New Poser figure in the making : Initial Feedback request. (NSFW)


  • Poser Ambassadors

    We are listening guys, so here a next update:

    • Due to popular demand, the dynamic hair went out, and the ears are back in. Tja, as a tech demonstrator, I could show more with dynamic hair, but OK, we went back to prop hair because dynamic hair does not seem to be welcomed.
    • More work was done on the face, on the neck (removed some "hard" detail there) , on the hands and the boots.
    • Proportion wise? What do you guys think about the BMI? Too thin, too thick?

    Here is the newer UV-Lay-out:
    0_1478177853693_Forum-1024-Tanya-Vertex-Color.png

    • At 8.192x8.192 texture surface, this gives less UV-seams to worry about and more detail surface to play with.
    • Most new figures lack textures, and replacing texture sets can be a PIA.
    • This figure will come with LOTS of textures right from the start, and switching textures is a "single operation".

    Keep the feedback coming please, we read every word, and adapt as required.
    Have a nice day all, Tony


  • Poser Ambassadors

    It is messy to jump into a oil barrel to try to get your creator to start building clothes.

    • Some hair and boot morphs added.
      0_1478178883160_Forum-1024-Oil barrel.png
      Kids, don't do this at home. LOL.

  • Poser Ambassadors

    That's all for today.
    Next, some clothes.
    And, please keep the feedback coming guys.
    0_1478181387159_Forum-today.png


  • Poser Ambassadors

    0_1478620355518_No-Feedback.jpg

    No feedback/propositions any more?
    She's pretty sad ya know.... Certainly now she's got Peg's hair to wear. LOL.



  • @vilters
    Guess we are all waiting to see the clothing.

    But pending that, I see her pictured mostly standing up. Just curious how she does in some sporty yoga:
    alt text


  • Poser Ambassadors

    Tony, great job so far. Cant wait to see more of her.


  • Poser Ambassadors

    Morph and pose demo for hair- and boots combinations.
    0_1478637095175_Morph-demo.jpg

    The skin does not come out well, because there's nothing to reflect from.
    And, ther's a long and short face in there too. :-)

    Oh, and I absolutely wanted that "sag when bend' in the thigh. => Weightmap only. => No JCM's so far. :-)

    Lots still to do.... and finetune.


  • Poser Ambassadors

    @F_Verbaas
    Sorry; all limits on all bends will be set up to "normal-everyday" a "hundred in a thousand" female.
    But as realistic as possible with the clothes that are in the planning so far.

    Sorry, I can not yet disclose the "clothing procedures" in full.

    A first tip: This is NOT a "dress me up" figure range. => Think more of : "Will you undress me?"
    A second tip : No Diffuse textures will be abused in the clothing, but there "might" be the occasional. . . . We"ll see. . LOL..



  • @vilters
    Great. Well done!
    Limits to average local gym client are perfect.



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  • @vilters said in New Poser figure in the making : Initial Feedback request. (NSFW):

    @F_Verbaas
    Sorry; all limits on all bends will be set up to "normal-everyday" a "hundred in a thousand" female.
    But as realistic as possible with the clothes that are in the planning so far.

    Sorry, I can not yet disclose the "clothing procedures" in full.

    A first tip: This is NOT a "dress me up" figure range. => Think more of : "Will you undress me?"
    A second tip : No Diffuse textures will be abused in the clothing, but there "might" be the occasional. . . . We"ll see. . LOL..

    Could you translate the last two "tips" into English? The First one sounds like it's a porn figure. The second tip sounds like an inside joke.



  • @F_Verbaas said in New Poser figure in the making : Initial Feedback request. (NSFW):

    @vilters
    Great. Well done!
    Limits to average local gym client are perfect.

    "Limits to average local gym client are perfect."

    What does even mean?


  • Poser Ambassadors

    Clothing tech peek

    No buttons, folds or details yet

    This is dual layer, dual transparency, driven by greymap's that will also drive all the rest.
    All you have to do is pre-plan, and UV_unwrap with the pre-plan in mind.
    Then paint the different greymaps and bake into one for each clothing item.

    And of course => The end user has full control about colors and transparency.

    => And everything is properly unwrapped, so he/she can add texture to their liking.

    Buttons, folds and details still to add, but WAY beyond bed-time here.

    FIREFLY and PhysicalRoot

    0_1478649715300_Clothing-tech-demo.jpg

    Night-night all.


  • Poser Ambassadors

    SuperFly and PhysicalRoot initial test. => NO matarial setups changed. (Neither figure nor clothings.)
    => Single Infinite light replaced by single Aera light, and turned a bit to the left side..

    0_1478651394124_Clothing-tech-demo-superfly.jpg


  • Poser Ambassadors

    OK, following tech demo and these 3 simple rules, it is time to go into production modus.

    • White is color, Black is no color. (or texture)
    • White is solid, Black is transparant.
    • White is shine, Black is no shine.

    3 more rules to follow/

    • FireFly AND SuperFly like Bump maps.
    • FireFly does not like Normal maps.
    • SuperFly can not do MicroDisplacement.

    FIREFLY and PhysicalRoot are a match from heaven.

    SuperFly has NO CLUE what's going on in front of, or behind transmaps.

