Forum: MarketPlace Showcase


Subject: Hi, my name is Vincent Parker.

vincentparker opened this issue on May 01, 2008 · 135 posts


vincentparker posted Thu, 01 May 2008 at 8:43 PM

Well, I am pleased to introduce myself to the Poser community. I am a new actor, and I specialize in working in Poser. This thread is basically an introduction thread, and seeing as I am still going through loads of tests, some aspects of me may change before I become available for use. By the way, some people also call me VPM1, which I am told stands for Vincent Parker Male 1, or Vanishing Point Man 1, but I prefer Vincent.

Well, what can I say about myself. Let's start with the basics. I am very fit, I work out every day, so I manage to keep my polygon count at about 10 000 polygons. Compared to Dork (24 000) and Mike and Simon (60 000+), you can see that I am a bit of an action man. I specialize in animation work, so therefore great care has been taken to make sure that I animate well, and accept motion files in many formats. I work with most Poser motion files, pz2 and BVH, and I accept most Poser pose files with very little tweaking.

Because I am so very, very low polygon, I suffer a bit in some of the extreme poses, but in this thread you will see me in various poses and can judge for yourself.


vincentparker posted Thu, 01 May 2008 at 8:44 PM

As far as textures go, these are also low. I use one texture map for my face and hands, and one for my body. These are 2048x2048 pixels. I have diffuse, normal, bump and displacement maps. I also have seperate maps for my eyes. So, in total, I have about 17 million pixels of texture information. To put this in context, most other Poser figures have more than 50 million pixels, so I load and render really fast.

In some experiments, the guys at Vanishing Point have managed to load and animate 100 copies of me in one scene, and to render this on a normal Pentium IV PC with 2 GIG RAM.

Ok, one more thing, all the pictures in this thread are WIP pictures, and are rendered in Poser 7, Firefly engine, with displacement enabled, and one pure white light with raytracing. So there is no postwork, fancy lighting tricks, or cover ups. What you see is what you get.


vincentparker posted Thu, 01 May 2008 at 8:44 PM

Attached Link: http://www.youtube.com/user/VanishingPointVideo

Ok, time to talk about morphs. I have a full range of facial morphs, the normal stuff like frown, smile, snarl, etc, and because I am low polygon, these morphs take very little space, and are all included in the figure. These morphs enable me to work on the Talk Designer, and I am fully compatible with that, including the expression parameters. I also work in third party applications like Poserspeak and MIMIC, without needing extra morphs or files.

At this link you can see some early WIP tests of me with the Poser Talk designer.


vincentparker posted Thu, 01 May 2008 at 8:46 PM

Now, some people will be asking all sorts of questions, so I am going to try and answer some before they are asked.

  1. No, I don't work with any other textures made for other models.

But, I will have a very different licence to other figures. The textures that ship with me will have a licence to allow texture makers to use them as a base for new textures. For example, I don't expect texture makers to make new displacement maps for me for every new texture, so the displacement maps will be able to be included with any new texture. There will be a few restrictions on what you can do with my textures, but in general, you will be able to use them as a base for any new texture.


vincentparker posted Thu, 01 May 2008 at 8:48 PM

  1. Yes, I accept poses for most other figures, but obviously, some tweaking may be neccesary for some extreme poses. My joints are slightly different to most other Poser figures, and designed to work mainly with motion files.

I work in the Poser walk designer, and files for that are included with the base figure. There are also quite a few motion and pose packs being made for me.

There will be a few free packs of Poses and motion files which will be available as well, just to get people started on using me. I have a few advanced controls for animation, but I will wait for the final release before I go into those, but I think they are quite cool. Some advanced controls for my hands, neck, shoulders, etc. Hopefully these will get rid of some of the legacy Poser problems when it comes to posing figures.


vincentparker posted Thu, 01 May 2008 at 8:49 PM

Attached Link: Panko

3) No, I am not compatible with Wardrobe Wizard yet, but I am sure that Mr PhilC will take pity on me at some stage, lol, and add me to that great list of figures he has going there.
  1. While I can use conforming clothes with no problems, the most innovative thing about me is that in my licence, clothes makers will have the rights to model clothes directly onto my body, and then use my standard rig. In effect, new clothes makers will not be creating clothes for me, but rather entirely new standalone figures. This figure, for example, will be the first clothed figure released. People can buy the US Paratrooper, and use him in scenes, without needing to buy my naked base figure at all.

Right, so now you are confused, lol, so let me explain. I am a digital actor, and I am required to play many roles. So, for example, in my role as a US Paratrooper, you don't need a naked figure, so you would buy the paratrooper, who comes with guns, hats, helmets, gear, pouches, etc. The paratrooper will use my normal face textures, but his body texture is totally new, so the texture maps for the paratrooper stay at the same amount of texture information. If someone makes a new face texture for the naked me, it will also work on the paratrooper me.

So, if you buy the paratrooper me, you will just load me, fully dressed, with gear and weapons already attached. No need to conform clothes to me, add guns or gear, etc. This makes me very easy to use.

Some people have questioned the wisdom of this approach, but seeing as it will be the same price to buy a conforming set of clothes and gear, as to buy a stand alone version of a fully dressed figure, it doesn't really make much difference.

