Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
phantom3D wrote: > Quote - You know I have found that basic straight forward rigging placed properly is usualy the best. I've toyed with all sorts of complicated rigging scemes and have found that the solutions that really worked were all simple basic changes. She looks very good to me so I'd stick with this rigging and make small changes in placement and settings till you're happy. But the shoulders look great to me, and that's quite an accomplishment, shoulders are very hard.
Well, when I said the joint setup was basic, I meant that I hadn't fine-tuned it much yet, not that I was planning to rig her in some complicated way. But it's very, very good to hear from a master like you that simple riggings work well. I think I still need to learn a lot to make them so, though. In my - limited - experience so far, it's fairly easy to get a few things right for demo poses like the one I showed a few posts above. But the real trick is to make everything work nicely together, and with that I'm still struggling.
-- I'm not mad at you, just Westphalian.
bagginsbill wrote: > Quote - I wonder if it would be good to make this a "poster child" for a 100% (or nearly 100%) procedural human shader.
I could do a lot more detailed stuff with just a few masks. No need to do a high-res texture. I just need a few control masks for the figure, and then I'd drive all the effects from that.
That would be absolutely lovely. I'm a big fan of procedural textures.
I'll let you know as soon as I have a complete UV-map. At the moment, only the eyes, brows and lashes are mapped. While we're at it: is there a way to make good procedural iris and eyeball textures? I painted one in Gimp which is good enough for demo purposes, but something more detailed and accurate would be nice for closeups.
-- I'm not mad at you, just Westphalian.
Attached Link: http://www.runtimedna.com/mod/forum/messages.php?ShowMessage=307782
I did a simple (fewest nodes possible) iris a while back. Never finished working on that.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)
I just did this shader, starting from scratch, not using VSS or anything. Just noodling in the material room. The tiny wrinkles of skin are eluding me. If I zoom in really close on this, it loses its effectiveness. (click for full size)
We'd need quite a few masks to get this looking good. Need to know where the skin is bumpy and where it isn't, where there should be more color variation, where there should be pores, and of course where are the pink bits?
Simon looks way strange without eyebrows. I think you'd still have to go with some kind of transmap for the eyebrows.
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)
I hope you can see your way to do her for free. I'd love to make textures for her. I like the face as is and morphs could take care of the nose for those who want it smaller. :) The gens look more realistic than the mil gals, BTW.
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
Very nice model!
Is this the final resolution or you plan to sub it before rigging?
I love the body shape!
I have to agree that the nose gives her character but maybe too much character, I would prefer just a bit smaller shape :biggrin:
I would be very happy to make morphs for her!
The idea of a model made by the help of many people is great and this can be a poser community girl! :biggrin:
I think one of the many successes you have in this is a nice take on the arm/shoulder issue. Few really bother but I study this a bit. You've not only + a decent fold height and lifted shape,,, you also are as close as I've seen to proper "negative" space inside the arms profile in this position.
If you draw an imaginary level line from the elbow crease across the face, you'll see what I mean. Look in the mirror...V4 (here)shows just how much her torso is shortened to her limbs. Moreso, how much the volume of flesh is reduced to the scale of her head....
Nice work
SSAfam1 wrote: > Quote - I love her nose! It adds to the uniqueness of her face. IMO
This will be released as a model correct? Like V4 or any other model? So if one wants to, they'll not only be making clothes for her but character sets?
Yes, a model like V4, except that she won't come with a large set of morphs that one could simply dial a character from. At least not initially. My current plan is to finish the inner mouth, make a UV-map and work on the rigging until I'm reasonably happy with it or give up, then put her up as a Poser-ready figure on cgshare or a similar free hosting site. A few people have stated interested in making clothes or textures for her, so I expect (or rather, phantasize) that there will be some add-ons available for her fairly soon, either free or for cash.
As for morphs, my first priority will be a full set of expressions. But I might actually do some shape morphs first for practice and will be happy to share those. When that time comes, I might put up a post here and ask for requests.
About the nose: yes, I have a thing for girls with big noses, so you shrinky-nose fans out there lose. :P But I'm prepared to provide her with a morph to make you happy.
-- I'm not mad at you, just Westphalian.
Quote - Is this the final resolution or you plan to sub it before rigging?
The basic rigging works with both the lower (~9600 poly) and higher (~38000 poly) resolution, but I'll do the fine tuning - a.k.a. joint zones setup - in the hi-res version. So the lo-res one will still pose, but the mesh might not hold up to all poses as well as the hi-res one.