    => Depending on the type of light and the position of the light, it creates some NASTY shadows behind and in front of the transmaps as can be seen in the SuperFly demo above. => The worst in SuperFly are the shadows IN FRONT of transmaps.


  • Poser Ambassadors

    @vilters said in New Poser figure in the making : Initial Feedback request. (NSFW):

    SuperFly has NO CLUE what's going on in front of, or behind transmaps.

    I'm not sure what you mean by this.

    Superfly and Cycles are reverse path tracers, so you have to define not only the proper number of transparency bounces but what the shader is supposed to do with those bounces as well.

    That's one of the differences between SF and FF simply because of which way the path tracer looks when rendering.
    You can't always do transparency, translucency, transmission, etc, the same way in SF as you do in FF.



  • @maestro said in New Poser figure in the making : Initial Feedback request. (NSFW):

    What does even mean?

    Some developers aim for their figures to be able to do contortion. I see no use for that. If figures can do normal gym poses and yoga poses like the ones you can learn at the gym next door that is fine with me.


  • Poser Ambassadors

    @F_Verbaas said in New Poser figure in the making : Initial Feedback request. (NSFW):

    Some developers aim for their figures to be able to do contortion. I see no use for that.

    Rigging a figure to be a contortionist has advantages. One being far smoother maps that translate to the cloth better.
    Joints will look better near the end of what most people consider the normal range as well.

    Take the Yoga pose for example.

    alt text

    The pose is not really that extreme in some regards, and is in others. Every ones arms should be able to do what the woman is doing in the pose. Even what her right leg is doing. The only part of the pose that would get most people is the left leg, but even that is deceiving based off of the angle of her hip. There are very few extreme bends in that pose, strenuous yes, but not extreme enough to be considered a contortionist.

    In my opinion, every Poser figure should be able to do that pose.
    Simply because being able to do it will ensure that poses with less bend work even better as a whole.
    The figure is a base for everything that comes afterwards.

    alt text

    .



  • @vilters said in New Poser figure in the making : Initial Feedback request. (NSFW):

    @morkonan
    That is some great feedback. Allow to answer later in detail please.

    No problem! I realize I'm verbose, but I like to cover as much as possible to limit having to rehash things in followups. :)

    On the UVMap -

    Any issues with texture lapp/compression under the breasts, sides of nose, corners of the mouth, bottoms/sides of teeth and, <ahem> ..v-jay-jay? (Note, if you wish to semi-protect the model from illicit rendering you can overlap the uv, twist it, effectively invert it, in a particular area of the nether-region. It won't prevent it, though. Also - They'll be some criticisms, to be sure. Not sure how strong your opinion is, there.)

    Grouping the nails in one area would be beneficial, the same goes for the toenails as well as giving them a bit more texture-space. Any custom texture work, like nail patterns, simple colors, etc would be easier for the user that way. (ie: No use using custom nail pattern on that texture space since any renders it would be used for wouldn't be worth rendering without higher res texture space. It all depends on how far you're willing to go to give the user flexibility.)

    On the perils of unified UV's for high-res rendering - Working to eliminate texture seams and materials-effect issues is great. But you may wish to consider a multimap with a separate eyes/eyelashes/mouth/nails map. For a high-resolution rendering figure, these areas are always the most in-need of higher resolutions, especially eyelashes, which require hi-res transmaps to be rendered at closeup resolutions. Generated materials can serve for some issues, but they won't do for eye close-ups or textured fingernail designs that some people might want to use on hand-closeups. (I know... the dead horse... it's being beaten... :)

    Texture space is coming at a premium, isn't it? ;)

    Any chance to see your what your ideas are on grouping and rigging?

    Wires? I love me some delicious wire renders! :)

    Great job, keep up the good work!



  • @shvrdavid said in New Poser figure in the making : Initial Feedback request. (NSFW):

    ...
    In my opinion, every Poser figure should be able to do that pose.
    Simply because being able to do it will ensure that poses with less bend work even better as a whole.
    The figure is a base for everything that comes afterwards.

    Absofrigginlutely!

    But, then there's the issue of standard rigging and group creation vs other rigging schemes. With standard rigging's limitations on deformations across neighboring groups only and subsequent necessary inclusions of JCMs to help correct for that, one starts to encounter standard deformer limits fairly quickly and starts to pile on the JCMs, which I feel most people here wish to avoid as much as possible. (Including things like controlled magnets and the like, I assume.)

    For myself, when considering a product like this, the first qualification is use - Is it a high-res or low-res rendering figure? If the latter, I honestly don't care how heavy it is, what its texture load is (as long as it'll fit in the card) how many JCMs it has or the complexity of its rigging. If the former, then I care a great deal, since it's likely to be replicated many times and memory load starts to creep up. (Animation isn't a personal concern, but many of the requirements for good models/rigging are.)

    IOW - For me, Poser is a higher def renderer than a game engine or a standard animation platform, so I like heavy load models with a lot of care taken for details and realism in poses in still renders. Bulk animators or those who do lots of animation with Poser might disagree strongly, though. (Note: There are quite a few people using it for web-comic still renders, too. Numbers on the user market across the spectrum might help figure creators.)