PS In case anyone was wondering, my gear, weapons, hats and helmets are being made by the incredibly talented Panko. Yes, that's the man, the guy who made the Vietcong and Vietnam products for the millinium figures, and the same guy who has made all those wonderful weapon packs.


vincentparker posted Thu, 01 May 2008 at 8:50 PM

5) For those people out there who are still using Poser 4, or who like to render in the Poser 4 engine, yes, I do work in Poser 4, but obviously not as well as in the firefly engine. This picture is me rendered in Poser 4, with one pure white light, with raytracing. The pose is a standard pose made for Simon.

vincentparker posted Thu, 01 May 2008 at 8:50 PM

6) Hair. What can I say? Helgard is useless at making hair, that is for certain. You must just hope you never see those abominations he tried to make me wear. So, instead, Panko stepped up and made an incredibly low polygon hairstyle, just 328 polygons, especially for use with helmets and hats.

Included with my base figure will also be some hair fit files to make the standard hair included with Poser work on me, and there are plans to release an entire product that will make hundreds of hairstyles fit me. Damn, I hate being bald, but at least it makes it easier to change my appearance.


vincentparker posted Thu, 01 May 2008 at 8:51 PM

7) Support.

Well, I have been told by Helgard that this is the reason most Poser figures fail. Well, I have an entire team of sixteen people working on me, making clothes, textures, poses, motion files, add-ons, etc, so I am not too worried. I will be cheap enough, and because I will have a very wide ranging licence, it will be easy to make add-ons for me. There are also plans, I hear, to release a pack of base clothing models with permisions to use them as bases for making more clothes. That should help a bit. There are about 16 outfits in production for me, ranging from military to casual, sci-fi to pirate outfits, and some really bizzarre things that I hope I never have to wear in public.

The people working on me include some of the finest names in Poser, JHoagland, Panko, DC Studios, most of the team from Vanishing Point, and some suprise people, but I won't spoil the suprise till their stuff is available. I must maintain some air of mystery, lol, you know, the strong silent type is sometimes called for.


vincentparker posted Thu, 01 May 2008 at 8:51 PM

  1. Mrs Parker??????

Well, I must admit my disappointment at this. Mrs Parker does not exist. But apparently Helgard found some girl called Valerie Petrov, a 3D model who was brought to the US from Russia by some unscrupulous exploiters, who made her work in the, um, adult 3D industry. He saved her, and has offered her a job working at Vanishing Point as a 3D model, but I won't presume to speak for her, so you will have to wait until she feels confident enough to come and tell you all about herself.


PapaBlueMarlin posted Thu, 01 May 2008 at 9:16 PM

Vincent - I'm definitely looking forward to your release :)



bagginsbill posted Thu, 01 May 2008 at 9:24 PM

This character is cool as hell. I love the face.

What are his material zones called? I ask, because I have this free new shader system that's supposed to work on any figure. If there are unusual zone names, I'll include them in the shader rules so he works right out of the box.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Thu, 01 May 2008 at 9:26 PM

By the way, with some good skin shader tech, you can cut those color maps down to 512x512 without anybody caring. The little skin imperfections can be procedural. From a distance they do nothing anyway.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Thu, 01 May 2008 at 9:36 PM

Material zones

Eyelash - contains one transmap

Mouth
Head
Nostril

These three all use the same maps, a 2048 x 2048 diffuse, bump, specular and displacement map. The only differences are that the Mouth has a higher specularity to appear wet, and the nostril is just darkened to avoid nostril glow.

The hands are also on these maps.

Body - a 2048 x 2048 diffuse, specular, bump and displacement map

eyeL
eyeR

These use the same map, a 512 x 512 pixel map.

Cornea - uses a procedural transparent texture. It is mapped so that reflection maps will work on it as well.

All textures were made in ZBrush, from photos of real people, with some hand painting by myself and Panko.

Bagginsbill, send me your e-mail on here, and I will send you the figure as soon as he is out of beta testing.

Because there are no seperate zones for lips, eyebrows, etc, I am not so sure about how possible or practical procedural textures are.


Your specialist military, sci-fi, historical and real world site.


bagginsbill posted Thu, 01 May 2008 at 10:05 PM

Ahh - you mostly picked names my software already understands. It should work already, but for one item.

Mouth is an ambiguous one. Might I suggest InnerMouth if that is what it is. I have a shader set up for gum/tongue/inside cheek.

No Teeth? Really need a teeth zone. It's a very different shader what with the translucence and subsurface scattering.

I did not mean 100% procedural. I still use color maps and mask images for lips and such, even when there is a lip zone because otherwise the edge is too hard. You can't just slap some red on a lip zone and expect it to look real. So I don't much care that figures have lip zones. It is mostly a waste of time. Same with nostril. Ain't no use to put a dark color on the nostril zone.

Figures should have one face zone, and come with a lip MASK, and a nostril MASK - an image identifying where in the face these features are. Then I use the masks in the shader to drive different behavior over the lips or nostrils, such as glossiness, or increased bump.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Thu, 01 May 2008 at 10:10 PM

Ok, this is your area of expertize, so I will send you the figure, and you can tell me what else you will need.

If you think I should change material from Mouth to Innermouth (yes, that is what it is), there is still time, let me know how important this is.

The teeth are on the same map as the face, and I use the specular map for adding brightness and highlights. It is not possible to make a separate zone for teeth, as the detail on this is mostly displacement and bump, and not separate polygons.


Your specialist military, sci-fi, historical and real world site.


bagginsbill posted Thu, 01 May 2008 at 10:18 PM

Quote - Ok, this is your area of expertize, so I will send you the figure, and you can tell me what else you will need.

If you think I should change material from Mouth to Innermouth (yes, that is what it is), there is still time, let me know how important this is.

The teeth are on the same map as the face, and I use the specular map for adding brightness and highlights. It is not possible to make a separate zone for teeth, as the detail on this is mostly displacement and bump, and not separate polygons.