As a general rule, I do as much work as possible in the lo-res version - including all or most of the morphs I will be making - and propagate it to the subdivided one.
-- I'm not mad at you, just Westphalian.
Quote - Rigging is adding bones so she can bend properly correct?
Yes, but that's only the first step. After adding the bones - which I've done - one needs to set up which parts of the figure each movement of each bone influences. That's the fiddly bit, and needs the most time to do right.
-- I'm not mad at you, just Westphalian.
WOW! Very impressive! I'll echo BagginsBill:"Gimmee!Gimmee!Gimmee!"
Makes V4 look like a blow-up doll next to a real woman! Antonia kicks ass. A unique looking woman is a treasure in the sea of bland beauty. Give a version to Philc, and explain what you're doing and he might put her on the dry-erase board of figures to do!
Fantastic work. You did good work.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Quote - I like the sound of focusing on expressions first... some figures can morph to a lot of face shapes but just don't do expressions well.
I'm planning to go by the book 'Stop Staring' by Jason Osipa. He uses a system or morphs that looks very well thought out.
-- I'm not mad at you, just Westphalian.
Quote - phantom3D wrote: > Quote - You know I have found that basic straight forward rigging placed properly is usualy the best. I've toyed with all sorts of complicated rigging scemes and have found that the solutions that really worked were all simple basic changes. She looks very good to me so I'd stick with this rigging and make small changes in placement and settings till you're happy. But the shoulders look great to me, and that's quite an accomplishment, shoulders are very hard.
Well, when I said the joint setup was basic, I meant that I hadn't fine-tuned it much yet, not that I was planning to rig her in some complicated way. But it's very, very good to hear from a master like you that simple riggings work well. I think I still need to learn a lot to make them so, though. In my - limited - experience so far, it's fairly easy to get a few things right for demo poses like the one I showed a few posts above. But the real trick is to make everything work nicely together, and with that I'm still struggling
I know what you mean, what I do to get the joint settings favorable for a wide range of movement, is use a full set of pose files that use a full range of movement and I go through each pose and set the joints. Make any changes in the grouping and falloff zones and do it again, over and over till all is working as perfect as I can get it, then I start adding body handles to make corrections in shape, and finally, last is JCM's as few as possible. I think that's probably how most people do, but don't be afraid to set your bones and joints in unconventional positions, in the end all that really matters is the end result, if it works better, use it.
One thing mor to say, I really really like her body shape. She's not all skinny and anemic, when I see real people that are as skinny as V4 I always feel like I need to feed them :) Refreshing to see a healthy looking model.
.
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I keep finding little things to fiddle with. The human form has so many subtleties. But I'll do my best to get with the program and work towards some publishable version quickly.
-- I'm not mad at you, just Westphalian.
Quote -
I think it's save to say that each and every one of pjz99's suggestions were spot on.
You cannot go wrong with him! :biggrin:
Judging from your pictures, another good point are her FEET. In my opinion, V3/V4 feet are ugly, with disproportionate toes.
Giorgio
giorgio_2004 here, ksabers on XBox Live, PSN and
everywhere else.
That's true! I didn't think about the feet looking SO "normal" looking. The shape is much closer to a REAL person now. The navel could use a bit more decrease in the X-axis, but that is nit-picking at this late date. Right now, nit-picking is all that's left The wrists might need some tweaking.
Remember with the wrist: there's more above than below. It rotates Z-axis about 40% to 1/3 from the bottom of the wrist-bone, not at the fifty % mark from the bottom. It's easy to forget, but look at your wrist bone in side-view. See what I mean?
That's all I can think of.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
SSAfam1: I think it might just look like that because of the way it's lit. If I find time, I'll post a closeup of the foot tonight after work.
JOELGLAINE: Nitpicking is fine. I'll take it into consideration. Have to do some more fiddling with the hands and wrists anyway, to make sure they look and bend correctly. Maybe I'll post a closeup of a hand tonight, as well.
-- I'm not mad at you, just Westphalian.
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Attached Link: New Antonia render in my gallery.
-- I'm not mad at you, just Westphalian.
All this interest in her feet has me curious,too. What do they look like at point and with toes bent? Inquiring minds want to know.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Quote - my only suggestion for her face is her nose. it looks a bit too big and a bit too broad IMHO.
