adh3d opened this issue on Dec 02, 2012 · 94 posts
adh3d posted Sun, 02 December 2012 at 2:17 PM
Hi, after lot of work for a long time I think this free figure is nearing completion, left some test and some little things.
The complete figure has around 36000 polys, it use "classic" rigging.
Opinions, questions and suggestions are great as always.
Hope it would be available soon, meanwhile some renders.
adh3d posted Sun, 02 December 2012 at 2:18 PM
adh3d posted Sun, 02 December 2012 at 2:19 PM
adh3d posted Sun, 02 December 2012 at 2:20 PM
CaptainMARC posted Sun, 02 December 2012 at 3:11 PM
Looking good!
What's the score on facial expressions?
dlfurman posted Sun, 02 December 2012 at 3:16 PM
I concur...great work!
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Alisa posted Sun, 02 December 2012 at 3:32 PM
Wow - this looks great!
Cheers,
Alisa
RETIRED HiveWire 3D QAV Director
ima70 posted Sun, 02 December 2012 at 4:22 PM
Fantastic! Great News!! Thank you in advance for your hard work :-)
monkeycloud posted Sun, 02 December 2012 at 4:49 PM
Looking good Adh3d :-)
Out of interest, how does he do in terms of "tall" and "short" morphing / scaling?
Cheers
adh3d posted Sun, 02 December 2012 at 4:53 PM
Thank you for the comments.
About the expressions, this is the list of morphs, including the expressions.
I'll make some renders of each one and put then here.
All morphs dials are located in the "body" part, so you can acces any morph from one body part.
About tall and short, I'll make a comparison with M4 ...
Zev0 posted Sun, 02 December 2012 at 5:32 PM
What support structures are there in terms of clothing? Is it going to get WW and MC support? Also is this figure Wmapped?
nobodyinparticular posted Sun, 02 December 2012 at 7:14 PM
Looks great. You say "classic rigging" I would prefer a weight mapped figure, but might go for this anyway.
primorge posted Sun, 02 December 2012 at 7:32 PM
Cool? may we see a wireframe image, Preferably of the smooth shaded or hidden line variety?
adh3d posted Mon, 03 December 2012 at 5:26 AM
It is classic rigging, I made it that way so you can use the figure in almost every Poser and Dazs version. In a future I think I am going to make a WM rigging version too.
Of course I am going to make clothes for this figure, in fact, I am making right now, from uniforms, period clothes, casual... Hope more creators make clothes for him too.
About Wardrove Wizard support, will see, this one depends not only on my.
When you say "MC", waht tool you mean, thanks.
A Poser screen capture of the figure wireframe
RorrKonn posted Mon, 03 December 2012 at 7:22 AM
I know you must have worked & worked at this.
You have done a nice job.
Congrats for your achievements.
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PhilC posted Mon, 03 December 2012 at 7:26 AM
Without making any firm promise, I would be interested to see the figure with a view to developing Wardrobe Wizard support.
infinity10 posted Mon, 03 December 2012 at 7:44 AM Online Now!
I saw some of you prototype work over at your dA gallery. I am very glad for you that you are nearing the end of this creation. Good going.
Eternal Hobbyist
toastie posted Mon, 03 December 2012 at 8:06 AM
Looks good. Looking forward to seeing the historical clothing for him too. I love your historical stuff! :)
adh3d posted Mon, 03 December 2012 at 8:26 AM
Thank you again for the comments.
Philc, I sent you an email from your contact page at your site today. Tell me what you need and I'll send you, obj, cr2...
NanetteTredoux posted Mon, 03 December 2012 at 8:39 AM
This looks like a very interesting figure, and moreover, it is male!
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foxylady1 posted Mon, 03 December 2012 at 9:46 AM
Great looking figure. Congradulations and thank you making a male.
adh3d posted Mon, 03 December 2012 at 9:49 AM
Thank you.
As I said, the expressions renders. All values in 1.
Of course the expressions names are set by reference, because some expressions can be
used for different expressions of its name.
bagoas posted Mon, 03 December 2012 at 12:32 PM
Surely interesting! Great work!
primorge posted Tue, 04 December 2012 at 2:19 AM
Excellent! The expressions and mesh view images have me very much looking forward to this.
adh3d posted Tue, 04 December 2012 at 8:42 AM
adh3d posted Tue, 04 December 2012 at 3:31 PM
Here a render of two figures rendered one beside the other, you can see some "scale poses" applied to them, arms longer, legs longer, abdomen longer, legs shorter.
