MartinW opened this issue on Mar 14, 2007 · 38 posts
MartinW posted Wed, 14 March 2007 at 10:45 AM
Not yet having had chance to download him (big files) I haven't read the readme files, so if it tells me the answer there then my apologies in advance but...
What skin textures does Apollo come with? Which can you apply to him?
TIA - M
jenay posted Wed, 14 March 2007 at 11:11 AM
I just downloaded all 4 parts - and had a quick inspection:
there are approx. 10 different face textures (with/without beard) hires 2500x2500 pixel
and a couple of body textures - hires 4000x4000 pixels.
they look very (photo)realistic.
kathym posted Wed, 14 March 2007 at 1:18 PM
where were these material textures .. i loaded him an could only find clothing textures for clothing . I don't have. I'm confused.
Just enjoying the Vue.
:0)
deljs posted Wed, 14 March 2007 at 2:19 PM
Quote - I just downloaded all 4 parts - and had a quick inspection:
All 4 parts? I'm only seeing the first three available. I even cleared my cache. From Anton's site: "Part4 which contains the new materials and clothing cr2's will be added as soon as possible."
AlteredKitty posted Wed, 14 March 2007 at 3:01 PM
I think for now, there are four downloads: parts 1, 2, 3 and the face room module.
Actual part 4 is coming soon.
narsil posted Wed, 14 March 2007 at 3:34 PM
Hint hint
look in the material room
everything is there
Narsil
kathym posted Wed, 14 March 2007 at 3:37 PM
That was the last place i checked. LOL. I was looking under pose .. where all the other mat files seem to end up.
Just enjoying the Vue.
:0)
jefsview posted Wed, 14 March 2007 at 3:38 PM
Anton just uploaded P4 MAT files for DAZ|Studio users in lieu of the Material settings he's already included.
He is also putting together Part 4 today into the zip folder. So check back soon.
-- Jeff
DokEnkephalin posted Wed, 14 March 2007 at 3:38 PM
It's not like the typical pose-applied MATS, thanks Anton for keeping organization in that folder a little bit cleaner. It's a material collection you activate from the Apollo folder in the material room, and I wish more model makers/distributors would use these for it's intended purpose.
Jules53757 posted Wed, 14 March 2007 at 5:02 PM
Quote - It's not like the typical pose-applied MATS, thanks Anton for keeping organization in that folder a little bit cleaner. It's a material collection you activate from the Apollo folder in the material room, and I wish more model makers/distributors would use these for it's intended purpose.
Fully agree, the pose folder is for poses and the Mats are for materials! (P5 upwards)
Ulli
"Never argue with an idiot. They drag you down to their level and beat you with experience!"
ClawShrimp posted Wed, 14 March 2007 at 5:45 PM
Downloaded this last night, and didn't get to bed until 4am (start work at 7am!). I was up all night experimenting.
This is by far the most complete Poser figure I have come across. It puts the G2 males to shame!
Morphing, scaling, rendering (due to efficient poly count)...all head and shoulders above the competition.
I was going to take a break from Poser, but with this new figure in hand I doubt that'll be happening any time soon.
If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!
kathym posted Wed, 14 March 2007 at 6:00 PM
I'm in love with this model. It puts all the g2 males to shame ... it was so freakin' easy to make him a bigger guy. I love it!!!!!!!!! Going to do some clothes converting so he'll have a wardrobe .. haven't seen much in the way a freebie clothes for him yet.
Just enjoying the Vue.
:0)
DokEnkephalin posted Wed, 14 March 2007 at 6:43 PM
I was never impressed enough with the G2 males to buy anything that would've extended them into customized, distinguished shapes. I've been playing around with Apollo and his morphs, and I do like the way he bends believably and smoothly, and I love the shaders, but even after reorganizing the morphs I'm still having trouble making him look something other than a mildly hydroencephalic corn-fed polish boy.
Maybe I still need to get the hang of him, but any morphs seem to be either far too subtle or cartoonishly exagerrated. And the ADS dials sound like a good idea, but they won't allow me to punch in numbers to tweak and interpolate, so it's about impossible to come to precision in the nuances of features and expression.
Ghostofmacbeth posted Wed, 14 March 2007 at 8:21 PM
Jules ... P6 and upwards (unless you like doing them one part at a time :) )
carodan posted Wed, 14 March 2007 at 8:45 PM
Semidieu just posted a morphs categories pose at the CP Apollo forum - if you haven't already got it I'd highly recommend finding it (apologies - I haven't the time ti post a link). It'll really help to get things organised for character creation. You also have the Apollo Faceroom module (the only non EF figure to have this!). It's yet another fantastic tool; quirky at times, but powerful all the same.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
www.danielroseartnew.weebly.com
DokEnkephalin posted Wed, 14 March 2007 at 9:46 PM
Eh, that render didn't make the point. I already tried putting the provided black and latino mats on him, and even my own shader mats, didn't reduce the bulbheaded look with all the facial definition of a bowl of grits, which I noticed was pretty prevalent in all Apollo renders, even the female version someone had managed.
