spectre3 opened this issue on Feb 03, 2002 ยท 29 posts
spectre3 posted Sun, 03 February 2002 at 12:23 AM
Working on another texture pack. This is Bria. As you can tell she certainly is not Barbie. Trying to go for the more natural look, less plastic, skin discolorations, blemishes, etc. All comments welcomed.
Thanks,
Spectre
ElectricAardvark posted Sun, 03 February 2002 at 12:33 AM
Beautiful... as always. I love your work
spectre3 posted Sun, 03 February 2002 at 12:44 AM
Thanks EA I appreciate that very much :) Spectre
Anzan posted Sun, 03 February 2002 at 1:05 AM
Wow Spec... I wish I had something constructive to say... but that texture is just incredible. Going to be a whole body or just face tex? Anz
spectre3 posted Sun, 03 February 2002 at 1:36 AM
Thanks Anz. Whole body.. Spectre
eirian posted Sun, 03 February 2002 at 1:49 AM
It looks incredibly realistic. The skin just below the lacrimals looks a little odd, though. It could just be the lighting you've used for the render, I don't know. But it looks too dark. A blueish tint there would be realistic: the skin is very thin in that area, but not that blue. Other than that...I love the irises. They look great.
spectre3 posted Sun, 03 February 2002 at 1:54 AM
Thanks, eirian. I'm sure it's the lighting. Without the shadows it looks much better.... Spectre
duanemoody posted Sun, 03 February 2002 at 3:49 AM
If this is Vicky2 you're working with, remember that you can dial the distance between her eyes to something other than the default Vicky (if you have already I apologize). One of my regular peeves with Vicky characters is the sameness of the noses when it comes to the bottom. In real people, the columella (the flesh just below the tip and just above the philtrum) is often lower than the nostril wings. Not always by much, but enough to notice. Good work. Oh, and thanks for making her lip texture asymmetrical. Not enough people pay attention to that.
SAMS3D posted Sun, 03 February 2002 at 5:07 AM
This is great, and she has a few freckles, will this work on the Mil Kids too. Sharen
Xena posted Sun, 03 February 2002 at 6:26 AM
Looking good! The eyebrows are superb.
spectre3 posted Sun, 03 February 2002 at 8:12 AM
Thanks everyone, Duanemoody, This is shown on V2. I played with the eyes somewhat, slant etc., but didn't mess with the distance. I also gave her a slight Native American nose and did fiddle with nostril height, flare, width, and the ole Nose Up dial :) BTW if you'll notice, the eyes are also asymmetrical... Sharen, It'll be a straight Victoria texture map, and since the Mil kids use that map, it should work on them too... Spectre
Markus_2000 posted Sun, 03 February 2002 at 8:32 AM
SWEET!!!! Mark
Strangechilde posted Sun, 03 February 2002 at 8:57 AM
She certainly isn't Barbie. She's much better looking. If I had one complaint it would be the eyelashes I've alays thought that the default was way too curly; straighter ones look more natural to me. I love the skin and the freckles.
jaybutton posted Sun, 03 February 2002 at 9:06 AM
Great texture! Very realistic looking! Jay
Ladyfyre-graphics posted Sun, 03 February 2002 at 9:16 AM
Another one for my wish list :) Excellent work!
Kiera posted Sun, 03 February 2002 at 9:19 AM
Great work, as always. I love the assymetry.
SPIRESMEDIA posted Sun, 03 February 2002 at 9:42 AM
ummmm, WOW!!!!! nice work, my friend! she's gorgeous! tam ;o)
pokeydots posted Sun, 03 February 2002 at 10:54 AM
Now that is some great texturing! Perfect! I like the dark below the lacrimals, makes it look real :)
Poser 9 SR3 and 8 sr3
=================
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
Kiera posted Sun, 03 February 2002 at 11:01 AM
You know Spectre, I am curious. Do you hand paint ALL of these? If so, in what program?
mangina posted Sun, 03 February 2002 at 11:05 AM
Absolutely Wonderful. Realistic Oh yes . Totally awesome . I love it .;)
spectre3 posted Sun, 03 February 2002 at 11:11 AM
Kieraw, This is a digital image I took, re-worked in Photoshop. Nearly all of my textures start with digital images then layering, recoloring, cloning, touch up, etc. in Photoshop. Spectre
Kiera posted Sun, 03 February 2002 at 11:14 AM
Impressive. Thanks for the info. The thing I like about your textures is that they are very realistic without being "hyper-real." The problem with hyperreality is that other elements of a scene that AREN'T photo based look just horridly fake.
