistols with an incredible futuristic looking silver sound absorber.
But this is declared by the story ... S.H.A.D.O. was a organisation to defend against aliens coming with that conic flying saucers like UFO's have to be :biggrin:
The defense against them was done with interstellar (moonbase) or earthbased (sky one) fighters. So the only weapons in contact with the aliens has been the rockets and guns from that vessels.
Except 2 or 3 episodes it gave never any direct contact with the aliens. So Straker's pistol was mainly a attribute to be the chief and used in conflicts with very earthy enemies like upset personal or one times the commanding general.
So no need for complicated gun's and their holsters at the belt. Also the belt needs not to be wearable over a spacesuit. All the technics as futuristic at the time of the series but all is now common or could be build with existing technics. Will say far as it is impossible now to use a normal clothing belt over a spacesuit it was in the series also not foreseen. Better to design the belt as a normal clothing item that could also used for a opera visit than for a battlefight in the space night
B.t.w. your suit with the side cording looks very well ... execpt that the side strings looks a little bit thin, might be only visual. But these strings are foreseen for rough day-by-day work and not like lace on a nighty dessous, so could be a bit more robust I think ...
If you need more ideas have a look on http://ufoseries.com/index.html . There is also in the image section a blue print of the moonbase outfit showing the backside. Not super detailed but good for the back style of the silver suite.
Thread: UFO Moonbase outfit desired... | Forum: Freestuff
The up-down-ripples of the cloth are not so good as should be ... working on that, might be to have to lauch some questions to Bagginsbill or so ... :biggrin:
Also the makeup needs some color lines on brows and upper eye shadows, but only small changes. It's actually from a character package named Helena. I'm not sure if it was free or in the V4 complete package (I have some problems with storing all that readme's that are coming with all the stuff ... might be bad for the ego of the creators, but no offense, I only try to keep my hard discs as clean as possible and all that readme, licence, comment etc. stuff makes a big swamp without really noticable contens in 99% and no chance to find something usefull if needed in 100% )
The hair is the fabulous Paris Hair for V3. It's here in the freestuff, but the download link is actually broken. I have transfered it to V4 and made 2 additional morphs for the left/right bangs and the middle hair on the nose.
Ok, it might need a little bit more volume at the bottom left and right but also Ellis's and Harrington's hair tops (not really there own hair, or ??) are slightly different. So might be this new officer has not so much hair :rolleyes: , on other hand the standard morphs in that hair gives also possibility to give some more volume.
Also Kozaburo's Short Bob Hair V3 might be a good choice ... also there have to be done a morph for the middle and, I think, the both edges to meet that arched bangs from the series.
On the color I have to do a little bit less purple. In original it seems to be more blue with a touch silver on it.
Lets see next weekend for more ...
Thread: UFO Moonbase outfit desired... | Forum: Freestuff
have seen that series also ... ok, ages ago ...
I have tried with bodysuite and some other free or bought products.
Ok, the matzones of the bodysuite are not totally well for the x-type of the outfit. I think I will try it with some changes in 2 or 3 mat-groups cause I want to do it without image maps only with procedural shaders.
So the mat for the suit plain silver is ... in my opinion ... well done but for the wooly silver mat on arms and legs I'm not completly satisfied special on closeups. See second image.
The skirt is from the winter fashion set here in MP.
Also the boots left side are from that set. The actual worn boots are from Highwaist Set in MP.
And the right boots are Rogue Boots from DAZ, I think ...
All this parts have the great advantage that tey work well or very well with the V42-Morphs++.
Though I think the best boots would be the P4 standard boots. Must try to conform them to V4 via wardrobe wizard.
So on other hand Markonan's mesh looks really nice ... might be good to include the belt direct into that cloth.
Thread: For the Coiffure Creators | Forum: Poser - OFFICIAL
The hair from the second link could easy rebuild by using the "Paris Hair" found here in freestuff.
http://www.renderosity.com/mod/freestuff/index.php?user_id=100042
Tough the link seems to be broken, you might contact the creator directly.
Thread: problem with dress moving when a mat-pose is applied. | Forum: Poser - OFFICIAL
@Sanbie
Hi, I have that problem that a MATpose is turning something in the legs also with your "Hooded Wintercoat Set". B.t.w. very fine clothing ...
I have looked to the MATposes but found no reason for the posing mismatch.
But looking to the CR2 I found 2 strange things.
First in both "Goal"-Props are a embedded geometrie of an ball (and also a extended shader-tree, I think). I have never seen in any model to date that the "goal"-prop does include something.
Ok, I am not realy sure for what the "Goal"-props are realy necessary, so I was astonished to find something like a geometrie in that. I don't know how you rigged the models, but I rather sure that this was not by your intension, or am I wrong. Might be this could make some strange effects ???
Second thing is that most of your models come with a PMD-File. Though I not a friend of this, but it's ok. But I find also all morph geometries in the CR2-File.