There are no morphs in this render.
meatSim posted Tue, 04 December 2012 at 10:50 PM
Thats a very nice looking figure. How heavily does his rigging make use of JCMs?
nobodyinparticular posted Tue, 04 December 2012 at 10:55 PM
I like what I'm seeing a great deal. Thanks for sharing this, and looking forward to having a new guy on the block. Hopefully Phil C will come through with Wardrobe Wizard support.
Faery_Light posted Tue, 04 December 2012 at 11:38 PM
Watching. :)
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
pitklad posted Wed, 05 December 2012 at 1:58 AM
Very promising figure!
Would love to work with him!
Could you show us the UVS templates
adh3d posted Wed, 05 December 2012 at 6:18 AM
Quote - Thats a very nice looking figure. How heavily does his rigging make use of JCMs?
There is not JCM in this figure.
About the templates, a reduced image of thetwo main templates body and head , there are other templates for the eyes,teeth...
pitklad posted Wed, 05 December 2012 at 6:46 AM
Body template looks cool!
Face tamplate doesn't look completelly symmetric
Also the big lip thing IMHO creates a visible seam on the face and a very specific lip border that in female textures may be needed but for males it is not neseccary...
adh3d posted Wed, 05 December 2012 at 7:56 AM
I had doubts make the lip this way or part of the face, at the end, I make it this way because it can be a bigger template, but it was a hard decision
pitklad posted Wed, 05 December 2012 at 9:53 AM
Either way it is still an easy template to work with
I'm sure there are other people that don't have a problem with this setup it is all about tastes and workflow
I just believe the simplest the better anyway, why always have a hard time texturing the lip seams instead of making a bigger separate texture only in case this is needed...
Also if the back of the head was at the body you could have even more details for the face, apollo has this setup and with quite smaller files you get great detail
I'm just saying my opinion that applies to any figure texture setup and you know what they say about opinions, so please ingnore me :biggnin:
Faery_Light posted Wed, 05 December 2012 at 10:18 AM
I like the Apollo maps, they are easy to texture and no problems with texture stretching.
My preference is the map set-up from the V3 and M3 series or the G2 series maps. As for the V4 and M4 maps I really dislike them.
Just my poor old opinion.
I always adapt to what ever mapping modelers create. :)
Let me introduce you to my multiple personalities. :)
BluEcho...Faery_Light...Faery_Souls.
bagoas posted Wed, 05 December 2012 at 11:29 AM
Makes sense, one map for the body, one map for the face. Mapping looks good.
With separate lips it is hard to make a natural transition between lip surface and face skin. Whether the advantage of larger scale weighs more depends on the shader used and personal preference.
It would be 0possible I think to use an altGeom for the face, just the same geometry, same number of vertices, so same morphs, but different UV mapping.
Anyway: nice work.
pitklad posted Wed, 05 December 2012 at 12:09 PM
Attached Link: asymmetrical UVS approach plus alternative geometry experiment
**bagoas** I had the same thought about the alternative head with different map**
**but not for the lips but for the whole face
the concept would be that in the alternative head the face map would be included on the body, this way the same figure could use either just one texture for everything or 2 different textures for higher face texture resolution
bagoas posted Wed, 05 December 2012 at 1:03 PM
If it concerns the whole body maybe just make it a separate character, similar to say Antonia with her 3 alternative mappings (2 native and DPHoadley's V3 mapping).
Provided the rest of the mapping does not change, a head texture could contain both the included and the separate lip textures.
adh3d posted Wed, 05 December 2012 at 1:33 PM
I have no problem in make an alternative figure with an uv map as the map you are talking about, the scalp in the body map and the face in another one with the lips "glued" to the face, I'll have to see some aspects and if there is no problem, I can make it.
vilters posted Wed, 05 December 2012 at 1:34 PM
I was initially not going to comment on the figure, as it is way too hi poly for my use.
Also, some area's have lots of poly's an others have few.
Some dense area's I can find a reason, others I can not at all.
An even poly distribution is essential to any mesh.
Unsubdevided, I could have used it.
On the map?
Symmetry problems are to be avoided at all cost.
And Lips AND Ears have to be in the face.
Preferably, a single texture map for the whole figure.
Poser handles 8192x8192 pixel textures with ease, so you have lots and lots of room to put it all on one single texture map.