Really - that's interesting. The teeth are a displacement of the inner mouth polygons? That's ok I guess. The teeth need a very different shader that the tongue and gums, so if they're not separate polygons, I'll have to get tricky with masks. Still its possible.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Thu, 01 May 2008 at 10:41 PM

Here is a very unflattering shot of Vincent at the dentist. The teeth are modeled, but the entire teeth and gums, upper and lower, comes to about 50 polygons, so there are not separate polygons for teeth, the detail of the teeth and gums comes from bump and displacement.


Your specialist military, sci-fi, historical and real world site.


Conniekat8 posted Thu, 01 May 2008 at 11:19 PM

Very promising looking... Actor :)

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
BadKittehCo Store  BadKittehCo Freebies and product support


infinity10 posted Fri, 02 May 2008 at 12:09 AM

Very interesting !!

I assume he will work happily inside of DAZ Studio version 2+ ?

Eternal Hobbyist

 


Helgard posted Fri, 02 May 2008 at 3:07 AM

Infinity,

I have no idea. Does DAZ Studio support displacement and specular maps?

I work in Poser, and have never installed DAZ|Studio, so I have no idea how it works or what is required.


Your specialist military, sci-fi, historical and real world site.


infinity10 posted Fri, 02 May 2008 at 3:19 AM

Not very much the DAZ Studio expert myself, but yes, I believe displacements and specular maps will work with DS versions 2 up.

Eternal Hobbyist

 


PapaBlueMarlin posted Fri, 02 May 2008 at 4:43 AM

Materials in D|S are very different - to get the best settings you would have to have separate studio material settings.



swordman10 posted Fri, 02 May 2008 at 7:20 AM

wow,

This product and the proposed range of add-ons sounds excellent. Its a long time since I have been excited at the arrival of a new figure.

I can just imagine my pirate ship manned by twenty or so of these guys. This sort of innovation is long overdue in my opinion.

SK.


maraich posted Fri, 02 May 2008 at 8:09 AM

Yes, D/S does indeed support displacement and specularity maps.

This fella is really impressive.  He'd be perfect for battle scenes, or as swordman 10 suggested, a fully manned ship.


estherau posted Fri, 02 May 2008 at 8:25 AM

 Hey Vincent,
fantastic idea, and I fully support the idea of fully dressed versions of you.  Will be great for time saving!!!!
I don't suppose you know of any high poly figures lurking in the VP workshops?  I am thinking DAZ will soon have to watch out.  Maybe V4 and M3 will have rivals soon too.
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


pdblake posted Fri, 02 May 2008 at 9:25 AM

I assume it's in the market place now as you're advertising in this forum?


Helgard posted Fri, 02 May 2008 at 12:45 PM

pdblake - no, it is not in the marketplace yet, anywhere, we are still beta testing. It will be released here and at all other sites at the same time.

estherau - there are no plans for high poly figures at all. The plans are for a range of about 200 low poly fully dressed standalone figures based on this model and on Valerie Petrov.

swordsman and mariach - well, the pirate figures we are working on will be perfect for what you want. We are making sailors, not the captain type figures, so expect a lot of peglegs, hook hands, miserable scum of the sea figures, lol.

Once the figure is released we will see about a DAZ|Studio version, although this is not part of our plans.


Your specialist military, sci-fi, historical and real world site.


mylemonblue posted Fri, 02 May 2008 at 2:17 PM

Sweeeeet! ^o^

My brain is just a toy box filled with weird things


bagginsbill posted Fri, 02 May 2008 at 2:32 PM

Helgard - can I post pictures!?! Wait till you see this guy with a shader on him.

Wow.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Fri, 02 May 2008 at 2:35 PM

Bagginsbill, you are free to post pictures, etc. As long as everyone understands this is still a WIP, and there are improvements and work being done on him everyday, so what they see here is not what the final product will be.


Your specialist military, sci-fi, historical and real world site.


bagginsbill posted Fri, 02 May 2008 at 2:40 PM

Great. Here he is.

Helgard: I think you should remove the nostril darkening or offer a map that doesn't have it. It's messing up my nice AO shadow. It doesn't quite line up right.

Otherwise, awesome job on the color map and displacement map.

Please click for full size. Rendo-resizing is messing the picture up.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Fri, 02 May 2008 at 2:44 PM

Let me get this straight: I should remove the material Nostril, and just make that part of the Head material, and not try to darken it in any way?

I had it like this originally, but I got some feedback from testers about nostril glow. Will be quick and easy to change it back.


Your specialist military, sci-fi, historical and real world site.


Helgard posted Fri, 02 May 2008 at 2:46 PM

By the way, that looks truly awesome. My images are plain renders, one white light, no AO or IBL or anything fancy. I want people to see exactly what they are getting, so it is great to see images that are more elaborate than mine.


Your specialist military, sci-fi, historical and real world site.


bagginsbill posted Fri, 02 May 2008 at 2:54 PM

Quote - Let me get this straight: I should remove the material Nostril, and just make that part of the Head material, and not try to darken it in any way?

I had it like this originally, but I got some feedback from testers about nostril glow. Will be quick and easy to change it back.

Well I'm not sure you want to remove it completely. Baked in anti nostril glow is ok for some uses. I'm investigating it right now - it may be that its just not lined up right is all.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Fri, 02 May 2008 at 3:09 PM

OK I think the issue is about UV alignment, or perhaps the way in which the nostrils are shaped. Here I tried just painting over that area on the UV map - obviously I didn't match the colors exactly. But something about the shape doesn't look right.

I'm afraid I rushed right into a long render at high quality for this, so I'm not sure what you did versus what I did. I'll go back to your default character and check the color map alignment carefully.