I've already organized the morphs into catagories close to what I'm familiar with, and in the order that I usually start making a definite character take shape. And it may just take some getting used to in order to pull something out of it that people would identify on it's own rather than as another Apollo mod.
And what I said about not being able to enter numbers applied only to the ADS dials. Punch in numbers, higher or lower, nothing. Tweak it with the graph, there's a delayed response, but it's still nowhere as quick or precise in the development process.
Ghostofmacbeth posted Thu, 15 March 2007 at 10:20 AM
I punch in ADS numbers all the time. Pretty much all I use (No dials).
Not really sure what you are talking about for the other comments.
DokEnkephalin posted Thu, 15 March 2007 at 12:04 PM
I thought maybe I broke the .cr2 I was hand-editing to group the morphs, but I reloaded the original, and the ADS_Body and ADS_Scale morphs failed to respond to numeric inputs. The dials themselves didn't seem to take effect until after I stopped turning them, so I couldn't get an eye of where I was going with them.
As for the rest, I'm not having much luck coaxing personalities out of the faces, which seem overshadowed by their bodies. I can make him strike epic poses, but his expressions don't have much impact if they don't have character driving it, to make ppl identify with it.
Ghostofmacbeth posted Thu, 15 March 2007 at 1:47 PM
In Poser 6 and 7 I think that is the way they go when dialing (not positive since I number enter everything). There is a slight delay for me for them showing up but they do show.
There is a lot of character possible in the face but it can take some work to understand it and get what you want.
DokEnkephalin posted Thu, 15 March 2007 at 5:03 PM
I think I'm getting the hang of this, not displeased with the results I'm getting. I tried using the face room morphs for tweaks and made a mess of it, but found that using the face room to lay down a foundation for the features works much better.
Still weird results from the ADS_ family of morphs, but at least I found that if I punch in a number and click the dial briefly the body will update. That's a bit clumsier that simply clicking on body parts and rescaling there, but that doesn't support the features ADS was designed for.
masha posted Thu, 15 March 2007 at 8:23 PM
[Never posted pic here - hope it's not too big]
DokEnkephalin posted Thu, 15 March 2007 at 8:40 PM
Well here are two experiments I didn't bother saving.
The first one looks promising, not sure how I got that visible seam at the throat, though. The second was an attempt at a female face that looked more attractive skinless than with the godawful head room texture...and she doesn't look better from the neck down.
They're still a bit bland, and whenever I try to exaggerate just enough to add character intensity, I wind up with a painful looking cariacature.
masha posted Thu, 15 March 2007 at 9:34 PM
DokEnkephalin
I haven't even touched the Face Room yet just the posing dials in the Pose Room with Head as the actor. Have you tried there? All the contour and expression changes you could hope for. Try the dials going negative also. As far as different looks and faces go imagination is the only limit as far as I can see.
Cheers,
Masha
YngPhoenix posted Fri, 16 March 2007 at 12:03 AM
Apollo Maximus rocks! I just have one question to those who know. How do you use the beard, skull and hair( I guess that's what you would call them as they look similar to skullcaps) located in the materials for him?
kathym posted Fri, 16 March 2007 at 12:16 AM
can't help you there Yng - I'm still trying to find where the clothes are that go with the textures supplied for them. Curse this 8+ gig runtime folder!!!!
Just enjoying the Vue.
:0)
YngPhoenix posted Fri, 16 March 2007 at 12:22 AM
kathym, the clothes will be in part4 zip which hasn't been uploaded yet.
DokEnkephalin posted Fri, 16 March 2007 at 12:50 AM
masha, I looked at your picture, and yes, I could see an expression, but I wasn't touched, wasn't impressed, because it lacks the foundation of character.
However, I'm making some progress on pulling some character out of this face:
I had to squish the head to get rid of the extraneous expanse of skull..
I still haven't gotten this kind of range:
These were all done with one model. Can you guess which one?
masha posted Sat, 17 March 2007 at 12:07 AM
Didn't get notified that there was a reply, just happened on it
Quote: masha, I looked at your picture, and yes, I could see an expression, but I wasn't T ouched, wasn't impressed, because it lacks the foundation of character.
Erm, it was only meant to illustrate that he doesn't need to look corn-fed, not gather accolades. :) Then again maybe I'm misunderstanding what u mean by "foundation of character". Do you mean ethnic character? In which case I think Carodan's pic [as well as a lot of others he has posted at CP] already demonstrates well the capacity in AM.
Just for fun here's one I call 'bully' , again not textured or rendered, just moved the lights and cam a tad. To me this is a diff character - diffferent features and not just expression. Not meant to impress without eyebrows even :) just demonstrating what I would call a change in character while keeping within the realism barrier you mentioned.
So which figure are your pics morphed from?
Good to hear you feel you're getting closer to what u want.
Cheers,
Marsha
masha posted Sat, 17 March 2007 at 12:12 AM
@ **YngPhoenix
I read somewhere that they too would only come with Part 4.