A mesh and texture have to be as content creator and as end user friendly as possible.
Neither of them are.
Sorry, mate, you did a fine job, but "as is"?
It looks good, but as is, I doubt the figure will have a long life.
Best of luck.
Tony
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adh3d posted Wed, 05 December 2012 at 1:56 PM
Well, thanks for your opinon, In fact my horse figure, sold here, have the head and the body in the same texture, but I think, although Poser can handle 8000x8000 textures( you have to have a lot of ram to handle those textures right, you get more detail if the head is in other map with a smaller texture size.
About the poly distribution, where do you thing there are a lot of polys ? , because I think I use the polys needed in every zone, not only for the good looking of the mesh in Poser, but for it renders ok without artifacts.
Note that although I am not making a low poly figure, I tried to save as much poly as I could.
You said:"A mesh and texture have to be as content creator and as end user friendly as possible.Neither of them are. "
About that, I think this is a unsolvable problem, because I think there will be so maps as creators , I tried to make the uv map comfortable for the creators,I am a content creator, there are many options when you uv map an humanoid, and there are many good ways to do it, I think the uv map I choose, is a easy map to work with and it is inside the 3d humanoid standars.
About the life of the figure, well, we all now the Poser world ,a very difficult world for non Daz3d figures, but there is a sure thing, I am going to support it with clothes, textures... and I hope some creators do the same, but in this point, I cannot do anything.
pitklad posted Wed, 05 December 2012 at 2:08 PM
there is no need for alternative setup for the whole body
an alternative head obj could use the same setup as the the seperate face template but scaled down to nest on the empty body uv space
editing the textures shouldn't be a problem since if someone makes the seperate face texture only has to scale it down to have at the same time a low and a high resolution face texture option
the one map texture should look like that and all the other details on the blue space
A completely different UVS setup would be very confusing (like for antonia) and would mess users.
more options is not always an advantage
vilters posted Wed, 05 December 2012 at 2:10 PM
OK, thank you for the explanation sir.
PS for textures: 8000-8000 is not efficient
Use :
512x512
1024x1024
2048x2048
4096x4096
8192x8192
With Posers texture caching (selectable in General preferences, Render tab) and with the texture set to quality or crips, Ram consumption stays pretty low as Poser only loads what is required to render the buckets is working on.
I worked a lot with 8192x8192 single map textures.
And at render time, Poser only has to load and read one map.
FYI; the texture layout for the PoserPro figures is a very good example.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
adh3d posted Wed, 05 December 2012 at 2:30 PM
Ok pitklad, I did not understand well, I see waht you mean now and , although it is a great option, I said before I use that way in my horse figure, I think I am going to leave the head as a separated texture. Anyway, thank you for your suggestion, It is always great to read suggestions for other artists.
About the Ram use, of course depends of systems, but I can say you that in a "normal user " system, render with a 8192x8192 texture is difficult, and if we talk about content creators and creating new textures, with a 8192x8192 base, some people can have problems working with a testure as gig as that. Not all content creators have super machines I Think.
vilters posted Wed, 05 December 2012 at 2:35 PM
BLUE is uneven poly distribution.
Or too big poly size variations. From very large to very small very soon...
RED is too many poly's for the particular area.
I agree, outsides like the outside al an elbow need an extra poly line more then the inside of an elbow.
Same for a kneebend.
Outsides strech when bending, insides shrink when bending.
But only area's that are in these bending area's need an extra poly line.
On the chest between the breasts: or the navel, or the ears? That is common.
Most figures meshes turn BLACK from poly's when looked at from a distance.
When you see that, it's time for a clean up.
Area's that turn BLACK when you look at a mesh from a distance need a clean-up.
Except where those poly's are required, like on the face, or nipples.
Just my humble opinion.
Even Poly distribution is THE single most difficult part of building a figure.
Thanks for reading.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
vilters posted Wed, 05 December 2012 at 2:44 PM
While a big 8192x8192 texture has its quality advantages, I agree with you that a single 4096x4096 texture is the most user friendly.
(4000x4000) is a DS limitaion I "think".
The best layouts are ==> Att !!!!! Very personal opinion
The PoserPro figures layout. ==> Best ever.
Alyson = close second as all is on 2 texture maps.
