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4,852 comments found!
What you can do :
Download Poser10 now. (If you did not keep the installation files)
That will be around 4GB in (from memory) 7 or 8 files??
Create a folder, "Poser10-Install" (you can choose the name)
Copy all the downloaded exe files in that folder.
And put it away on a USB stick, or external HD? whatever. (do not forget to add a small txt file with your serial number)
After the reformat, all you have to do is click the Poser installation exe file, and all files (the app and the content files) will install automatically in a single go.
And then install SR5.2 over that.
Done
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
@ redphantom
Oh, but I fully agree. There is no "one size fits all" solution. And every new Poser version eliminates some of the "old style" faking we find in the older of BB's shader setups.
And? Material room work needs to be pré-planned for the renderer and the render settigns you are gonna use. Render in firefly? Octane? Other? Its not gonna be the same shader setup. Render in another Poser version? => its not gonna be the same shader setup.
That is why => KISS, keep it simple.
What I do is not standard at all.
Neither in my object file morphing, neither in my morphing using the Weightmap and / or the Bulge map either. Neither in my math room work.
See? That is where BB and I are very different.
BB is a math masterbrain. ( Also notice that I call the Material room the Math room? LOL. )
BB tries to get all his shaders mathematically correct. And he does a GREAT job at that.
I try to get my shaders "3D visually acceptable", while maintaining "end user friendlyness" as one of the top priorities.
While he needs 100 nodes to get something mathematically correct, I use far and far less.
3D is all about "fooling" the eye. => Because in the end, when all is said, done and over with? We are looking at a flat screen. => 2D.
See the default Alyson, and my morphed ALyson on the previous page?
=> See the collars and the breasts?
=> See the hip / thight?
=> See the skin shader using only six material zones and a node setup using only diffuse maps? = Less memory hungry
The morphing, the cr2, the node setup, all go in the same direction.
=> "Visualy acceptable", while maintaining "end user friendlyness" as top priority.
KISS.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
@ Pumeco
I agreed; I'd only use it for skin tight clothing;
Diffuse texture + Automatically created and driven displacement.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
http://www.cosmeticsandskin.com/bcb/stockings.php
Just Google "1930 painted stockings".
Have fun using the Poser tools. LOL
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
In the 1930's nylon was very expensive.
And in some regions "girls" were not allowed to show their legs, but they could not afford stockings.
So?
They painted stockings on their legs. And in those days, stockings had seams, They painted the seams and all..
And during the war;
http://glamourdaze.com/2013/01/1940s-wartime-fashion-paint-your-own-stockings.html
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
@ Earl
Well Earl, stockings, are ?
LOL.
Yes the Blending thing only works for "skin-fitting" clothes, like stockings.
And Poser can build the mask internally, no need to make or paint it manually.
Just make the stockings diffuse texture, and let the material room do the rest for you.
@ Teyon,
Let me guess;
Teyon's artistical fingerwork + Zbrush + Normal map. => NICE work.
Yours truly woul be something like.;
Tony's mouse + Blender + Bump/Displacement. => Just testing.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
Goodmorning all, not behind Poser PC, so demo's will have t wait.
@ Redphantom
STOCKINGS :
Well, you have to paint the stockings tecture anyway, so you will have a texture to blend over the originall skin.
If you use the trick I demonstrated somewhere in 2012 on a silk corset I think?
You do not need a seperate mask. Poser can build the mask internally better then anybody can.
Blend the stockings over the Original skin, and done. The internally automatically created mask takes care of ALL the rest.
See more details in this tread where I end up blending a corset on V4 without using a handpainted mask but let Poser automatically create a mask for me, and this automatically created mask aslo drives displacement to give it "thickness".
The corset textures were not mine, so I had to work with what I got, but it worked. => I would do it different now.
http://renderosity.com/mod/forumpro/?search=corset&expression=advanced&older_age=200&older_units=day&newer_age=5000&newer_units=day&adv_department=12356&username=vilters
@ RorrKonn
I use bump and or displacement, and can keep the texturing simpler because I do not need to paint, use and connect specular maps to overcome the normal /specular map issue.
In the figures above : The only textures used are the diffuse textures. I let Poser build bump/displacement and blinn internally from the diffuse map, to get the complete shader.