Hope that's right.
Cheers,
Masha**
Alisa posted Sat, 17 March 2007 at 12:37 AM
Quote - kathym, the clothes will be in part4 zip which hasn't been uploaded yet.
Anton's said it should be out by the end of the weekend
Cheers,
Alisa
RETIRED HiveWire 3D QAV Director
YngPhoenix posted Sat, 17 March 2007 at 12:45 AM
Thanks masha! Apollo Maximus is going to take some time to get used to, but he is really cool.
Aeneas posted Sat, 17 March 2007 at 4:10 AM
Is it possible to use skins and characters from the original Apollo on A2007? I missed the original one, and there are some characters I really would love to acquire...
I have tried prudent planning long enough. From now I'll be mad. (Rumi)
DokEnkephalin posted Sat, 17 March 2007 at 5:47 AM
masha, I wasn't trying to critique your demonstration, I understand what you were trying to do with it. But:
Quote - So which figure are your pics morphed from?
That was my point. All too often Apollo Max characters too closely resemble Apollo Max to take on life of their own. But I am finding that the face room morphs do make it possible to break that mold, which is something other characters with the same shortcoming can't benefit from.
And to answer your question: wot, you're not going to guess?;]
Alisa posted Sat, 17 March 2007 at 10:32 AM
Quote - Is it possible to use skins and characters from the original Apollo on A2007? I missed the original one, and there are some characters I really would love to acquire...
Because the original .obj file is still used, all the pose files and textures work with no problem.
If the character is a .cr2 extension (figures in Poser), the new morphs built in to Apollo won't work. It'll still work as they did on the older version, though, just without the new stuff. You can apparently use morph manager to copy morphs over (I haven't done this..there are threads at CP about it).
Also, Beth (Capsces) who did Cole (one of the best packages, found at RDNA) is currently doing an update that will be on her website (not completely sure if it will include every new ability of AM2007 or just some). And we're hoping Jim (pdxjims) will so the same for Apollo Lives (found along with some great textures at rawart3d.com)
Cheers,
Alisa
RETIRED HiveWire 3D QAV Director
masha posted Sat, 17 March 2007 at 6:45 PM
This thread has been read by hundreds of ppl - all no doubt interested in
MartinW's original question and I'm sorry we have gone OT.
At this point most of my info on Apollo comes from the Content Paradise Forums in the Characters & Content >ApolloMaximus category. There's a pinned topic there called ApolloMaximus questions that Anton has set up to answer queries plus links to available content. Hopefully a heck of a lot more content will emerge from this new terrific release now. Rawart has a sale of Apollo stuff right now.
@ DokEnkephalin quote; "And to answer your question: wot, you're not going to guess?;]"
Nah can't play. My main interest is animation and I have bought very few figures to even hazard a guess. So out of all the peeps viewing this thread someone else might take a punt if you're not going to reveal your secret. Then maybe we can let this thread get back to it's original topic. :)
Cheers,
Masha
DokEnkephalin posted Sun, 18 March 2007 at 12:46 AM
Yes, we have gone off-topic, but I don't see how it's regretable for the original poster, since he got his answer. And the model I use isn't a secret; I've credited the maker where I've posted renders, but real point is that the model doesn't broadcast that information in it's appearance.
byAnton posted Sun, 18 March 2007 at 1:02 AM
Quote - I thought maybe I broke the .cr2 I was hand-editing to group the morphs, but I reloaded the original, and the ADS_Body and ADS_Scale morphs failed to respond to numeric inputs. The dials themselves didn't seem to take effect until after I stopped turning them, so I couldn't get an eye of where I was going with them.
As for the rest, I'm not having much luck coaxing personalities out of the faces, which seem overshadowed by their bodies. I can make him strike epic poses, but his expressions don't have much impact if they don't have character driving it, to make ppl identify with it.
Okay a bit of Poser background ..........
First the eys use the LOS tool which uses Point at. Point at overrides the eyes. If you want to move the eyes, use the tool as stated in the readme. If you do not want to use it reduce point at to zero.
Poser and newwer versions especially, have a delayed response to erc and such. Numeric values for FBM and such do not update to the screen until you do something else. Hopefully Poser will fix that issue, but it happens with lts of things now.
I am suprised you have never encountered it before.
You have so many head morphs and a faceroom module. I think you might just need time to get used to him. Frankly, if you can't get what you want with all the morphs he has I don';t know what to tell ya.
Buy hang in there. and Cheers.
Read the read me's and have fun.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
byAnton posted Sun, 18 March 2007 at 1:07 AM
Quote - Not yet having had chance to download him (big files) I haven't read the readme files, so if it tells me the answer there then my apologies in advance but...
What skin textures does Apollo come with? Which can you apply to him?
TIA - M
Just download him and look. :)
he comes with white male, black male, latin node blend, hairy /smooth, lots of face variants, lots of eyes, etc etc.
I realize posting seems quick and such, but since he is free why not just download it and look? Much faster.
All previous textures still work of course.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."