Another issue. I know he's not for up-close work, but the displacement map restricts itself to only a few levels of gray, instead of using the full black to white. I know people think thats what to do, but as a result we've got only a few different levels on the forehead. The outcome is there are terraces on the displacement.

A displacement map done really well actually should use the full dynamic range from black to white. Then you set the total amount of displacement using the numerical value. Because your dynamic range is so low, I put the numeric value high so I could get more interesting variations.

I really like using the displacement, because it creates more high-res detailing on the figure without raising the poly count. You did a good job with it. I especially like the tension lines on cheeks.

There's also some mysterious blackness on teh edge of the lower eyelids. That could be my AO going nutty. I'll test without AO.

Click for full size.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Fri, 02 May 2008 at 3:16 PM

Here he is without fancy shaders or any shadows.

From far away its fine. From mid distance, I can see some strangeness.

Up close, the hard edge is just wrong.

This is your call, as I totally understand his purpose is not closeups.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Fri, 02 May 2008 at 3:16 PM

Look back at my first render, though, even there it shows some issues.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Fri, 02 May 2008 at 3:20 PM

Do you know that you have JPEG artifacts in your color map?

I know its not compressed much now, at 446K it is pretty big.

But sometime in the past, this was compressed down to less than 50K.

Click for full size zoomed view. Notice the squares.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Fri, 02 May 2008 at 3:31 PM

OK, here is an image of the figure without the nostril material. In other words, the nostrils and head are on the same map, same material zone. See the nostril glow problem?


Your specialist military, sci-fi, historical and real world site.


Helgard posted Fri, 02 May 2008 at 3:32 PM

On my WIP figure, I am still working with the original .BMP texture files. I will replace those textures with the proper ones, I see that somewhere we must have compressed too much on the jpg files.


Your specialist military, sci-fi, historical and real world site.


bagginsbill posted Fri, 02 May 2008 at 3:40 PM

I just did a similar test as you. I have my shader on but no displacement, nothing fancy. No shadows either.

Even with the color map as is, your fix for nostril glow is not right.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Fri, 02 May 2008 at 4:09 PM

OK, I have mailed you a new version, no Nostril material zone, and the displacement dynamic range increased by 200%, displacement value dropped to 30% of what it was.

Helgard

PS Any other ideas for fixing nostril glow?


Your specialist military, sci-fi, historical and real world site.


Helgard posted Fri, 02 May 2008 at 4:30 PM

PS Only the head map has the new displacement, I haven't done the body yet.


Your specialist military, sci-fi, historical and real world site.


PapaBlueMarlin posted Fri, 02 May 2008 at 5:10 PM

I don't think he looks bad for close up work.  I really like the attached earlobes (as I have them IRL).   The only thing that kind of bothers me is that when I saw him at first glance I almost thought he looked like one of the G2 men with better shoulders.  I think that it's mainly due to the eyebrows on the textures and the high cheekbones made a slight resemblance to Simon.  Your figure looks WAY better though.  Is there a way that you could make a variation of the texture with the eyebrows not arched so high?

Keep up the excellent work :)



Helgard posted Fri, 02 May 2008 at 5:35 PM

PapaBlueMartin, the eyebrows are totally texture based, diffuse, specular, bump and displacement. On the texture maps that will be available for people to use as the base for new textures, these have been removed, as well as some of the blemishes, so it will be very easy for even the average texture artists to add new eyebrows, and small details, to give Vincent a totally new look. We hope to have one or two other face textures ready as freebies by the time of release.

The people who worked on the original base mesh, DC Studios, have never even heard of Poser, lol, they were ZBrush users that we roped in, specifically because we didn't want people grounded in Poser and it's conventions, we wanted new blood and a new approach, so any similarity to any other Poser figures will be purely co-incedental. The figure was modified quite a bit from their original base mesh, to compensate for some of Poser's shortcomings, we had to almost redo the hands from scratch because they weren't working right. One of the great things about Vincent was that we spent a lot of time and research on "body mass", making sure that movements of the limbs will move the correct polygon masses to simulate more realistically the movement of muscle mass groups on the model. I will put up a video tommorow to demonstrate this concept better.

Vincent is in the studio now doing some Capoera, will see what he comes up with tommorow.


Your specialist military, sci-fi, historical and real world site.


PapaBlueMarlin posted Fri, 02 May 2008 at 5:44 PM

I know the similarity is coincidental - it's just something I saw at first glance.  I'm definitely looking forward to the body mass video.   Is this sort of like the skin/muscle type stretching Pixar uses?



LostinSpaceman posted Fri, 02 May 2008 at 6:51 PM

Ok let me play devils advocate here because i KNOW someone besides me is thinking the same thing. "Will he be anatomically correct when he's done?"


PapaBlueMarlin posted Fri, 02 May 2008 at 7:04 PM

Oh snap!



Helgard posted Fri, 02 May 2008 at 7:09 PM

Well, there may be two add-ons for poor vincent, one a prop and one a figure, to make him feel more masculine. These will be low poly, and meant for more the Michaelangelo "David" type of statue renders than for the more adult style uses that some perverts will want to put Vincent through, lol.


Your specialist military, sci-fi, historical and real world site.


vincentparker posted Fri, 02 May 2008 at 7:14 PM

I just want to make it clear that I am an action hero, not an adult movie star. I am very uncomfortable with nude scenes, to say the truth.

I am not against nudity, just against people exploiting me because I can't say no. I am not a 3D sex object, I am a serious actor. Hope to win a 3D oscar one.


LostinSpaceman posted Fri, 02 May 2008 at 7:27 PM

Well I had ta ask! I use Poser figures as Statues in Bryce all the time and not in a "Porn" manner, but anatomically correct all the same.


bagginsbill posted Fri, 02 May 2008 at 9:54 PM

Quote - Oh snap!

