shelly opened this issue on Feb 12, 2003 ยท 12 posts
shelly posted Wed, 12 February 2003 at 1:40 PM
Check out a couple of images I posted to the gallery:
http://www.renderosity.com/viewed.ez?galleryid=333242
http://www.renderosity.com/viewed.ez?galleryid=333249
You can also tell I like playing with P5. P5 doesn't work perfectly, but so what, it has lots more goodies then P4 does and keeps me busy during the cold winter months.
The above image has DAZ's V2 texture and the excellent Nissa hair by AprilYSH
fls13 posted Wed, 12 February 2003 at 2:32 PM
It's all about politics and, undoubtedly money changing hands. :O) It's so much easier to get quality, unique individual characters with the P5 figures in the Face Room compared with anything else out there, it's not even funny. It takes a lot of work to get rid of the stock Daz look on their figures. http://www.renderosity.com/viewed.ez?galleryid=307139&Start=1&Artist=fls13&ByArtist=Yes http://www.renderosity.com/viewed.ez?galleryid=286823&Start=1&Artist=fls13&ByArtist=Yes
Tomsde posted Wed, 12 February 2003 at 3:13 PM
Nice work with Judy, I don't see her around much. My only gripes with Don and Judy are that they don't morph into larger type people readily. They undoubtably have better texture maps than the P4 people. It would be good to see people really work on creating characters for these cyber orphans that no one seems to want.
fls13 posted Wed, 12 February 2003 at 3:28 PM
The body morphs are lacking on them, no doubt about it. But I had to use 3rd party body morphs on P4 and Vicky to get them to look human too. Create your own characters, that's the whole point of the Face Room.
Zenman53186 posted Wed, 12 February 2003 at 4:28 PM
I have to agree; the P5 figures lack of popularity is more likely due to their lack of body morphs than anything. Default Vicky is not a beauty either, so that's not what's making Judy unpopular.
sandoppe posted Wed, 12 February 2003 at 10:14 PM
Fls13, do you have any tips on the face room? I would really like to make more use of it, but it's sort of a mystery....especially tips on the pinning. I haven't had much luck getting a decent face in spite of having some fairly decent photos to start with. Sounds like you've used it a lot and know how to make it work...would love a good tutorial! And....more morphs for Judy...for sure :)
fls13 posted Wed, 12 February 2003 at 11:23 PM
Wow, where do I start? :O) Haven't even used the pins, although I should start. :O) 1. I guess the key is finding good photos to work from for the textures. I just do advance image searches at Google for full color, .jpg files. I start wallpaper sized and work down from there, hoping to get lucky. You need something where the subject's face is square to the camera, not too much hair over the face, not too broad a smile and little shadowing. Pics that are 150 ppi look 150% better than those with a lesser resolution. 2. Highly unlikely you'll find a good profile pick, so prepare a template. 3. DO pre-work. Adjusting color mapping to match body skin texture, cloning and smoothing over areas that don't look right. Crop and cut to get rid of background crap. Some work early saves tons of work later. 4. Zoom in and work close in the Face Room as you fit the texture map to the mesh head. Always apply shape. Go negative with the caricature dial. 5. Until you're 100% satisfied with character, just save the Poser file, not the figure to the library. This way you can continue to tweak at a later date without going back to square 1. 6. Make sure both Don and Judy have all available morphs. I had to copy some nose morphs from Judy over to Don with Morph Manager. Not sure if the SR's fixed that oversight because I did it myself. 7. Do postwork on the faceroom textures. Getting exact likenesses of people can be touch and go, but getting a good, unique character face doesn't take long at all. Of course, I had some experience with games that allowed you to create characters that are similar, though not as sophisticated, so Face Room was something I'd dreamed of for Poser and had kind of a running start on. If anything is unclear, tell me. If I think of anything else, i'll post it. :O)
sandoppe posted Wed, 12 February 2003 at 11:47 PM
Thanks fls13! The pre-work is the key I think. I know how to do this from my work on some on-line plays. The pictures I have used mostly meet the requirements you post. On the profile....how does one prepare a "template"? Getting a matching profile is difficult, unless you purposely pose someone.....someone who wants to be a "poser model"! :) I live in a small town and trying to find someone to "shoot" would only start a crapload of gossip!! :)
fls13 posted Thu, 13 February 2003 at 12:31 AM
I kind of just banged that out and knew I'd be unclear on a few things. By template, I just mean an image file that's of a male or female in profile, with the skin coloring a rough match for the front texture and body texture you're going to use. Those 2 textures should already roughly match. You can even do a render, without hair, of a poser figure if you want. Anything that will make the texture the face room generates fairly smooth. You'll have to do any profile adjustments to the head mesh by sight. It's a shortcut, but it's tough to find good "mug shots" of the same person. Hope that helped.
fls13 posted Thu, 13 February 2003 at 12:36 AM
sandoppe posted Thu, 13 February 2003 at 1:07 AM
Thanks:) That helps a lot! Hopefully this weekend I will get a chance to play a bit :)
queri posted Thu, 13 February 2003 at 1:14 PM
Your morph for Judy looks like a very very pretty Posette-- that's not a bad thing in my eyes. Emily