More then 2 is , well, one main of the reasons I never use a "V" figure.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
adh3d posted Wed, 05 December 2012 at 2:57 PM
Some zones you said there are many polys is because in these zones there are something "modelled", for example in the back part of the knees, the zone you said, has a wrinkle modeled and some muscles zones are modeled too. you cannot use less polys to model in those zones, it is impossible, at least for me.
Other thing is to model a low poly figure and make all those zones with displacements maps, but I said again, this is not a low poly figure.
The zone between chest you said, there is only two "lines" of polys in each side to arrive to the center, if I use less polys, the geometry shape would be wrong.
The zones marked in blue, well, why to use more polys , I don't need them in the modelling process, and for using in Poser, these zones bend right and render right, so ...
you said :"..big poly size variations. From very large to very small very soon...", this is because the "big" poly size are in zones where ther is no wrinkles or geometry changes, and where you see more polys is the change between, for example, the back to the ass, and you need more polys there to model it right, sure you know that.
The figure has 36000 polys and belive me when I said I try to use as less poly I can to get what I want to get and for it gives no problem when you render it in Poser.
Anyway I don't understand well where you want to arrive with this,talking in an amicably way.
pitklad posted Wed, 05 December 2012 at 4:05 PM
Actually I made my points just because the theme is a new figure
Those were made just for the talk, sorry if I've gone out of theme
I wouldn't dare to suggest you to change something to a project that is so close to completion
Let's say I wanted to share some ideas that maybe some other creator can use
Again I will congratulate you for your hard work on this figure, I wish the best and If possible I'll try to make one thing or two for the guy! :biggrin:
RorrKonn posted Wed, 05 December 2012 at 4:27 PM
Most put a checker board on there mesh to test it.
example
http://www.pixologic.com/zbrush/features/UV-Master/
zBrush has
512x512 ,1024x1024 ,2048x2048 ,4096x4096
zBrush does not have
8192x8192
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adh3d posted Wed, 05 December 2012 at 4:31 PM
Pitklad, It is great you tell your opinion and suggestions about this figure, this is why I open this thread. Thank you.
A render of the asian and african tone and morphs
edgeverse posted Wed, 05 December 2012 at 11:25 PM
Impressive looking figure.
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Paloth posted Thu, 06 December 2012 at 1:06 AM
36000 is low poly for Poser. The figure will make an interesting character.
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toastie posted Fri, 07 December 2012 at 6:34 AM
Quote - A render of the asian and african tone and morphs
Those look good. They give him a very distinctive different look.
The great thing about this figure for me is that it sounds like you're planning to support it with exactly the kind of clothing I use.
3Dream posted Sat, 08 December 2012 at 1:27 PM
Excellent work! It's good to see new figures for Poser! Thank you a lot!!!
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Cage posted Sat, 08 December 2012 at 2:31 PM
Woot! I was wishing there was a free male figure. I'd like to expand beyond Antonia-based figures. :lol:
Two questions. Can it do a skinny physique? And what kind of licensing will the figure have? I wouldn't expect anything as open as Antonia's license, but I hesitate to even use Apollo, in spite of it being a great figure, because of the restrictive licensing.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
adh3d posted Mon, 10 December 2012 at 8:41 AM
Cage, in this thread, in the first page, you can see a render of the fat and thin morphs.
About the license, well, I think it is going to be like any other of my models, which can be summarized basically in the next: "you can use the model for your commercial or no commercial renders and animations. You cannot share or sell the model itself or any of its components"
This license would not apply to the, for example, to the cr2 blank file or the base cloth body...
mysticeagle posted Mon, 10 December 2012 at 8:52 AM
i'm always on the hunt for good new male figures and this one is sounding and looking good. :) keep up the good work.
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Cage posted Mon, 10 December 2012 at 2:05 PM
Thanks, adh! :thumbupboth:
It's a good thin morph. Can it be overamped to do "skinny"? I have a thin character I'd like to do with a proper male base and not Antonia with male morphs. More of a skinny thin, with less development of muscularity. Umm. A more geeky thin, perhaps? Note that I am not complaining if there isn't one. This is an excellent-looking figure and I'm excited about it. :woot:
So, per the license, I couldn't adapt a pair of gloves from the base mesh and put them up as part of a freebie character set, as I do with Antonia. Correct?
===========================sigline======================================================
Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
adh3d posted Mon, 10 December 2012 at 2:24 PM
yes, about the gloves,you cannot do that ,sorry.
About the morph you are talking about, there is a "no muscular" morph that "soft" the body, you can combine the two morphs , but note that the thin moph is already "softed".