You boys crack me up:)!


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


infinity10 posted Sat, 03 May 2008 at 12:20 AM

The pron star role never crossed my mind, but I am curious if Vincent can be cast in Anime Hero roles.  Eg, characters in the genre and styling of say, Cloud-like or Sephiroth-like.  I think he might ?

Eternal Hobbyist

 


pdblake posted Sat, 03 May 2008 at 1:01 AM

Attached Link: New Rules

So, if it's not in the MP then this thread shouldn't be happening.

Helgard posted Sat, 03 May 2008 at 1:41 AM

PDBlake, are you a moderator? I have already cleared with the moderators that this product is going to be released here, as I have stated in this thread, and the product is being beta tested. I think it may be a good idea to get peoples opinions on a new product before it is released, and maybe catch some of the glitches.

 

PS Your link says new rules, but just links back to this thread?


Your specialist military, sci-fi, historical and real world site.


pdblake posted Sat, 03 May 2008 at 6:05 AM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2734970

Sorry, should have been this link

Helgard posted Sat, 03 May 2008 at 11:42 AM

pdblake, my understanding of the new rules, after reading all the forum posts, and all the discussions around this topic, is that the rules are made to stop people posting links to products that are not available through Renderosity, and to stop links to external market places.
I don't see that the rules were designed to stop "Coming soon" or "Work in progress" type of threads.

As I have stated, this product will be available from Renderosity, and this thread does not link to any external marketplace, or advertise any other site.

I think for certain products, such as this, some feedback is neccesary before the product is released.


Your specialist military, sci-fi, historical and real world site.


vincentparker posted Sat, 03 May 2008 at 12:01 PM

Attached Link: YouTube

Hi,

I'm back again. The guys at VP had me working out yesterday. They imported a BVH file, with absolutely no editing or touch-ups, to show how well I work with motion files.

The video is a bit small, I am working on my own site now so I can show you bigger videos and pictures of myself, but in this video you should be able to see the way my muscle groups, especially on the pectorals and chest and shoulders move.

Remember, this video features a BVH file, imported with no clean-up or fixing, so you can see how little work would be neccesary to fix motion files to work with me.


Jumpstartme2 posted Sat, 03 May 2008 at 6:10 PM

Just wanted to pop in here to address the issue a bit.

As long as this product will be available here at Renderosity, and there are no posts/links/adverts to direct customers/members to another site where it is/or going to be sold, I think it is ok here.

Carry on 😄

Oh, and very slick character you have there ;)

~Jani

Renderosity Community Admin
---------------------------------------




Helgard posted Sat, 03 May 2008 at 6:30 PM

Jumpstartme, I did check with DebbieM if it would be OK to post these posts here before I posted them. Thanks for the additional clearance. This should be sent to your testers by Tuesday, unless one of the beta testers comes up with another brilliant plan, lol.


Your specialist military, sci-fi, historical and real world site.


Jumpstartme2 posted Sat, 03 May 2008 at 7:00 PM

Quote - Jumpstartme, I did check with DebbieM if it would be OK to post these posts here before I posted them

Yup, I knew dat 😉 Just wanted to be clear for everyone who might be wondering tho :)

And we'll be looking for this guy for sure, he looks awesome :)

~Jani

Renderosity Community Admin
---------------------------------------




Mazak posted Sun, 04 May 2008 at 4:11 AM

Renderosity has had a developer forum, but it was closed some time ago. No idea why.

I like to know as much information about future products as possible. Many ideas produce better products.

To close this forum for external vendors was in my opinion a bad move by renderosity. 👎 In time for an upcoming recession, instead raise new walls it is may better to break down walls. to free new horizons. But that is only my opinion.

Mazak

Google+ Bodo Nittel 


bagginsbill posted Sun, 04 May 2008 at 6:54 AM

Attached Link: Developers Forum - "A place to discuss issues related to the development of Digital Art Content."

> Quote - Renderosity has had a developer forum, but it was closed some time ago. No idea why

Hey M!

But there is still a developer forum. I'm not insisting it be used as it is a dead zone.

But if you're developing something interesting, such as this, that forum is the place, officially to discuss it.

My V4UCFS discussion is there, with 227 responses and 6595 views! Strangely, you have to pull up "archives" to see it as the last reply was in February.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Mazak posted Sun, 04 May 2008 at 7:21 AM

Oh, I am sure I didn't see it before. Can it be that some forums are hidden by the last forum update :blink:

Mazak

Google+ Bodo Nittel 


bagginsbill posted Sun, 04 May 2008 at 7:41 AM

It may be hidden from you.

Check your "Forums/My Forum Options" page. You can make a forum visible or invisible to you there.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Mazak posted Sun, 04 May 2008 at 7:44 AM

Ok thx :)

Mazak

Google+ Bodo Nittel 


Dave-So posted Sun, 04 May 2008 at 9:10 AM

very interesting.
Much needed...lo poly figures. bring it on !!!

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



estherau posted Sun, 04 May 2008 at 9:17 AM

 Vincent, you probably told me already, but can you change body size, eg short and more muscular or tall and lean, and can your head size adjust separately?
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


bagginsbill posted Sun, 04 May 2008 at 1:14 PM

Helgard.

This is a straight Load and Render. None of my tricks here.

The new jpg still has artifacts. What are you using to create the jpg? If it is Photoshop, File/Save As, don't do that. There are two different implementations of JPEG compression in Photoshop; a bad one and a good one.

The bad one is used for File/Save As.