Jaager posted Sun, 03 February 2002 at 3:50 PM
About the trans settings for the eyes: It is more involved than it at first seems. You can adjust the x/y/z trans for the eyes, but unless you open the window for the channels and set the the min/max to be identical to the dial setting, the first pose you use will probably move everything to zero. Open a POSpose file in a TE. Not only does every group have the three rotations, but each has three trans positions. Now, I think only the eyes, hip and Body need or should have them, but they are there anyway. I set the three trans min/max to zero for everything but the above groups. ( Body ain't in it in a POSpose.) I used a JNTpose to do it and this file will work on every Mil figure, it is not specific to Vic, or Mike, or the Kids. But, every POSpose will have trans settings and the eyes need to be adjustable in general. But for anyone character face, you must lock the position if you wish to keep it.
duanemoody posted Sun, 03 February 2002 at 9:44 PM
Jaager: Thanks for the info, but could you repeat it in less tech-condensed language or point us to a tutorial somewhere?
hauksdottir posted Mon, 04 February 2002 at 12:46 AM
I would ask that the irises not be identical, and that they not have a pre-placed highlight. Other than that, she looks remarkably natural. Nice job!
Jaager posted Mon, 04 February 2002 at 2:42 AM
Duane, Open a pose file in a text editor.
every actor has six enties x/y/z rot The rotations - the joint movements
there is also x/y/z/ trans The transitions - slide up/down - side/side - back/forth
Unless the autor is particularly devious, poses are done on figure with the eyes at x/y/z trans = k 0 0.
Now, if you have just spent 15 minutes getting the R eye on a morphed face xtrans = k 0 -0.0005 , as best,
any pose you apply will change it to k 0 0
everything you did is gone. Now, I think you have tried to fix this in the past by making a morph of the trans position for each eye and supplying it with a face morph.
The morphs are already there. They are called "trans".
It is just that you must "lock" the values, so no pose can change them.
Easier is to:
forcelimit 4
min -0.0005
max -0.0005
{
k 0 -0.0005
}
for this right eye xtrans
the forcelimits 4 means that this value will stay even if
"use limits" is unchecked in Poser
In this case the k 0 -0.0005 is probably not necessary, because with min = max = -0.0005 and forcelimits 4
the channels cannot be anything but -0.0005
even if you made k 0 100 , it would still be -0.0005
You can set everything but forcelimits from within Poser.
forcelimits to 4 must be done using a text editor.
The difficult part of this, is that I learned this from tips from others and then experimenting on the files in a text editor and seeing what it does in Poser. You remember what not to do much better when you see the blowup, rather than reading a rule from someone who did.
added stuff:
A value of MORdonor faces poses is that the trans settings for each eye can be added into the pose file - in a locked setting. A face pose that sets V2/M2 morphs can also do this. Not by Poser for you though, TE work.
But, if you do this for one, you have to do it for all, or else have a pose file that just sets the eyes back to zero, for those faces where this is correct. One a dial is locked, it will stay locked until you change the values.
Jaager posted Mon, 04 February 2002 at 2:50 AM
Oh, yea. If you set the min and max at the dial, by bringing up window, Poser probably will not let you do min -0.0005 max -0.0005 It does not like equal values, so min -0.00051 max -0.0005 This works.
duanemoody posted Mon, 04 February 2002 at 3:14 PM
Muchas gracias. I wasn't the one who tried the morph combination you recall, but I've wanted to know more about this sort of thing so that I could add it to a Posette or two...
Xena posted Tue, 05 February 2002 at 6:00 AM
Jaager! You're a legend. I not only understood that, but just applied it to my new character. And it works LOL Thank you very much. btw ... she has nooo problems with her fingers either thanks to you :)