Cage posted Mon, 10 December 2012 at 2:27 PM
That sounds like it would probably do the trick. Excellent! :woot:
===========================sigline======================================================
Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
PhilC posted Fri, 28 June 2013 at 8:50 AM
I'm currently going over my to-do list, did this figure ever get published? Sorry if I missed it.
adh3d posted Fri, 28 June 2013 at 3:37 PM
It is going to be published very very soon, I am making some clothes for him right now. so he can be dressed when he is available.
Hi, PhilC, if you want to make something about it ( adman) , I can send you the final files ( geometry... ) to your email, tell me something.
PhilC posted Fri, 28 June 2013 at 3:56 PM
If you can that will be great. At a minimum I would need the finalized geometry and CR2 file. It would not actually matter if there were any last minute changes so long as I was aware of them.
Thanks.
adh3d posted Fri, 28 June 2013 at 4:02 PM
Hi, I was testing it and I think it is final one , anyway, if I'll find something of course I'll tell you.
I send the file to your email.
toastie posted Fri, 28 June 2013 at 5:07 PM
Oh nice! Good to hear this is still going!
TrekkieGrrrl posted Fri, 28 June 2013 at 5:26 PM
Oooh a new guy! He looks very promising :D We can ALWAYS use more guys in the Poserverse! excited
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toastie posted Fri, 28 June 2013 at 5:43 PM
Yup! More males is always good (still looking forward to Lucas too!) and this one looks like it's going to be interesting and full of character. Plus looking forward to see what else Adh3d is making to go with the figure.
Wonder if there'll be XDresser support?
ssgbryan posted Fri, 28 June 2013 at 6:11 PM
Quote - It is going to be published very very soon, I am making some clothes for him right now. so he can be dressed when he is available.
Hi, PhilC, if you want to make something about it ( adman) , I can send you the final files ( geometry... ) to your email, tell me something.
I have a question about the gens (someone is always griping about block & tackle)- is it either removeable or can I shrink it to 0 via the scaling morphs.
I ask this because permanently attached gens are a nightmare with the fitting room. They deform the pants in ways that a real willy won't.
adh3d posted Fri, 28 June 2013 at 6:34 PM
Hi, yes, I understand the problem about the gen bones and the pants for example and after thinking about it, I decided to make "two" figures, one with genitals and another one without them.
The figures are the same in everything except that the genitals one has extra bones for the genitals.
ssgbryan posted Fri, 28 June 2013 at 6:40 PM
Quote - Hi, yes, I understand the problem about the gen bones and the pants for example and after thinking about it, I decided to make "two" figures, one with genitals and another one without them.
The figures are the same in everything except that the genitals one has extra bones for the genitals.
Thank you! Thank you! Thank you!
I look forward to using him.
adh3d posted Fri, 28 June 2013 at 6:48 PM
adh3d posted Fri, 28 June 2013 at 6:55 PM
I have to add, since I start this thread that I make some changes in the uv map, I put the lips "inside" the face and the nipples "inside" the body.
toastie posted Fri, 28 June 2013 at 7:04 PM
That's really handy to have that second figure version for draping dynamic clothing as well. Thanks.
lmckenzie posted Sat, 29 June 2013 at 1:05 AM
I generally have no interest in males but this one looks excellent and will be very useful for those situations where I may need one. Thank you very much for sharing. I guess I'll call him Nate because his equipment challenged brother will have to be Newt.
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ssgbryan posted Sat, 29 June 2013 at 1:23 AM
Quote - I generally have no interest in males but this one looks excellent and will be very useful for those situations where I may need one. Thank you very much for sharing. I guess I'll call him Nate because his equipment challenged brother will have to be Newt.
I like Darryl and his other brother Darryl.
mylemonblue posted Sat, 29 June 2013 at 4:59 AM
WANT.
My brain is just a toy box filled with weird things
adh3d posted Tue, 09 July 2013 at 6:46 PM
Hi, in this render you can see the adman with jeans and an undershirt.
The face is the "Jimbo" morph, one of the face morphs of the figure.
The date is coming, you can get him very soon, If everything goes as I hope , I mean in days.
toastie posted Tue, 09 July 2013 at 7:13 PM
Quote - The date is coming, you can get him very soon, If everything goes as I hope , I mean in days.