The good one is used for File/Save for Web. Use that one. Not only will it be without artifacts, it will be more detailed, while also being smaller. It is far, far superior.

If you're not using Photoshop, then whatever you're using needs to be examined more carefully.

Also, thanks for removing the nostril ZONE, as it really wasn't helping anything.

Meanwhile, we still have a problem with the nostril.

First of all, I'd like to have a diffuse map without the anti-glow drawn on it.

Second, the UV map for the nostril region does not line up with the drawing somehow. I tried painting a nostril anti-glow map directly on the figure, using Blacksmith 3D. I could not get a nice clean line, because the polygons are somehow badly stretched onto the UV map.

You drew nice clean soft blobs. Yet the result has got a light streak running up the back of the nostril.

I think it was a mistake altogether trying to make the underside of the nose be on a separate section of the UV map template. Your edges don't match on any of the maps. The bump map produces a distinct line at the boundary of the region. And the diffuse map anti-glow blobs are distorted and ineffective.

Frankly, those two stripes in the nostril make it look worse than if you'd done nothing at all. That's why I wanted to see a diffuse map without the anti-glow blobs drawn on it.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Sun, 04 May 2008 at 1:22 PM

I sometimes use the tile node to render out clean lines so we can see what the UV mapping is doing.

This shows pretty well that the back of the nostril is severely stretched, resulting in the strange stripes. Click for full size.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Helgard posted Sun, 04 May 2008 at 1:28 PM

Bagginsbill,

OK, I will map the nostril again, and go back to ZBrush and see if I can fix this issue.

When I send it again, I will send a version that uses the BMP maps, and you can check where these artifacts are coming from on the jpg.

Helgard


Your specialist military, sci-fi, historical and real world site.


Helgard posted Sun, 04 May 2008 at 1:38 PM

Estherau,

The figure does not have FBM's, but it has all the standard Poser scaling dials. The only muscle morphs are those for deformation, in other words, when you bend the arms the bicep will tense, when you bend the abdomen the stomach muscles will tense, etc.

The reason we have not included the whole range of size changing, etc, is because we are going to make totally seperate standalone versions of muscular, fat and skinny Vincents. The entire drive behind this figure is to have as low as possible impact on resources as possible, so loading him down with hundreds of morphs, even though they will be small, defeats the purpose.

So do not think of this figure in the same way in which Mike or Simon or Apollo will be used. For those high poly figures, one figure must be everything. Those figures are designed for detail work, and as such need to be totally changeable to suit different needs.

The idea behind Vincent is that instead of changing or dressing a base figure, when you need a fat figure or a muscular figure, you will load a totally different model, not spend hours trying to adjust a base model.

Also, because the model is so low in polygons, morphs for him are very small. We are going to release a package of separate morphs, ones which may not be desired by everyone, which people can use for very specific changes to him. 


Your specialist military, sci-fi, historical and real world site.


PapaBlueMarlin posted Sun, 04 May 2008 at 1:50 PM

Helgard, is there a morph to make the nostrils slightly deeper.  In combination with what Bagginsbill is suggesting, it might make the nose shadows look a little more natural.  Keep up the excellent work!



bagginsbill posted Sun, 04 May 2008 at 1:53 PM

They're TOO Deep.

That's why they are distorted.

They don't need to be that deep, and they should be deepened more from the middle, less from the edge.

I was able to improve the look a lot just by smoothing the nostril with Poser. However, re-modelling it will be much better.

Try not to stretch the visible polygons (the ones near the rim). Stretch the most inside polys a lot if you have to - nobody will see those.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Sun, 04 May 2008 at 1:54 PM

I can't wait for the nose to be done corrected, so I can morph this guy and do wrinkles and stuff.

I'm waiting for the standard figure to stop changing. :) Which won't happen till we get this nostril sorted out.

Your texture map is outstanding. I have so many shader settings that look so nice on him.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


PapaBlueMarlin posted Sun, 04 May 2008 at 1:58 PM

I agree that the edge isn't low enough in comparison to the "hole" part.  Can you post a picture of Vincent's face profile?



Dave-So posted Sun, 04 May 2008 at 2:16 PM

is Vincent a spinoff from the soldiers lo res available at VP ?
I've been eyeballing those guys for a bit but haven't bitten down fully on them yet. The animations of these guys is really decent, so expecting a lot from Vinnie and his girlfriend :)

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



Helgard posted Sun, 04 May 2008 at 2:24 PM

No, the soldiers were made by Epiciworld, and they are totally seperate from this.

The soldiers are very decent figures though, and if you have watched the movies made by Epici world using them you will be very impressed.

Bagginsbill, I seem to have broken something on my end. If I use my original file in my modelling program to try and reshape the nose, it is breaking all the morphs. So I think the only option here for shaping the nostrils is going to have to be a morph. Working on the texture map now.


Your specialist military, sci-fi, historical and real world site.


VanishingPoint posted Sun, 04 May 2008 at 6:06 PM

Just to confirm what Helgard mentioned earlier: Vincent will be available for sale here, at Renderosity, when he's done.
Obviously, the product still needs to be finished, we need to decide what will be in the product and what will be an add-on, sales images have to be made, pricing has to be settled, and so on. We're trying to resolve any potential issues before the product is put up for sale, and not rush him into the marketplace. The best release date we can give is "it'll be ready when it's ready". ;)


VanishingPoint... Advanced 3D Modeling Solutions


estherau posted Sun, 04 May 2008 at 6:33 PM

 Oh I like the idea of premorphed ones too.  Then I can just scale them short and tall for even more variety and populate my scenes.
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


bagginsbill posted Sun, 04 May 2008 at 10:49 PM

*Can you post a picture of Vincent's face profile?*

No displacement here - but I've enabled smoothing. Otherwise, you would see his low-polyness. I'm more interested in how he looks when you use the features of the renderer.

