eclark1894
Visionary
New Clavicle and Throat?
New Clavicle and Throat?
I like this new all-quads mesh with cleaner loops. I remember some people complaining the default breast shape was unrealistic, to include the morph shape options. I am hoping this will improve on the new version. I am also eager to see how the new torso groups will be setup. They need to be more uniform and well spaced than the ones from the original Dawn. Thank you for sharing the progress with us! ^___^
Sorry Ken. I don't use Poser, so was confused with overlays. But yeah, you can stack the shadow and liner, and even lips, but you just have to watch how many you stack and don't forget to delete unwanted layers though the LIE or your computer will really slow down. Occasionally mine will say 'not responding' for several minutes and come back, or just shuts down. It's a nice way to do things, but I find it resource intensive. I am old-fashioned. I just like simple mats that I can see before I waste time rendering. Now I keep my iray settings at the bare minimum for these renders just so I can see the result, but it doesn't choke out my computer.So this IS using overlays, like the "EZ Eyeliner" example I have posted earlier in this thread? In that example I have overlayed eyeliner over the no-makeup texture using a mask. Those overlays can be stacked, like I could had added an eye shadow makeup over the eyeliner, all using masks. The advantage of using masks (instead of layers) is that it works in all Poser versions, and at least in Poser 11, I can see the results directly on the previews before rendering. It also allows changing the makeup colors using HSV nodes, or multiplying by another color using shader nodes. On the DS side, at least in my experience, we can do the same using ShaderMixer, but it doesn't show in previews. We have to render to see the effect.
Kinda strange to think that in this case "bland and generic" is a compliment right? I feel like I'm taking out her personality. But, I know it's a necessary thing to do so that folks will be happy about her base look.
Sorry Ken. I don't use Poser, so was confused with overlays. But yeah, you can stack the shadow and liner, and even lips, but you just have to watch how many you stack and don't forget to delete unwanted layers though the LIE or your computer will really slow down. Occasionally mine will say 'not responding' for several minutes and come back, or just shuts down. It's a nice way to do things, but I find it resource intensive. I am old-fashioned. I just like simple mats that I can see before I waste time rendering. Now I keep my iray settings at the bare minimum for these renders just so I can see the result, but it doesn't choke out my computer.
You're right, you can't see it til it renders which is a down side because you wait to see your result and have to undo it if you don't like it.
One thing to note is that the original Dawn was setup in DS and then converted to Poser. Unfortunately with Poser's hybrid weight painted maps, they still use the grouping as boarders when it comes to affectors. This means that the weights are still controlled by the parent and child relationship.
As for the MAT zones, yes it was mainly for the legacy 2nd skins which people mentioned but hardly ever used. My opinion is Mats zones should only be needed for areas that require different shaders. Lips are a good example. they can be similar to the face shader but can to be shiny, either by wetting them or through the use of makeup.
I couldn't help but notice the feet, Ken. G2F is Posed, but Dawn isn't.????
You're right, you can't see it til it renders which is a down side because you wait to see your result and have to undo it if you don't like it.
I hate that you can't see some shaders until they are rendered too (some people have found a way to show them but I haven't a clue how, maybe they are just simple ones compared to others). But I always do a spot render, before going to the trouble (and time) of doing a full one, saves a lot of time and heartacheI was a little disappointed that results won't show without rendering in DS, because it takes longer to create shaders that way. However, at least in my experience, ShaderMixer materials don't slow the computer down when creating overlays.
I asked Chris earlier if Paul was going to follow or borrow a few rigging tips from the models out now, like La Femme which allows for bending in three places. I was trying to make some shoes for Dawn, but she can only bend in two places. Your posing just reminded me is all.The point was the hip to thigh bend. This was not supposed to be an artistic render.
I asked Chris earlier if Paul was going to follow or borrow a few rigging tips from the models out now, like La Femme which allows for bending in three places. I was trying to make some shoes for Dawn, but she can only bend in two places. Your posing just reminded me is all.
I hate that you can't see some shaders until they are rendered too (some people have found a way to show them but I haven't a clue how, maybe they are just simple ones compared to others). But I always do a spot render, before going to the trouble (and time) of doing a full one, saves a lot of time and heartache
Oh I see. Well, I have pinned Dawn's feet on the ground with IK just to put her into a crouching pose. I wasn't worried about the feet as I do in regular renders. I could even cut the feet off the render, since they were not the focus. Maybe I should had done that, so the feet don't become a detraction.
As for LF, are you referring to the extra ghost bone to add metacarpals to the feet and hands? I think it makes sense for hands posing, but most shoes don't allow much foot posing anyway. That would be more for bare foot posing, and I suppose it will add an extra challenge for conforming shoes because the extra ghost bone will not be automatically handled by Poser because it doesn't belong to the main skeleton.
There is also the thing about the body handles being left behind, out of place, whenever we apply a body morph that changes proportions. I think this will include the extra ghost bones from the hands and feet. I haven't played with that yet, so I don't know how to handle it. Nerd3D claims there is a way to fix that, but it isn't trivial. Has anyone tried?
So this is what I was considering. If I could arch Dawn's feet just a bit more, then her shoes would follow suit. The way it is rigged now, she's standing facing down on a hill. I was hoping Paul had some ideas about how to compensate.