Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 4:22 pm)
I was going to ask, "Which Dune movie?", but I visited the Product Showcase thread and see that you're working from the wretched first film starring Kyle MacLachlan and Sting. Wish I could help, but I'm still puzzling out the mysteries of joint parameters and spherical falloff zones for my first Poser character. Poor Sabrina's shoulders keep mutating whenever she shrugs. Looks good, so far. Should be fantastic after texturing.
Only in our Poser Community do people seem hell-bent on rendering the skin inside the clothes when they can't be seen anyway. I think that is about erotic fantasy fullfillment. If the skin in under the clothes it is more real. Anyway, Looks great. My advice is to scale the arms tighter and then export the scaled version as your new obj. Poser clothes always want to looks chubby. Some people model clothes that are very bubble-gummy. Others make the mistake of having the cloths float too far off the skin. Get the fabric as close to the skin as possible. Scaling and morphing in Poser will take care of that. Then just export the obj in it's zero position preserving all the groups. Delete your .rsr afterwards to fully replace the obj. Details make all the difference. This looks great. Add as many extra details as you can possible think of. (Seams, buttohole stiches, linings, etc.) Hope this helps, Anton
-Anton, creator of
ApolloMaximus: 32,000+ downloads
since 3-13-07
"Conviction without truth is denial; Denial in the
face of truth is concealment."
actually i liked the first dune film :-)
any way your work look good so far to me
i wish i could get my head wrapped around this process of making conforming clothing.
Thanks for the compliments! Little Dragon, I think the first movie had some thnigs going for it, I actually liked the more art deco feel to the whole thing. I think the stillsuits were closer to my concept from the book. I liked the SFTV version because it used a mini-series format and followed the book more acurately for it's story line. Of course neither really got ornithopters right! I want to take a crack at those sometime in the future. Pheonixrising, thanks for the tips! As for the skin under the clothes, I gues my idea is that if the clothes mostly work like the real world (over the skin) then they are "right". I'm afraid that if I negelct the skin underneath too much I make the clothng move in noe realistc ways. The other reason is for designs that allow the skin to show through when yoou want it too. Things like "ripped" cothing etc. ad easie with tranparencies than entire new models. Still I think it's ok if you do need to hide some areas. Without collision detection for morphs, it's a nessacery evil. It just needs to be document for the users. mike
Trav, this is neat... the first Dune movie had great costumes. And a military-style tunic is missing in Mike's wardrobe, anyhow. i have a question for the more experienced clothing modelers--hey, anyone's more experienced than i am!--which is why do so few of the clothes that are supposed to be tailored have actual tailored-looking shoulders on them? The puffy/floating look makes them look like doll clothes, kinda. i gather that following the body mesh when composing the clothing parts is the basic reason, and maybe it's just extremely hard to do? But i've always found this doll-clothes/dolman sleeves thing unsatisfactory. OK, i'll stop whining now...
As a historical note, the high collar military jacket of this type is the direct forerunner of the standard suit or sport jacket. If you fold the collar of your suit up, the notch in the lapel is what separates the standing collar from the front of the jacket where the buttons are aligned. the button hole on the lapel is the top button of the old military jacket. The high collar is still being worn here and there in the more formal style of military uniform including the USMC's blues.
Gordon
Tapering the collars a bit might blend the area in question. Hard to say. Biggest shortcoming of most poser cloths is that everything looks like it is floating. I would try to get the cuffs closer to the inside cuff on the ends of the arms. The cording is fine but is floating a bit off the mesh. Looks good, Anton
-Anton, creator of
ApolloMaximus: 32,000+ downloads
since 3-13-07
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Huolong, I have the cords as part of the mesh because they didn't move at all well any other way. The insignia are smart props. I DO have the jacket mesh without them or the collor trim, as a seperate mesh. PheonixRising, I can eleminate the "seam" at the mesh level. I was trying for a suit jaket look and was surprise by the way it stretched aroung the shoulder. I'm wondering if fooling in the joint editor might bring it back to the point of the shoulder, but I hven't found the right combination, if there is one. THe cording floating may be an optical illusion. Looking at it in wire freame it seems to be partially imbedded in the sleeve mesh all of the way around. I'll double (triple) check it. Thanks for the comments. mike
Okay, I was thinking it might be the joint parameters. If the clothes are much larger than the figure the cr2 came from them the zones might be too small to catch all of the arm. Work from a copy and try enlarging the mat spheres for those areas. This get's very tricky. Too much change and the arm will no longer align with Michael Properly. Be careful not to move the center points. Anton Ps: If you are still modelling I highliy recommend rolling the edges of all ends and not have then just stop abrubly. I use to do this and never will again. Rolling the edges really makes the mesh look polished and refined. Just give the rolled edges a material of their own like "Lining" so people who transmap can make it disappear if needed. Just some ideas. This is really coming out nicely.
-Anton, creator of
ApolloMaximus: 32,000+ downloads
since 3-13-07
"Conviction without truth is denial; Denial in the
face of truth is concealment."
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