She is looking good so far! I tried getting into Dawn when she was first released and I could never really get anything that I found attractive for my projects going. This version is looking like that may NOT be an issue this time.
Two things I'd like to see...
1. Nails on the fingers and toes. (Preferably morphs)
2. Thinner and longer fingers.
Two things I'd like to see...
1. Nails on the fingers and toes. (Preferably morphs)
2. Thinner and longer fingers.
I will make the hands and feet smaller. I will make the arm shorter. I will thin down and taper each finger and thumb. The fingernails and toenails will be separate geometry, as recommended by Fabi and others.
I would assume Fabi mentioned the fingernails because I use her Long Square Nails morph from her Oriana character no matter what Dawn character I'm actually working with. I would think having the fingernails as separate mesh makes it that much easier for folks to make fingernail morph sets, rather than having to pull in Dawn's whole hand to work with in ZBrush or other modeling apps.
Not sure about the toenails, though Fabi has a fix for that too, though I "think" it's just around the cuticles, and not for added length, though I can imagine anyone wanting to do fantasy characters might just want that as an option.
I have to agree with Satira about the eyelashes, as I can't see how having those as separate meshes would really work better.
Not sure about Poser but with all the new points added to the face around the brows, lips and eyes the eyelashes, for Genesis 8, follow very extreme shaping very well. So for my upcoming Gino for G8M his eyeshape is changed just enough that if I were dealing with Genesis 3 or Dusk, I'd have to create fixes for the lashes but with the separate geometry it loads to Gino's eye shape with no issues. The only thing I need fix are the blink morphs which is a given as the default blink is designed to follow the exact shape of the default eye. Plus for those of us that create free and for sale content being able to import Dawn and eventually Dusk 2.0 into ZBrush or Blender or what ever software your using to create your new character you can leave the lash geometry out of the equation and do your thing without having to hide those extra 4 layers of geometry to see what the heck your doing around the eyes. Lashes that came in as part of the main model were always very off putting to my creative process.
I figure with the onset of Le Belle and all her new bits for natural face movement perhaps Paul could do that for Dusk and Dawn 2.0 so that things like beards and fibermesh eyebrows just follow along.
Sounds great, Chris! I was wondering the reasons for Fabi & others to suggest split geometry for the fingernails and toenails. Why is that an advantage? And what about separate, conforming lashes? That one I do know why it would be am advantage. I wrote about it earlier in this thread.
Personally I would love to see the lashes separate, the G8 figures have this and its such an advantage, but its possible that it may be difficult to get it to work the same way in Poser as it does in DS.
I'm wondering too why it's better to have the finger and toe nails separate from the fingers and toes? Does this make it easier to morph the fingernails and toenails into talons? Or is there something else I'm missing?
If separate eyelashes result in M4 type eyelashes (which frequently separated from the eyelids), I'm not going to be a fan of separate eyelashes. I do see how separate eyelashes would result in fewer steps when morphing the head in ZBrush as the eyelashes wouldn't then need to be hidden. But ... depending on what you did to the face/eyes, wouldn't you also need to create morphs for the eyelashes so they follow the head/face/eyelid morphs.
Eyelashes are already a separate map from the face, so I don't see how that will help with texturing?