Example1: Where do you want displacement? Brows are a good example. So connect a Math_Functions Substract node to the diffuse texture to invert and greyscale it, and use that as displacement combined with a turbulence node.
Example2; Where do you want specular? NOT on the brows LOL. So you do not need to invert the diffuse texture, and can connect it directly to drive the Blinn node.
Well, there is more to it then this, but the basic setup is relatively simple and all are driven in one way or another by the diffuse texture.
Having less material zones makes it dead easy to math room changes as i also demonstrated long time ago, with a set of figures, from white over asian to african skinned figures, all using the same textures, and changing ONE value in the shader setup only.
@ Teyon,
Whaw that's gonne be a scary guy. LOL.
Have a nice day all.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
@RorrKonn
I prefer bump and displacement maps, because Posers material room "forgets" specular on normal maps.
And on a side note:
If you check a particular bend, and you are not comp!etely satisfied?
Change-adapt the object file, or adapt the weightmap, or adapt the bulge map. In this order.
All tools are good tools to prevent a JCM, or to prevent a magnet, or to prevent a dependency.
Why on earth are so many so afraid to change-adapt an original object file?
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
Oh, and as far as bending goes?
I showed some time ago, and my beta testers ave them too.
This is to show morphability of meshes. From 8.000 polygons upwards.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
Sorry, previous anwser was too fast.
I know What I do is "Not standard".
With the morphs I make, none of the Original morphs work any more, that's why I clean the lot out.
And because none of the Original morhs work any more, all JCM's can go out also.
Stays, the obj file, the weightmap, the bulgemap , the cr2 and the diffuse textures on a reduced number of material zones.
Try to do what I do in the math room without reducing the number of mat zones, and it drives you crazy.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
Zev0
I fear you have no clue about "end user friendly"
Less material zones is better
Fewer seams is better
Unless??
unless you are a simple dial spinner, and never change anything.
Everc hung a HSV node in the math room?
Well go ahead and add it on "V" whatever on all materials and all maps.
And do some changes.
See ya back in a week or 2. LOL.
You probably go to Mc Donalds, and never cook either.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
In bath now, so I will answer in detail later.
First you have to ask yourself one question; What is gonna be the purpose? A figure in the distance, or a close up?
The workflow for a high res or low res mesh is exactly the same. Time equals details required.
Close ups require more detail, require more polygons, require more work.
Most time goes in cleaning the cr2; Removing ALL dependencies, JCM's, magnets and other pollution I can find.
ALL, and I repeat, ALL goes out. -> Well, wih the kind of morphing I do, nothing would work any more anyhow. LOL.
And then morph the object file in Blender.
Then weightmap it.
And then comes the difficult part; The final tweaking/adjusting.
That is a fluent combination of "morphing with the weightmap", and "morphing with the object file".
This takes most time. Finding the right combination between weightmap morrhing and obj morphing.
That's why the Blender/Poser comb is great. With my workflow, I can walk in and out of Blender with an obj file at will.
Ach, the object file. I could write books about that.......
Never-ever will you find a JCM or a dependency in what I make;
If I'm not satisfied? => Change the weightmap or change the object file.
But NEVER ever add pollution to a cr2.
And I always try to reuse the original diffuse textures in about the same advanced material room setup.
(Most textures slightly adapted and combined into a single 8196x8196 map.)
Well, not bad for a quick answer in a bathtub. LOL.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What would happen to Poser and DS, if Blender came with 4GB of content? | Forum: Blender
What if Blender came with a fully rigged human family?
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: What Are You Currently Working On? Share It Here! | Forum: Poser - OFFICIAL
Hey, she showed up more then once a few months ago. I"ll put her in line the next preview.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Thread: How much detail is too much? | Forum: Blender
Modeling and polygon count has to have its purpose.
For clothes, it is best to stay with the same polygon density as the underlying figure.
For props, this is not so easy to Judge. Are the meant to be rendered in close up? Or at a distance?
I'd go for basic modeling, good texturing and displacement/ bump.
Forget normal map as Poser "forgets" specular on normal maps.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
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Thread: Deactivation and the Download Manager : | Forum: Poser - OFFICIAL