New La Femme Base Figure for Poser 11 Now Available

  • @deecey Question... Can someone add a sticky to this thread? The references to things like BH's and Nerd's tutorials are super valuable. A list of those up front would be ever so helpful.

    A dream would also be a nice sticky with lore things like the yellow vs orange dials. Tidbits the dev team, vendors, rock stars might let drop, during all their spare time.

  • To add ...

    Set the subdivision level in Poser.
    Figure > Export Figure Mesh to GoZ
    Sculpt in ZBrush at that subdivision level
    GoZ back to Poser

  • @deecey is anyone???? Seriously. The silence from the devs is deafening.

  • @qazart Poser users have been used, for a long time, to not translate body parts - that used to yield bad results and distorted or broken meshes until not long ago.

    La Femme has smooth translations, some other new figures do as well. With that, you can make longer arms etc. Still, we associate posing = rotation of body parts.

    We'll still have to get used to rotating, translating and scaling things now, because they all work well (as in, they don't break geometry). As we do, we'll understand what works better for each part.

    It's no use comparing to what people are doing with Genesis - it's been around for a few years now. La Femme is only some months old. Vendors don't come out of the box understanding everything of a new figure. My first rig for La Femme took me days. My latest one took a couple of hours, and the figure spanned more body parts.

  • @afrodite-ohki True dat! :)
    The first (and so far only) thing I've done went through 5 major revisions (over 5 days), usually restarting when I was about 75% of the way done, because I could see the way I chose (which was based on how I did things before LF) was sub-optimal (on LF). I kept making it with assumptions that were no longer valid. But wow, I learned a lot :)
    The thing is... it's CGI. There's always a way to achieve some image result. It's about how to get to that image. And, at the end, there's just the image.

    Well, that and psychological scars that will haunt a person for the rest of their life. But hey, art! ^.^

  • @thoennes

    I don't have admin priviledges any more either. Used to, no more 8-)

  • @deecey I need 10 cc's of admin privileges, stat!

  • @thoennes
    Hmm ... maybe what I can do is save all the pages as HTML and weed out the good stuff

  • @deecey It might be a useful exercise just to see how much "good stuff" there is in a thread.

  • @deecey

    Yes I did see the video, but Nerd covered only the basics. What we need is a how to create expressions video.

  • I'll just put this here as it's something I have only just learned, and have been doing it wrong for years.
    Don't use the standard camera's settings. In everything but distant shots, wack that focal length up to at least 100 m.
    Otherwise, you will have a distorted face. It's a big difference.

  • @qazart Play with it! :D

    Following @Deecey's suggestion about chips, I went into those. The best results I've gotten so far is to use morphs very sparingly or not at all for expressions and to go for the chips, using dials. With 6 dials per chip, and quite a few facial chips, there is, of course, a lot that can be done, and that should be done, for each expression. And by "a lot" I mean a dizzying amount.

    I probably should have paid more attention to the parts of the videos where it was mentioned that "chips are for expression, morphs for shape. And this mean YOU, squid brain." Maybe not the exact term "squid brain". But it was certainly implied. Also, why the orange dials are different. A comma and "doofous" seemed to be implied there.

    The biggest downside so far with the chips is no quick symmetry. I think this might have been touched on in the afore mentioned "squid brain" video. Obviously, a script can do it.

    I'm assuming I can take the chip parms into a master just like anything else.

    Since it's a mesh, and anything can be done with a mesh, in various ways and to varying degrees of ease, I figure any expression CAN be done. Possibly (probably?) with some of the vast array of controls on the figure. The resulting quality, of course, depends on the "mesh hacker".

    I'll post the render as soon as it's done. OOT hair renders so beautifully, but at SF,HQSS it spanks even 36 cores.

  • @thoennes said in New La Femme Base Figure for Poser 11 Now Available:

    The biggest downside so far with the chips is no quick symmetry.

    Did you try Figure > Pose Symmetry > Left to Right (or Right to Left?)

    Or wait ... Figure > Pose Symmetry > Custom. There ya go.

  • @deecey I didn't try custom. Have never tried it. Didn't even know it was there although I want to say that was mentioned in a thread or video. Damn! I want a "Poser Lore" doc. So many people with so much useful info all over the place. :D

  • @thoennes
    CUSTOM lets you specify specific body parts (or chips!) to include in the symmetry.

  • @deecey derp! :D . Now that you mention it, i recall someone (might have been you, might have been BH) mentioning this before. And again, totally did not stick in my brain. I think I'm short on espresso in my bloodstream. I shall rectify this, while the render is happening. In a completely unrelated comment: wow, can you go close at very HQ on OOT hair. And wow, that challenges the render engine.

  • @thoennes
    Don't feel bad. I've forgotten more than I remember. If you don't use it you lose it. LOL

  • @deecey How do I still have a head???

  • @deecey said in New La Femme Base Figure for Poser 11 Now Available:

    If you don't use it you lose it. LOL

    looks at my crotch Uh oh....

  • Somewhere there's an EZ something or other for mats. Not @ghostship was it? I neeeeeeeeed it. Have seen lovely renders from it. I love the tooth mat that it supplies.

    <fidgets> I'm all impatient for my render (other machine) to finish. I like this smile version. But she needs a better tooth mat. She's smiling enough to show teeth (something I NEVER did with v4). But she has cheap plastic white things in her head right now. And more lipgloss than anyone should wear (my fault, that one). ooh, and I know someone is working on "experimental" eye shaders. OOT's Cynthia eyes are pretty but... the experimental shaders POP.