That's why his skin is totally jazzed up here.

Click for full size.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


estherau posted Sun, 04 May 2008 at 10:54 PM

 Nice!!

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Rogerbee1 posted Mon, 05 May 2008 at 1:13 AM

I really like this guy,

To me, he looks like Michael Stipe from REM.

CHEERS!


ranman38 posted Mon, 05 May 2008 at 1:54 PM

Awesome, I can't wait to put him in my tanks. :)



Rogerbee1 posted Mon, 05 May 2008 at 2:38 PM

Heheh,

I want him in my ranks! Are you familar with the PS2 game Killzone? Sanctum Arts do some great characters that look like the Helghast, this guy would make a great Hakha, the rogue agent. Some Low poly ISA forces would be cool too.

Here's the official Killzone site:

http://killzone.com/killzone/showSplash.jspa;jsessionid=qKFvQTVV+w6U1351r37tWQ**.cetclx126

CHEERS!


PapaBlueMarlin posted Mon, 05 May 2008 at 6:06 PM

The nose edge isn't quite as obvious from the side as it is the front.  Something seems a little off with the ears.



Helgard posted Mon, 05 May 2008 at 6:34 PM

Bagginsbill,

I have remodelled, remapped and retextured the nostrils, same link as before. Let me know if this improves things.

Helgard


Your specialist military, sci-fi, historical and real world site.


mathman posted Thu, 08 May 2008 at 4:55 AM

He looks very cool indeed ... thanks VP !
.... also look forward to seeing Ms Petrova ....


estherau posted Thu, 08 May 2008 at 9:39 AM

 would you consider making a poser audience.  have the people all sitting in chairs in different outfits in rows, then we can put the rows behind each other, mix and match positions, textures etc to make an audience?
love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Helgard posted Thu, 08 May 2008 at 9:41 AM

Estherau,

We are making a casual man now, with different textures, etc. He will be perfect for this sort of thing. I will see what I can do when he is finished.

Helgard


Your specialist military, sci-fi, historical and real world site.


estherau posted Thu, 08 May 2008 at 9:47 AM

 and of course a matching casual woman.
I have a wrestling ring and so it would be nice to put in a low poly audience.
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


PapaBlueMarlin posted Thu, 08 May 2008 at 3:45 PM

Any previews of Valerie Petrov?



Helgard posted Thu, 08 May 2008 at 4:40 PM

Sorry, we want to launch Vincent first, get all the feedback, see what mistakes we made, and get peoples comments and wishes before we start finalising Valerie.

To put it differently, Vincent is the guinea pig, to make sure that Valerie will be perfect.


Your specialist military, sci-fi, historical and real world site.


Dave-So posted Fri, 09 May 2008 at 6:12 AM

My wife told me God did that with woman too.

Quote - Sorry, we want to launch Vincent first, get all the feedback, see what mistakes we made, and get peoples comments and wishes before we start finalising Valerie.

To put it differently, Vincent is the guinea pig, to make sure that Valerie will be perfect.

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



mathman posted Sat, 10 May 2008 at 9:14 PM

From looking at an image made by Bagginsbill, earlier in this thread, I was delighted to notice that VP doesn't have the "armpit through the top of the shoulder" syndrome that M3 and V3 (and numerous other Poser characters) have.

I am talking about where the deltoid and pectoral muscles meet at the armpit.


Helgard posted Sat, 10 May 2008 at 9:53 PM

Here is a test I was doing with posing earlier. These are poses made for Simon, that are included with Poser, I was just testing some rigging, hopefully this gives some idea of the joints and bending. There are no morphs in Vincent to "fix" any joints. The only morphs are the facial expressions, and some muscle tension morphs for his bicep, stomach, calves and thighs.


Your specialist military, sci-fi, historical and real world site.


Rogerbee1 posted Sun, 11 May 2008 at 3:43 AM

Looking good!

As long as I can get him into a pose where he's being grabbed by Swidhelm's Alien I'll be happy!

CHEERS!


estherau posted Sun, 11 May 2008 at 5:44 AM

 Hey, Vincent, where are you going?  It's only a little Alien, and I'm sure you will escape in the end.  Come baaaaaaaack.....

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


estherau posted Sun, 11 May 2008 at 5:47 AM

Good one Rogerbee1!  We finally get a really nice low poly figure and you had to mention the Alien.  No, you couldn't wait until he hit the MP.  You had to mention it now.  Great.
Off to see how many M3s I can fit into one scene.
Love esther 

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Rogerbee1 posted Sun, 11 May 2008 at 5:53 AM

Sorreee, didn't realise it was a tender subject,

I just downloaded a pose set for it that included some grab poses.

Oops, my bad!


estherau posted Sun, 11 May 2008 at 6:00 AM

 perhaps you could have used the word "extraterrestial" and the word embrace rather than grab - it sounds more friendly.
Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


maraich posted Sun, 11 May 2008 at 6:03 AM

I'm just so impressed by this.  He looks good and he poses well.


Rogerbee1 posted Sun, 11 May 2008 at 11:46 AM

Ok, I'll bear that in mind in future.

CHEERS!


PapaBlueMarlin posted Sat, 17 May 2008 at 9:31 AM

any updates?



Helgard posted Sat, 17 May 2008 at 3:11 PM

Yep, finishing off the clothing and morph sets.

This will be a freebie.


Your specialist military, sci-fi, historical and real world site.


