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530 comments found!
BTW,
How did you get the thick straps to come out so nice and clean? When I try to make belt-like articles, it looks like a mangled snake. Thanks, -Starkdog
Thread: So I made this bit o armor ya see.... | Forum: Poser - OFFICIAL
Cool,
I'm glad that things are starting to work out. From looking at your top pic, it looks like the blade is stationary and fixed to the forearm armor. I wouldn't try rigging it for hands, fingers,etc. You technically should have the chest, both collars, rShldr, and rForeArm. You could leave the abdomen, and rHand in there, but make them ghost bones. Keep up the awesome work, I can't wait to see it finished. -Starkdog
Thread: So I made this bit o armor ya see.... | Forum: Poser - OFFICIAL
I'm back with a picture. What I did was make a t-shirt for Irina, using a scaled up version of her. I made each body part a contrasting color to make grouping easier. Because of Hexagon's quirks, I didn't establish any material zones. If you plan to use MarkDC's Auto Group Editor and Quick Conform, go ahead and set materials - cloth, trim, hem, straps, etc. For some reason, Hex "forgets" material zones when chopping up a model. Anyways, I made the shirt transparent, and selected polygons that fit along Irina's chest. I then used the extract tool to "remove" these polys from the main model into a separate model. I then labled this model chest. I did the same process for the hip, abdomen, and collars. I then used the group "chain icon" to group all the different parts together. This makes it easier to export the model. I double check that my normals are ok, and then I save the model out as an obj, but scaled down to Poser scale. I then load the t-shirt into Poser, and check for fit. I then hack the SP3Blank cr2, saving it as Irina Tshirt.cr2. I load the shirt and conform it to Irina. I put her through some poses to check for pokethrough. Even though I am doing this out of order now, I re-open the Hex file and make my material zones. I get mad at the UV setup, so I usually map in UVMapper pro. I hope this is a clearer picture of part of the process. -Starkdog
Thread: So I made this bit o armor ya see.... | Forum: Poser - OFFICIAL
Hehe,
I too, have had a hell of a time UVMapping in Hexagon, so I went out on a whim and bought Modo. In any case, you can always try UVMapper Pro or Ultimate Unwrap3D- I use these 2 quite frequently. As for the grouping thing, I'll have to drag up a pic of something.....hold on, be back in a minute. -Starkdog
Thread: So I made this bit o armor ya see.... | Forum: Poser - OFFICIAL
Hmmm,
I'll have to look at the Hex file, but here's something you can do. First, I'd set material zones, i.e. blade, hook, spikes, bands, etc. Next, I'd set the corresponding polys to the material zones. I would then hide/show the selected zones, and map them within Hexagon- yes it is somewhat tricky. I can't remember the exact site, but there should be a video tutorial on UV mapping a giraffe within Hex2- Polyloop.net perhaps? If you haven't done it yet, I used Tashar59's tutorial on PoserPros on using a character as a "joint dummy" with each bodypart a different color. Using this method, I'd select the polys for the chest, rCollar, rShldr, rForeArm, etc. and extract them as a separate object, renaming them accordingly. Finally, I would group all the separate body parts together, and export as an obj. Try loading the object into Poser and see how it looks. You could either use the setup room or hack a cr2 to create the figure. I hope this helps.- Starkdog
Thread: Nea P4 is here!!! free for all poser users!!! | Forum: Poser - OFFICIAL
Content Advisory! This message contains nudity
See, even Posette can still look damn good in Poser6. I can only imagine what Poser7 will bring forth. -Starkdog
Thread: creating a conforming boot question...? | Forum: Poser - OFFICIAL
It is probably due to IK still being active. Load M3, kill IK and zero. Next load the boots and conform to M3. If there is pokethrough, uncheck IK on the boots. If the boots "relax" but are still off, try zeroing them. Once that is done, memorize them and then add back into your library. I hope this helps. -Starkdog
Thread: Paradise Gone Wild... | Forum: Poser - OFFICIAL
Thread: [OT] Hard drive hell | Forum: Poser - OFFICIAL
Ok,
I got everything to finally work. I used Partition commander to clear the hard drive and re-partition it. Here's the important part- I set the first partition as the bootable OS partition. I then set my other partitions accordingly. I then used the rescue discs to re-install everything. Viola, I have everything as I wanted it. Thanks once again for all the help, -Starkdog.
Thread: WIP - KARIN for V3 - Part 2-thanx for previous feedback, more appreciated :-) | Forum: Poser - OFFICIAL
Hi Sheila,
I really like the way this texture is evolving. I also really love the high cheek bones and jawl-line on Karin, as I too, have high cheek bones- check out my avatar. I can't tell from the body pic, but have you done any body morphs yet? Keep up the awesome work. -Starkdog
Thread: WIP - KARIN for V3 - Part 2-thanx for previous feedback, more appreciated :-) | Forum: Poser - OFFICIAL
Attached Link: http://www.runtimedna.com/news.php?viewStory=889
Oops,I forgot to add that I really like the way your texture is progressing. I like the idea of trans-mapped eyelashes and eyebrows, as they can be tinted to match hair color via material settings. The link below takes you to a tutorial on RuntimeDNA for Injection Magic. I'm sure that if you ask nicely, that Acadia has about 100 links to tutorials on IPB and Injection magic. :b_tonguewink: -Starkdog
Thread: WIP - KARIN for V3 - Part 2-thanx for previous feedback, more appreciated :-) | Forum: Poser - OFFICIAL
Thread: WIP - KARIN for V3 - Part 2-thanx for previous feedback, more appreciated :-) | Forum: Poser - OFFICIAL
What are the camera settings you used for the face shot? The reason I ask, is that it appears the Karin's head is pinched at the top, and fattened towards the jaw. For portoraits, I use a focal length of 100mm. I can't remember which tutorial it was, but it is the setting professional photographers use for head shots. Attached are 2 pics. The first is with Poser's default focal length of 25.4 mm. Notice the distortion of Laura's head. The second pic is with a focal length of 100mm. It looks way much better. I hope this helps. -Starkdog
Thread: V3 arms and buttocks problem? | Forum: Poser - OFFICIAL
WOW!!! I too, am looking forward to the new morphs. I really like how you are making dual eye controls. You have no idea how many cross-eyed and lazy-eyed V3 renders I've mistakingly made. -Starkdog
Thread: Nightie for Jessi | Forum: Poser - OFFICIAL
I've got another teaser shot here.... hehehe. To answer a few questions, I think that I will submit the nightie set in the RMP, but it won't be expensive. Acadia, I will definently make these dynamic, however, I plan to also make them hybrid. I'm also working on a few tricks so that these dynamic dresses can fit morphed characters without having to "shrink wrap" the figure into the dress. I haven't perfected it yet, but I'm close. I may have to move this to the Showcase forum after while. -Starkdog
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Thread: So I made this bit o armor ya see.... | Forum: Poser - OFFICIAL