I have read and checked that this is a specific bug with Poser 7 SR 3. P7SR3 isn't erasing the geometrie information from the CR2 when building its PMD file. Poser 6 and Poser 7 up to SR2 are doing this correct.
Loading the Wintercoat with Poser 6 and saving it under a new name with building PMD made a different CR2 file as expacted. But there are not only diferences by the morph geometrie but also differences to some other parameters, e.g. KD-Colors etc.
So to store the same model with P6 and P7SR3 and then examine the CR2's diferences might bring some ideas why there are that misbehavior with MATposes.
@SeanMartin
Hair props often goes flying off although correctly parented then using pose files PZ2.
Mostly it's cause the people creating the pose have forgotten NOT to save the hair with the figures parameters. If such a pose file is used and the hair is a other than that at the pose creation (that should happen often ...) the hair reacts to the wrong parameters of the file.
Greatings Jo
Thread: Grey patches in the top left corner of a render. | Forum: Poser - OFFICIAL
Very interesting discussion ... I have the same grey patches since some days in the upper left corner of each render thread. Equal if using 1, 2 or 4 threads.
They came with a relatively huge model of a building and there mainly if positioning the camera inside of the building but without touching that geometrie. As first I thought of some interference between the memory holding geometric data and render space.
But that it's a shadow of geometries behind the camera seems to me indeed true.
The easies work around I have found is to use P6 if you have it also on the computer.
The same PZ3 with the complete scene and camera position causing the grey patches in P7 will render absolutly clear in P6 ... ok, you loose the possibility to use more than 1 thread, so it's a little bit slower on multi core pc's ...
So let's hope for next SR ...
Joachim
Thread: Dear Content creators: | Forum: Poser - OFFICIAL
Hi all,
nomally I don't post in forums cause as a programmer I have so much mail of customers to answer that I sometimes start hating writing :biggrin:
But this thread is such interesting and really necessary ...
I have lastly spend over a year in sorting all my content to more than a dozend external runtimes so I know about what really creative people the content providers are ... and what a bad knowledge of IT systems some of them show ... :sad: ... ok, I have learned IT with DOS. That means handling folders and files was of existential neccessarity to survive on a PC ... :laugh:
First of all why are this dozends of "thumbs.db" and "store.ds" in the zips, its so easy to regulate that ... Ok, ok, its MS politics to bring lots of gadgets to the people, which are rather useless for professionals (they download at first a real tool e.g. irfan-view) and rather dangerous to non-professionals cause they make things they don't know and don't want and produce a lot of work to admins ... :crying:
I use W2K so the thumbs.db's are not of real danger but it needs a lot of time to delete that useless waste.
Second thing read.me's ... I agree with all said up to now, vender's/provider's want to show licences, there ego's and sometimes also give some advices ... ok, ok, all good and sometimes neccessary.
But it make no fun to look into hundreds of that readme's (if finding them) without finding something interesting advice for the product (most cases). And thats really the only which is of interest or do you really read everytime licenses or ego statements ??? :rolleyes:
So why not splitting the readme's in three files license, my-ads AND product-use ... and thats all in 1 folder "readme for ..." at top-level under "runtime" ... so this make it easy to read what you want or delete that all.
Third thing ... the general structure ... might be that "runtime:geometries", "runtime:library:...", "runtime:texture" is not the best choice, but (also as programmer) I prefer some backward compatibility. And if someone sometimes has decided that this is the way it should be obeyed furtheron and changes should made only very sensitive.
And I think this structure is not so bad ... equal if you look for mesh objects or textures or descriptive files like cr2 or else, you know there to look. Puting all that for example into the cr2-path results time-by-time in a worst overcrowded folder.
So I can't understand why specialy e-frontier is puting all in the library paths. (there was a other thread on this theme somewhere around) As "master" of that software they should at first give a good example how to do such things. I told them months ago without getting answer (ok, nothing new in IT business ).
The big point in e-frontier files they use the windows notation c:.... and that means you have to change several lines in each description file if working with external runtimes. Using the old relative notation runtime:library:... you only have to move all content where you want it.
So, this way e-frontier is doing that on the structure is really contraproductive and timewasting, I think ...
There are lots of small "buggies" more ... not only folders with anarchical signs like ! or leading blanks " ", most of this has been said in the last messages ... so my only advice for that is never, never, never unpack a zip to the real location there it should come to (exception DAZ-downloads :thumbupboth: they are very good with that). I have made a temporarily second folder structure for unpacking the freebies. Makes sorting more easy.
Also I have such a structure as test-runtime connected to poser (5,6,7), so I am able to check if the fresh meal is good enough for my girls and guys or at least useable ... special textures and/or mat-poses are not correct named each time (although there might be a readme) for which original they are meant.
But not all things are bad ... looking over the years and tons of freebies it is becoming better and better since Poser 5 ... might be the rest will also sometimes be done correctly (or we get again some new "best of ever" pc system ... :ohmy: )
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Thread: UFO Moonbase outfit desired... | Forum: Freestuff