Helgard posted Sat, 17 May 2008 at 3:11 PM

And this will be a freebie.


Your specialist military, sci-fi, historical and real world site.


Helgard posted Sat, 17 May 2008 at 3:13 PM

And this is still getting some clthing and we will decide what to do with it.


Your specialist military, sci-fi, historical and real world site.


PapaBlueMarlin posted Sat, 17 May 2008 at 3:46 PM

I love the superhero outfit!



Dave-So posted Sat, 17 May 2008 at 3:47 PM

nice ...

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



Helgard posted Sat, 17 May 2008 at 4:10 PM

The superhero outfit is a body suit, with templates for creating your own textures, and we will add two or three other masks as well, so that people can create their own super hero characters.

The medieval peasant soldier freebie will have three helmets, a sword, spear, bow and arrows, chainmail suit, tunic and pants, and a shield or two.

Commercial clothing sets finished or in progress include WWII US Paratrooper, Pirate Scum, WWII German Infantry, Vietcong, Casual Man, Policeman, and then we still have to make clothes for the ugly brute above.


Your specialist military, sci-fi, historical and real world site.


Helgard posted Sat, 17 May 2008 at 4:12 PM

Ockham has also just made a Naturalizer script especially made for Vincent, which allows automatic ambient animation, breathing, automatic blinking, etc.


Your specialist military, sci-fi, historical and real world site.


PapaBlueMarlin posted Sat, 17 May 2008 at 4:34 PM

have you tested Vincent out in Carrara yet?



bagginsbill posted Sat, 17 May 2008 at 4:44 PM

Helgard,

I just did this test render with my shaders. His nostrils are beautiful now. Nice work.

If anybody complains that they get nostril glow, tell them to ask me nicely to teach them how to use Poser.

Also, we can easily make a nose-plug image map overlay for him - just don't ever burn nostril plugs into his main texture - that sucks.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


PapaBlueMarlin posted Sat, 17 May 2008 at 4:58 PM

great image Baggins :)



Helgard posted Sat, 17 May 2008 at 5:06 PM

PapaBlueMartin,

I have Carrera, but I am not a user of the program, so I am not the right person to test Vincent in the program. If you are prepared to be a beta tester for Carrera, and test him out in the program and do some renders, etc, just send me an IM and we can talk about you joining the team for Vincent.

Bagginsbill, glad to see the new texture and mapping works. Getting everything finalised now, should be releasing soon, just a few more tweaks on readme and licence files, etc, and some work on the included freebies.

Helgard


Your specialist military, sci-fi, historical and real world site.


mathman posted Sat, 17 May 2008 at 8:07 PM

Helgard, his ogre/freak character that you posted an image of, above - seems to have very small hands and feet.


Helgard posted Sat, 17 May 2008 at 8:24 PM

Mathman, that is still a WIP being made by Dark Edge, and still needs some work. I am not sure what else he is going to do to it, he just sent me that as a WIP today.


Your specialist military, sci-fi, historical and real world site.


mylemonblue posted Sat, 17 May 2008 at 8:52 PM

On his ogre/freak character and the hand size. Big man hands and feet are great but Freak sized ones are a bit much. Just my two cents. Vincent totally rocks and I'm patiently waiting for he and his ladies release when they are done. Awesome work on this stuff! Wooot!

My brain is just a toy box filled with weird things


bagginsbill posted Sat, 17 May 2008 at 9:22 PM

I agree - Vincent totally rocks.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


mathman posted Sun, 18 May 2008 at 3:10 AM

mylemonblue, I thought his hands and feet were small even for a normal character. Apart from that, I agree he is an awesome character and can't wait for him to come out.


Rogerbee1 posted Sun, 18 May 2008 at 4:30 AM

Hello Helgard,

Loving your work! I think you should do a green texture for the ogre/freak guy, I think he'd look great as that character.

I look forward to seeing more of your stuff soon

CHEERS!


mathman posted Sun, 18 May 2008 at 6:44 AM

I would also like to see a younger (teen) morph for VP, if that's possible.


PapaBlueMarlin posted Wed, 21 May 2008 at 8:11 PM

I've been working the materials for Carrara 6 Pro.  Here's what Vincent looks like so far.



ranman38 posted Wed, 21 May 2008 at 8:40 PM

wow



PapaBlueMarlin posted Wed, 21 May 2008 at 9:14 PM

here's another...still working on more previews



Rogerbee1 posted Thu, 22 May 2008 at 9:30 AM

Nice,

Why am I humming Everybody Hurts!?

CHEERS!


PapaBlueMarlin posted Thu, 22 May 2008 at 9:20 PM

Still playing...



Rogerbee1 posted Fri, 23 May 2008 at 4:13 AM

What's the frequency, Kenneth?

He looks so much like Stipe with that shirt on!

CHEERS!


PapaBlueMarlin posted Sun, 25 May 2008 at 5:35 PM

Here's what he looks like in Poser with the bodysuit.  I added the belt prop to separate where the shirt and pant parts intersect :)



Rogerbee1 posted Sun, 25 May 2008 at 5:41 PM

Looks great to me!

Looking forward to this one.

CHEERS!


CraigMunden posted Wed, 28 May 2008 at 3:24 AM

Fantastic work so far folks, very impressive ... looks like Vincent will be a must-have for 2008.



PapaBlueMarlin posted Sat, 28 June 2008 at 12:38 PM

bump



Rogerbee1 posted Sat, 28 June 2008 at 12:43 PM

'n' grind!?

CHEERS!


Cute3d posted Tue, 22 July 2008 at 1:02 AM

Attached Link: Dynamic Clothing for V4 (Hawaii style dress&evening dress)

Very  good!