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482 comments found!
Completely agree that the Poser preview render enige needs an update to include all Root nodes options like PoserSurface, PhysicalSurface and CyclesSurface.
A logical step-up would be to go for Eevee as the Poser preview render engine.
The small Raytrace Preview is actually a part of the original FireFly render engine. => Checkbox in the FireFly render engine settings screen => Progressive mode, and was introduced before SuperFly/Cycles came along.
Best regards all and have a nice W-End, Tony
Thread: What makes a good figure? | Forum: Poser - OFFICIAL
I was saying, and having Chips with a cold Coke, and morphs from external 3D apps.
I never loved those chips. Way too labor hungry, and never delivering what you ask them to do.
New features are supposed to make life easy, not harder.
Thread: What makes a good figure? | Forum: Poser - OFFICIAL
Hi Deecey,
Just build one morph = Angry.
Now how many chips are you going to shuffle to get "not exactly " what you wanted.
Angry, happy, sad, disgust, contempt, each one can be build as a single morph, but can never be achieved with chips (no matter how hard you try).
Next are the breasts, Chip them around, now get that "movement in clothes".
Next are masks; Think a Zorro mask. Chip the eyes and brows and get it in the Zorro mask. (Just an example)
Morphs are :
Thread: The best animation ever seen. All effects are well done. | Forum: Poser - OFFICIAL
And with some left over pocket money, he can build those. (The last one is scary ) ! ! ! Ola-la, this is not fair game
Thread: The New Wonder Woman Build Thread | Forum: Poser - OFFICIAL
I am pretty sure my "Projection" Video can Project the figure Full Body Morph into your boots. Look at my Video 2 on my YouTube channel under Tony Vilters Poser 2 Blender 2 Poser. Poser (non-pro) can use Video 3
That technique can also be used to "project" a Full Body Morph in clothing. Just set the Pokethrough Margin to the value that works best.
Best regards and all the best with your project.
Thread: Mort for Poser | Forum: Poser - OFFICIAL
Thread: Questions for clothing designers for weight mapped figures | Forum: Poser - OFFICIAL
Hello, I have been building figures for close to 10 years now.
You might "think" that you see the same figure every time, but actually, LOL, she has some sisters. All with different geometry and rigging.
Yeah, I know about Sasha, even tested her; And if you did not hear from me means she is more then OK.
I always like the effort people put in their creations.
My figures are test figures. Some are "exactly" the same looking, but have a completely different "underground. That is part of the testing process i do. Example : Some of her sisters live and pose with only a single vertex group. Others are completely different UV-Lay-outs. Some have hair (build-in, conforming, or dynamic) and shoes or boots, others don't.
My figures are test-figures, nothing more, nothing less.
Oh; Forgot, ha-ha-ha, she has brothers too. LOL.
And to build, pose and rig, I have only one tutor => A full scale mirror.
And when closing on 7.000 poly? I start deleting. More LOL.
Busy week this week, but I"ll try to get some renders out.
Thread: Questions for clothing designers for weight mapped figures | Forum: Poser - OFFICIAL
Content Advisory! This message contains nudity
Just an example of a bare rigging on a muscle friendly geometry with only 6.580 verts (including morphable hair and boots), with all Joint centers in their correct position, and without JCM's to fight with . LOL.
Caught, while running naked ! !
Thread: Questions for clothing designers for weight mapped figures | Forum: Poser - OFFICIAL
AmbientShade is actually on a very good track.
Venus and Orion have the correct muscle flow geometry/topology and that is the first requirement to put "muscle movement when bend" in the correct place.
Pretty sure he can get most of the movement in the weight and bulge maps, and only needs to add JCM's when vertex have to go out in 3D. (Out of plane with the movement direction).
Thread: H Girl - Darkseal | Forum: Poser - OFFICIAL
Hello, this figure has her hair and boots included in the base mesh of . . . HolD, LOL, 6.580 vertices, previewed at SubD level1, and she has a ton of morphs on hair, body and face, from neutral, to Asian, over Happy and Sad, Angry and Contempt enfin, I follow the facial recognition system as Invented By Paul Ekman ( a face has only 7 expressions ) and with the 7 basics, one can form all others. Facial Action Coding System
And, inside Poser one has the option to edit low res morphs to add higher detail morphs directly on the SubD mesh with bake down to lower SubD levels if required.
The purple line is the link to Wikipedia for the Facial Action Coding System !
Thread: Questions for clothing designers for weight mapped figures | Forum: Poser - OFFICIAL
Tja AmbientShade, Right click with the mouse in the general area, and select from the pop-up window. => Select =>
Thread: H Girl - Darkseal | Forum: Poser - OFFICIAL
We see this in Blender too when people start using dynamic topo. Poly count gets out of hand FAST. => Good for "stand alone" sculpts, but no so good for 3D meshes in apps like DS or Poser.
Thread: H Girl - Darkseal | Forum: Poser - OFFICIAL
There will always be room for good new figures.
Coming back on polycount I remember a discussion from a while ago.
If you have work for a 100 people, you hire a 100 people.
If you have work for 100 people but hire a 1.000 people, 900 of them are on your pay-rol filling gaps but doing nothing.
Same thing for vertices. If you have actual 3D work for them? You need them. If you don't , you don't need them, they are just costing and make your work harder.
For a smooth figure like you are showing, where not a lot of 3D work is done by the mesh, it would be best to re-topo to around 10.000 before spending too much time on rigging and morphs. You are only increasing your own workload by staying with such a high poly-count.
Thread: Questions for clothing designers for weight mapped figures | Forum: Poser - OFFICIAL
Go to this video for detailed instructions. https://www.youtube.com/watch?v=YikiP9pEAp4
Thread: Questions for clothing designers for weight mapped figures | Forum: Poser - OFFICIAL
The fitting room transfers the weight and bulge maps into the new clothing obj file.
Then, if required, you can use the option Copy Morphs from, and again if required, copy Joint Zones from.
The, and again if required, you can use the Joint editor to fine tune joints should poking be an issue.
Best regards, Tony
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Thread: Renderosity Acquires Poser Software | Forum: Poser - OFFICIAL