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552 comments found!
Don't know how you find threads you started, but think you can find threads you subscribed to, but going to "My Account" and in the top there is something called "Subscriptions" or my subscriptions" or something.
Thread: Tangents closest to Unity,Unreal,zBrush,Mudbox,? RenderEngines ? | Forum: Poser - OFFICIAL
Well its not really Posers fault, if you read the article that Bantha linked, its about Daz3d Iray that apparently have the same problem. Vray must be using some other method i guess as it doesn't seem to have a problem with it.
Ps. The bumblebee don't fly using magic, it just flap it wings faster than other insects do, so it follows the rules, just as everything else does
Thread: Tangents closest to Unity,Unreal,zBrush,Mudbox,? RenderEngines ? | Forum: Poser - OFFICIAL
**I don't think it's the lighting, it looks like the Terminator Problem. Iray has it too. Read about it Here.
And yes, Subdivision is probably the best way to get rid of it.**
That explains it, seems very similar to the effect i got in my images.
Thread: Indirect light | Forum: Poser - OFFICIAL
You shouldn't use ambient color in the material, it will cause the material to glow/ambient or what to say, that could very well be your problem, try to set ambient_value to 0 and do another render.
This is what ambient light does and will have same effect on the material.
What you are after is Subsurface skin i guess? If so there is a map for that in lighting -> Special
Thread: Coloring Book | Forum: Poser - OFFICIAL
Nice boni, had forgotten about the comic render, think its faster to do it your way than mine. Really like that feature in Poser. Find it very difficult to do in other packages, so definitely a bonus in Poser i think, and its very fast :D
Thread: Webinar on SuperFly | Forum: Poser - OFFICIAL
Thread: Coloring Book | Forum: Poser - OFFICIAL
Another way you can try is something like this.
Depending on the version of poser you are using. But with firefly go to render settings. Choose manual settings. Here you turn off cast shadows, Subsurface. and to the right there is a check mark where you can turn on "Toon outline" choose the desired pen width.
For the objects you are rendering make them all white in the diffuse and give them a white ambient color with a setting of 1. Make the ground plane invisible and then render and you get a pretty decent result i think.
Thread: Tangents closest to Unity,Unreal,zBrush,Mudbox,? RenderEngines ? | Forum: Poser - OFFICIAL
Maybe I should've specified I was responding to the OP.
Ahh ok sorry :D
Anyway seems like it is mesh related and due to Poser lighting. Tried to increase the Render subD for the scene.
With 3 SubD
With 0 SubD
Thread: Tangents closest to Unity,Unreal,zBrush,Mudbox,? RenderEngines ? | Forum: Poser - OFFICIAL
If your normals look wrong, like they're going in the wrong direction, just take the map into Photoshop and invert the green channel.
Thats not the problem it can easily be sorted as you say. The problem is the weird lines, as i said might be due to the low poly mesh and Poser not being able to handle that very well, i dont know.
Here's a screen of the Nvidia Normal Filter settings.
I made mine using photoshop, but thanks for sharing.
Thread: Tangents closest to Unity,Unreal,zBrush,Mudbox,? RenderEngines ? | Forum: Poser - OFFICIAL
Here is a small test i did with normal maps and bump maps in Poser and 3ds max for comparison. Which shows the problems im having at least when using normal maps in poser.
3ds max Left: Bump map, Right Normal map, Main light is placed low in the scene.
Poser Left bump map, Right Normal map also using main light set low in the scene.
3ds max with main light high
Poser with main light high
The scene used in poser is the same as in max as its exported from there. Lighting are different, but think thats it ok to illustrate the problem. And also the camera might be slightly different.
In Poser especially in the render with main light low, you can see some weird straight lines in the render, which doesn't appear in the 3ds max scene, which are examples of the artifacts i experience when using normal maps in Poser. The bump map works fine even though you still get some lines in it. And again you can see the artifacts in the one with the lighting high, but not as much. So maybe its a problem with the poser lighting when using low poly mesh. The spheres only have 32 sides.
The poser normal map uses gamma of 1 and Tangent space.
Thread: Tangents closest to Unity,Unreal,zBrush,Mudbox,? RenderEngines ? | Forum: Poser - OFFICIAL
Thread: Tangents closest to Unity,Unreal,zBrush,Mudbox,? RenderEngines ? | Forum: Poser - OFFICIAL
Not sure, haven't spend a whole lot of time looking into using normal maps in Poser, but the times i have tried it have always resulted in some weird render problems and can really find any good information about it anywhere i think.
Thread: Rogue Trooper scenario: | Forum: Poser - OFFICIAL
I haven't looked through all the pages, so this is just an initial feedback thing.
I think you would be better off organizing your frames as a normal comic book. A good suggestion are the books by Will Eisner called Comics and Sequential arts. Amazon and Story telling and visual narrative also by Will Eisner - Amazon
Both of these are very good at explaining how to design comics, storytelling, framing, using light and shadows and expressions in comic art, so highly recommend those.
The reason why i think it would be a good idea, is because when a lot of things aint happening on each page, it quickly gets annoying switching between pages so you kind of loose track of things.
I also think your images could use a bit more diversity and depth or they will quickly appear a bit flat. So maybe get some shadows in there, different textures etc. Lighting can really help with doing this. For instant you can place items outside the view of the camera which only purpose is to cast interesting shadows etc.
Using the camera in varies ways can also create some very interesting views. For instant it seems like you frame all or try to frame figures as a whole, meaning you see them in full figure from head to toe. However since you are making a comic, you don't need to show everything because its a story, so one image is carried to the next. What i mean is, for instant one image a soldier might be shooting his weapons at someone, and you see this person in full figure, so the next image can easily be a close up of his expression for instant, because the reader already know what this soldier is doing from the last frame, so they carry the story with them from one frame to another.
Last thing i would do is to change the font type its a bit "robotic" or what to say. My suggestion is to go to dafont.com, they have a huge amount of free and very good comic ,cartoon and handwritten fonts you can use for free.
Anyway as i said haven't looked through all pages, so its just my initial impression and know its a lot of work making a whole comic.
Thread: Texture Sizes | Forum: Poser - OFFICIAL
**Your look professional if you use the standards 1024 ,2048 ,4096 ,8192.
A lot judge the CGI Artist by there map size. If there maps are not the standards 1024 ,2048 ,4096 ,8192.Then it's assumed there clueless and don't know what there doing ,and stay away.**
I don't believe this is relevant anymore, as far as i know this have something to do with games and especially something that mattered for old graphic cards. Todays cards will/shouldn't have any problems working with non power of 2 texture maps. So im fairly certain that this is left over "rule of thumb" from old days and not something that you need to worry about today. At least not to the point as to whether a person should be judged as being a professional artist or not and especially not when simply rendering images not being used for games.
So people judging a person based on there texture sizes, are a bit out of date if you ask me, but don't disagree with you, that there probably are people out there thinking that way, because that is what they heard but haven't really spend the time looking into the reason for it and whether it actually matters with today hardware..
Thread: Texture Sizes | Forum: Poser - OFFICIAL
Making both 4000x4000 is fine, but as you say they body being much larger than the head, means that you will have more details available for the head. But as long as you are aware of this when you make the textures there shouldn't be any problems.
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Thread: Finding threads you've started?? | Forum: Poser - OFFICIAL