That's the best feature, a wonky human nose. Please don't make it a little pea-sized knob as is so common in Poser people!
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Thanks again for all the nice comments. Sorry, but it looks like I won't be posting interesting poses any time soon. The Poser joint setup software is probably the weirdest, lousiest, buggiest piece of sh*t that I've ever tried to work with. I set the fall-off zones for the right thigh, I copy them over using the symmetry function, they are displayed correctly and enabled, but Poser ignores them completely.
In order to preserve my mental health, I might have to give up on trying to rig her and try to find someone else to do it for me. At any rate, I'll probably throw away what I have, reload the geometry and make a new skeleton from scratch. There seem to be so many things broken in the current cr2 that there's probably no point in keeping it. Any advice on how to assure a sane cr2 structure would be greatly appreciated.
-- I'm not mad at you, just Westphalian.
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Hmm, the inclusion-exclusion angles are ignored as well, no matter how I set them. I think it's time for some serious cr2 repair work.
Oh, and I don't think I'll seriously start from scratch with the rigging, or at least not until I have a much better understanding of how those gorram cr2 files work and how to avoid getting them all messed up.
-- I'm not mad at you, just Westphalian.
Doing the rigging myself is actually a good learning experience. It has some influence on how I do the mesh topology, too, so it's worthwhile I have a go at it myself. It's just extremely frustrating to run into weird Poser bugs at every second corner.
All that said: if you're interesting in doing a rigging for her, phantom3D, knock yourself out. I'll happily to send you Antonia's files anytime. We could even think about using my own amateurish rigging for the free version and charging money for a 'phantom-enhanced' one.
-- I'm not mad at you, just Westphalian.
well, DAZ just released rigging tools for D|S. you might find those more to your liking. and i think people generally use something third party rather than the actual setup room. something called PHI builder? i'm trying to remember. Xena and someone else once mentioned it in a forum post at DAZ.... let me see if i can find it. nope, can't. no clue why. i mean, i searched and only found threads that were active in the past month. i find it hard to believe that no one has mentioned PHI builder before October.
PhilC not only knows tons about rigging, he knows a lot about making tools. at DAZ, Kamilche (his partner in crime) is getting requests for a good rigging tool. if you don't want to buy D|S rigging tools ($80 now, $180 regular), you might want to say something there.
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So here's the requested full frontal contrapost. Maybe tomorrow I'll restore the toe settings and post the feet-on-point and curly-toe renders people have asked for.
While I'm at it, can I just say I love the way bagginsbill's skin shader reacts to lights? Rim light effects have never been this much fun.
-- I'm not mad at you, just Westphalian.
is there some way to get antonia to start making clothes ? currently i am working on a various clothes for Aiko3 but i can put this on hold and start the adaptation of my low-polys obj to antonia.
my current WIP :
note : the site is up only the week-end when i am on my hometown
Quote - is there some way to get antonia to start making clothes ? currently i am working on a various clothes for Aiko3 but i can put this on hold and start the adaptation of my low-polys obj to antonia.
my current WIP :
note : the site is up only the week-end when i am on my hometown
Those look pretty cool. You probably shouldn't put your Aiko clothing line on hold for Antonia, though. Before you can really conform anything, I will at least have to nail down the rigging.
Since several people have expressed interest in making clothes, I'm now thinking about making some kind of special pre-release for that. She wouldn't need detailed teeth or a UV-map, and I guess as long as the basic shapes don't change too much afterwards, people would be able to adjust to some final tweaks? I think I'd be more comfortable putting an incomplete snapshot up on cgshare where everyone can see her than emailing her to people I don't know or don't know well.
So, to all the taylors out there: what would you need to have in a pre-release to start working on clothes for her?
-- I'm not mad at you, just Westphalian.
Quote -
Those look pretty cool. You probably shouldn't put your Aiko clothing line on hold for Antonia, though. Before you can really conform anything, I will at least have to nail down the rigging.
Thanks you, my goal is to finish for the end of year, i am still learning modeling and rigging, but since they are for free Aiko3 can wait a little more if needed
Quote -
So, to all the taylors out there: what would you need to have in a pre-release to start working on clothes for her?
for me the object is enough, if the cr2 is included with a basic rigging this can be useful too
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I would love to see a nearly full procedural skin. Shading and local color could also be applied with overlay as well as the specific optical effects you are talking about I would think.