@pip.jr I have never had any good results from using cartoon mode and comic book mode. I've got the best results from using the textured shaded preview mode with color comic filter or black and white comic filter. I just adjust the materials to look more cartoonish. I actually favor the black and white filter. Instead of me poorly articulating and forgetting the tips and tricks of using the comic filters it's better that you hear it from a professional so watch this please . I've time stamped it to start just before all of the most useful information starts. It's still an hours watch, but you will get a ton of tips on how to make great comic renders. I made this render of Dawn with the cateyes and sora morphs, and the hair is the tenacity twin tails all found at http://hivewire3d.com/. I used the black and white comic filter so I wouldn't have to adjust the materials.
PS you may also find this quite useful http://hivewire3d.com/universal-anime-head.html . If after you watch the video you still have any questions feel free to ask and I will do my best to find the answers for you. Let me know how it turns out.
This was very useful as well. I appreciate both of you taking the time to show me these things. It will help me to understand this software and retrain myself on how to construct scenes. It's a bit different than say, Flash 5, which was the last software I had that created animation. Thanks again
If you have Poser 11 Pro, you can export your scene as Alembic and import that into Blender. You will need to recreate the materials, but you will have the geometry and animation data. Then you can use Blenders Camera Tracking and Compositing features.
You are the A.I. for the most part... :) However...
Unreal might be the way to go for you. Unity is good for multiplatform, but it doesn't sound like you need that. Cryengine is really nice, but difficult to use and, AFAIK, documentation is scarce. (Last time I checked, last year sometime.)
Unreal also has a very innovative modular logic system (with a visual GUI, for easy work) for you to construct events, behaviors, etc.. And, it's got an active community and some pretty nice tutes out there. If you can understand an "IF > THEN" statement, you can get as close to plug-and-play event/behavior design as possible without having to learn code.
But, none of these game engines are "plug and play." In other words, you're not going to have the relative simplicity of Poser's tools. You can, of course, do animations and such with Poser and get those out to various engines, with various necessities of tweaking and such.
If you're set on a game engine, I'd say go with Unreal. If you want cross-platform compatibility (web/phone/pc/etc) go with Unity. Cryengine has some really nice graphics features, but nothing, IMO, that puts it above Unreal if one has to consider starting out "green" with Cryengine.
Note: Stop working on anything that's really detailed/difficult to model/technical. Stop right now and choose your engine. Then, take a look at its requirements, idiosyncrasies and demands. With something like this, "creating for the application" will get you the best results. You don't want to put in a hundred hours on level modeling only to find out you have to backtrack and remap everything because of some little game-engine quirk.
thanks for your help. but sadly it has not turned to be easy. I did say that the figure I was hoping to add it to had two legs, yes this is true. But it is not human, its LG09 combat mach from daz its legs have a few more bit to them. So do not take to adding inverse kinematics. shame. But thanks again for your help
.. Erotica merely gets its devious status because some monk one day decided it was unnatural. I hope he burns in hell forever :D bla bla bla...
While I'd agree with you concerning how it has been considered "prurient" and even "deviant" in some cultures in regards simply to "sex", "erotica" itself gets its gravitas and concern due to its evocative nature. It evokes something that could be, at certain times, undesirable to the people exposed to it. Consider it like a picture of car-crash victim's mangled body which would, for most people, "evoke" revulsion and dismay. Any of these sorts of things that usually evoke deep, often instinctive, responses in people always have some form of social/cultural restrictions placed upon them. (Everything from music to eating one's lunch while sitting in on a formal board meeting... :) One wouldn't masturbate in a board meeting, even though, privately, it's generally regarded as normal sexual behavior in most cultures, right? )
Traditional "Western" culture does have a more extended list of "taboos" and regional differences regarding the subject of sex that has, however, been heavily influenced by certain strongly conservative opinions/traditions. So, I do agree with you on that count, most certainly. Differences between some European and American television commercials could also be examples that would support differences between broad "Western" (European, West/Central/South, in general) cultural attitudes and the more "Puritan-based" American cultural traditions.
(Sorry for the depth of the post. I've always found certain cultural differences and the basis for them fairly fascinating. :) )
Obviously, it's counting them multiple times for each figure. What it might be doing is counting them for each group, for some weird reason.
Oddly... I could not get V4's embedded/hidden magnet deformers to display using the "Show All Deformers" setting in P11, unlike in previous versions of Poser which would show these magnet deformers. I usually never select Show All for this reason, since it clutters the display up with stuff I can't manipulate, anyway.
After testing in P11 and P10, I couldn't get the "Show All" command to display any of the hidden deformer magnets in V4 for some reason. I know Poser used to display those when that setting was selected in older versions. However, I can't even get the setting to stay "toggled." "Hide All" and "Only Current Selection" will show as toggled, but "Show All" will NOT and doesn't appear to have any effect like I know it used to with those deformers.
So, yeah, there's some different behavior there from what I'm used to seeing in older versions of Poser.
Chalk it up to either a memory bug/save issue or some weirdness with changes they've made. How old is the scene file you're looking at? What version was it created under?
I personally like if props can be moved etc or doors can be opened or drawer can be opened etc
I tried that to do few times but I always fail miserable on this
In other SW is possible to do so very easy, in Poser I just not sure how to do it or what is best way to accomplish
Maybe due this I'm still not sure if selling my content is worth it, I can model with my friend most of the things in 3DS Max then redo whole scene for Poser is possible as well just takes too much time sometimes
I'm planning one freebie which I hope so will be done during the weekend as still I'm struggling to export as OBJ without the breaking everything and plus UV maps are all over the place
But yes is great thing if vendor can create some extra morphs for those props or open/close morph which is always welcome
A lot of the fitting problems we experience come from a bad figure shape to begin with.
Different body types, different artistic styles, etc..
The human body is a strangely diverse bit of engineering. There's so much variability! It seems strange, I know, but after years of trying to figure out patterns of variation, using whatever scientific texts I could grab, I've come to one conclusion - Excepting within a broad scope of extremes with variations relative to physical necessity, there isn't any dependable "rule." (Human growth patterns, certain predictable measurement variability regarding fat deposits, typical limb length relative to major supporting structures, ethnic/racial bone structure and specific features, etc, being more predictable, but still a great deal of variety.)
I'm sure gazelles can tell each other apart. There may even be something the gazelles consider endomorphic, exomorphic, whatsomorphic... But, with humans, there doesn't seem to be a hard-and-fast rule. One picture of a herd of gazelles vs a "herd" of humans should tell the tale.
There is somewhat of an exception, though when it comes down to how "art" perceives human body types, specifically the "heroic" stature vs "realistic" stature. These can, though not always, have widely differing relative measurements, since one of them is an idealized, classical, figure and reality, by definition in our humble world, isn't "ideal." :)
Take the base V4 model, for instance. That woman doesn't exist. For one, she would have severe back troubles... I also have doubts concerning the health of her hip joints. Some of the musculature isn't "natural" relative to other bits of musculature. (She skipped arm day at the gym.. or the other way around.) Now, don't mistake that this is criticism of the model - It's an outstanding 3D model. BUT, if one tries to "fit" clothing made for a figure of this type to a "realistically" proportioned figure, one is going to encounter issues that are difficult for an entirely automated process to correct.
Human variability outside of certain specific features, like those often linked to race or known diseases/defects, is only as predictable as the physiological/physical necessities dictated by certain extremes. Even then, it's not so darn predictable...
ie: If cloth didn't stretch to accommodate a wide variety of measurements... we'd be severely unfashionable. :) In Poser, et al, getting good "fits" between items made for differing base body types will likely always require direct human intervention.
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