Great! Looking forward to this!
momodot posted Tue, 09 July 2013 at 7:16 PM
My two-bits here:
Lips integral to face since if they are a group it is the easiest thing in the world for a user to break them out onto a new map if they need more detail. I like a face and ears only map with back of head and neck on the body. Most figures wear hair and don't need scalp detail and the face seam hides better at the neck then the neck seam does at the body. The thing too is to have a set proportion between head and body scale for texturing... say 4:1 or such.
and
Should not the nude have a bigger "package" lump? Big enough to hide the genitals? Then there would be a proper bulge. I always have to magnet the pants on males to give a package to make the figure look plausible. Otherwise it looks like the pants on a man who is tucking and taping his genitals between their buttocks or however they do it. Even the F2M transmen I know pack thier jeans with a silicone flacid penis and testicals so thier pants "look right". I know for a fact that all the straight women I know check the package by reflex no matter what a troll or gramps it is they are looking at.
adh3d posted Wed, 10 July 2013 at 8:58 AM
Hi, the genitals have morphs to make it longer,, it is posable too.
The adman "without" genitals, has a morphs to make the "genitals zone" bigger too.
About the lips, Imade then as a separate group first, but the I decide to integrate them in the head uv map, anyway, yes, it is relatively simple to separate them again.
WandW posted Wed, 10 July 2013 at 12:59 PM
Good to see this will be done soon!
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"Oh - the manual says that? I have never read the manual - this must be why."TrekkieGrrrl posted Wed, 10 July 2013 at 1:10 PM
Oooh I'm SO lookng forward to him. I like that he's got so much character. Not some androgynous prettyboi but a real person :)
He can open his mouth and blink, right? (I still remember the NIGHMARE I had while creating those morphs for Clark... not that it wasn't a fun learning experience, too)
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adh3d posted Wed, 10 July 2013 at 3:16 PM
toastie posted Wed, 10 July 2013 at 4:05 PM
Quote - Oooh I'm SO lookng forward to him. I like that he's got so much character. Not some androgynous prettyboi but a real person :)
Yeah, me too. Full of ideas for him already. Can't wait to see what else is coming out for him too.
mylemonblue posted Wed, 10 July 2013 at 10:51 PM
I really like his shoulders, pectorals and torso. That and with a version that has his manhood attached he seriously stands a chance of being a leading actor in my runtime. I've got some good males but they all bog down every scene I try to used them in. All their poly counts are way to high. Your figure looks like he has most of the things I'm looking for in a male figure.
btw nice looking clothes too!
My brain is just a toy box filled with weird things
adh3d posted Fri, 12 July 2013 at 3:40 PM
Hi, a new render, this time with the T-shirt and jeans, these clothes will be free as a part of the Basic cloth pack.
The face this time is milton , another face morph.
TrekkieGrrrl posted Fri, 12 July 2013 at 4:39 PM
Well I can see face shaping morphs coming up for him :D I love doing face shaping morphs. They're so much fun!
Is he there yet? ;)
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SamTherapy posted Fri, 12 July 2013 at 6:29 PM
Really like the look of this figure. A proper, down to earth looking guy.
Coppula eam se non posit acceptera jocularum.
WandW posted Fri, 12 July 2013 at 9:01 PM
Milton looks like a guy I used to deliver the paper to many years ago...
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"Oh - the manual says that? I have never read the manual - this must be why."toastie posted Sat, 13 July 2013 at 4:48 AM
Are you going to redo any of your Roman stuff for him. He looks like he'd be quite Asterixy as a Roman.
adh3d posted Sat, 13 July 2013 at 10:07 AM
Hi, yes, I have in mind make roman costumes for him, but I think they are going to be new models, including the models I have till now. For example, I have in mind make a legionary and centurion pack, but other civilians and military outfits too.
The same with the other periods costumes.
toastie posted Sat, 13 July 2013 at 11:29 AM
Quote - Hi, yes, I have in mind make roman costumes for him, but I think they are going to be new models, including the models I have till now. For example, I have in mind make a legionary and centurion pack, but other civilians and military outfits too.
The same with the other periods costumes.
Great! I can't get enough Roman packs. I have your Apollo Max Roman costumes, but armour is a swine to fit well to different figures, so new packs will be good. I think he'll make a really good Roman.
adh3d posted Sat, 13 July 2013 at 6:47 PM
Alisa posted Sat, 13 July 2013 at 7:20 PM
He's looking great!
Cheers,
Alisa
RETIRED HiveWire 3D QAV Director