Forum: Poser - OFFICIAL


Subject: OMG....It's evolving...IT'S EVOLVING! MWA HA HA HAAAAARRRGGGG!!!

Mugsey opened this issue on Nov 08, 2009 · 15 posts


Mugsey posted Sun, 08 November 2009 at 12:30 AM

Hi guys.... So I've been working on some mat poses / texture sets for my little Latchworm...I think it's turning out pretty swell myself. You guys are gettin'em when they're done!

FEEDBACK PLEASE - OPINIONS, IDEAS, AND SUGGESTIUONS - BE AS BLUNT AND COLDLY TRUTHFUL AS POSSIBLE! :lol: :lol:


hborre posted Sun, 08 November 2009 at 6:44 AM

They're actually very good.  Can't wait to test them.  I have a WIP image with my own texture.


pakled posted Sun, 08 November 2009 at 12:22 PM

yeesh...great modeling, but it makes me want to model some Texas 'Cockroach Killers'...could come in handy (unless it's 6 feet high or somethin'...still...you can still run in 'em...;)

Keep it up.

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Mugsey posted Sun, 08 November 2009 at 1:24 PM

Thanks Packy - you to hborre!


hborre posted Sun, 08 November 2009 at 4:27 PM

You're welcome.  Just to give you a sneak preview, here is the WIP with texture and bump mapping.  And this guy has been scaled 500%!

Mugsey posted Sun, 08 November 2009 at 6:48 PM

Yeeesssss hborre....YEEEEESSSSSSS....MWA HA HA HAAAAAAARRRRRR! :lol: :lol: :lol:
By the by - a texture pack is in the works (as you know) and is on it's way amigo!

BY the way - how did you get the shine on the eyes? and kudos to the magnificant Vicky pose- very coonvincing!


hborre posted Sun, 08 November 2009 at 10:09 PM

TY.  I need to double check the eye settings but I'm in the middle of the final render which, frankly, in P8 is taking a very long time.  IIRC, I plugged a probe light either into the Alt_Diffuse or Ambient channel and set the exposure to 40.  A Simple_Color node with red was connected to the Diffuse_Color.  This set up will make the eyes glow if I remove all external lighting.  I got this tip from Colm over @ RDNA. 

The pose did not come easily.  I hunted down a base pose practical for the scene, then rotated, twisted, bent. and tweaked the collars, shoulders, forearms and hands (along with the fingers) into their final positions.  The Latchworm had every appendage individually posed.  Took quite a bit of dial spinning there.  My next texture should turn out interesting (Hopefully).  Every segment of the worm was isolated and saved into it's own template file using UVMapper.  By importing each part into PS, you can texture each individually and assemble a unique texture map.  I may post process those layers to generate specular, AO, and Normal maps. 


Mugsey posted Sun, 08 November 2009 at 10:14 PM

SWEETNESSS!!!!! Coolness! That image is gonna be sweet big guy!


hborre posted Sun, 08 November 2009 at 10:41 PM

It has just occurred to me that this critter is the perfect candidate for Bagginsbill VSSProp.  Although BB created his shaders for human applications, it is not farfetched to modify material zones to fit the Latchworm.  I've modified VSS to fit Nybras, Grotto's Vampire and a few of Davorama's aliens; not impossible to do the same here.


Mugsey posted Mon, 09 November 2009 at 12:37 AM

Actually I did want to experiment with preparing and applying modified human skin textures so that I could put a "slimy" shader on it as a possible variation myself. Give it a shot - who knows what you might accomplish!.


hborre posted Mon, 09 November 2009 at 10:27 AM

I have finally completed the final version of my image which took 12:45 hours to render under P8.  Ouch!  I really should pay closer attention to the contents of the scene; so much to consider what is necessary and what you should cutback on.  Double-checked my eye settings; Simple_color node attached to the Diffuse_color, Probe node to the ambient channel (which I believe is totally incorrect).  The reflection off the eyes is the result of a Glossy node attached to the Alt_Specular.  I will rework this arrangement later.  Enjoy the latest render.  This will be posted in the gallery some time today.

Mugsey posted Mon, 09 November 2009 at 11:15 AM

SUPERB HBORRE! ...Also keep in mind that even though it took so long to render the scene, and took so long to put it together - the end result WAS indeed well worth the wait brother. I LOVE IT! GLORIOUSLY TASTEY AMIGO!..."Or was that what the worm was thinking?"

Ya know...In this scene - I can't really blame the worm or judge him at all, because looking at this chick - I'de be thinking "lunch" to! Lmao!!! :lol: :lol: :lol:  


pakled posted Mon, 09 November 2009 at 11:29 PM

told her not to drink the local water...;)

I wonder if you could get slime by using a random bump map, or two complimentary regular textures; one of which was very specular....

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


bagginsbill posted Mon, 09 November 2009 at 11:54 PM

pakled:

I already posted a couple slimy shaders here:

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2786700

Mugsey started another thread asking for help. This one should stop as it gets confusing as all getout having people offer suggestions to things that are already solved in the other thread.


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)


Mugsey posted Thu, 12 November 2009 at 1:53 PM

Just in case anybody wanted to know this - but the Latch Worm now has a scientific name:

"Atrox Sanguinarius Belua Vermis" , lol.