Those hands look just beautiful Chris!
They will get even better here within the next few days.
Those hands look just beautiful Chris!
I'll do some reshaping for sure. Probably add in more loops for better bends on knuckles. I may try to add in some geometry for a "knuckle look". But yeah, I think a good texture and displacement would perform nicely, don't you?
Oh how I agree with you. I picked up a texture only set for Dawn by Sveva over at Renderosity quite some time ago, and just applying the skin, makeup and eye textures makes such a huuuuuge difference in how Dawn looks, without doing any morphing to change her features.I was amazed at the impact a change of texture had.
Yes, for sure double sided nails.
Oh how I agree with you. I picked up a texture only set for Dawn by Sveva over at Renderosity quite some time ago, and just applying the skin, makeup and eye textures makes such a huuuuuge difference in how Dawn looks, without doing any morphing to change her features.
~CRINGE~Besides, have any one EVER rendered V4 with her purple bikini default texture? I mean, EVER?
Yay! I think this may be the first time I will ever have a figure with double-sided fingernails! ^___^
Still on Dawn's hand, I have a question. The image below shows the "bump" I find unnatural when I pose Dawn's hand. I usually smooth it out with the Morphing Tool, because when I look at my own hand, the transition from palm to finger is pretty smooth. This is not particular to Dawn - many other figures have this. I was wondering if it happens because of topology or rigging? Can this be helped in Dawn 2.0?
View attachment 45840
Looks like that tissue area on the palm can be lessened. When the finger is extended back like your image the palm tissue stretches and thins out as a result. So perhaps a JCM could be utilized here for optimum effect. We'll see.
Perhaps the original Dawn texture may have been an issue because she didn't have many other textures to choose from at the beginning. I remember doing many renders with the original texture, and I wasn't very happy about it, especially because the upper and lower body had different tones. I wasn't very fond of the original hair either, but all that was resolved on Dawn SE. Just a pity it took 2 years for that to happen, which gave people plenty of time to be unhappy about it at a time when Dawn needed to be her best.
That's how important secondary items like the default texture and hair are. Dawn SE was a great improvement, but it has missed the "first impression" window of opportunity. In a way, it was good that those things happened, because Dawn 2.0 will benefit from the experience. This means her default texture will have to be on the same level as the current, and the same goes for her new default hair. There is only 1 chance to cause a good first impression.
However, Dawn 2.0 is being developed with community participation (thanks to HW generosity), so there should be no surprises here. It has been 6 years now, so we already know by heart all of Dawn's ups and downs, making it easier to know what needs improvement. V4 didn't become popular overnight - she had 3 older sisters before her to improve upon. The major difference here is that HW is creating Dawn 2.0 with community participation, so maybe we can get this new figure to evolve MUCH faster and better right on her 2nd generation. I believe this can happen. I have a lot of faith in these guys.
@Hornet3d I am betting Dawn 2.0 won't need correction morphs because she will be rigged based on previous experience learned from DawnSE. I am assuming she already has narrower shoulders, though it's hard to tell from a T-pose. I remember posting a black silhouette front view comparison chart between Dawn and other figures, where Dawn had the broadest shoulders, and the thickest arms from the bunch. From a drawing book I use for reference, the author claims broad shoulders are a male feature that makes the difference when compared to a female silhouette.
This is the kind of subliminal message our brain looks for to identify gender differences. The human eye is always first driven to the head (eyes), and then the shoulders follow just below. In my personal character style, it's more about proportions than shapes. Our eyes perceive proportions globally, and then shapes locally. Therefore I believe one precedes the other. This is why "Narrow Shoulders" makes such an impact when the morph itself does so little. It affects proportions, which we perceive globally - it affects the whole. That's why I have used black silhouettes in my comparison chart - because I only wanted to see the proportions, ignoring the shapes completely.
Having that said, I believe Dawn 2.0 with narrower shoulders and thinner arms will be perceived as definitely more "female" than her older sister. There is also the artistic side, where aesthetics are more important than realism. 3D models allow for way more artistic freedom than real world photography, because we are free to reshape the world to our whim - whatever looks more attractive to the human eye. This is where I draw my line between realism and aesthetics. If it doesn't look good, I don't care how realistic it may be. In the real world, people buy art because of aesthetics. Even if the meaning of beauty is subjective, that's what artists aim to create.
Perhaps V4 is a good case study, where she has pleasant shape and proportions that many consider unrealistic. Nobody disputes how successful she still is nowadays, in spite of how poorly she has always posed. Conversely, some of her older sisters were highly criticized for having simian proportions. On this topic, I believe Dawn already has pleasant proportions, where those just need to be refined like Chris has been doing here. It's going the right direction.
Still on body proportions, here is a new black silhouette chart. We can see straight away that all 3 figures are roughly the same height, and have more or less the same proportions. As a matter of fact, Dawn and V4 have very similar proportions, except that Dawn seems overall wider, having the thickest and longest arms, and the largest hands from the bunch. Dawn also has the strongest waist-to-shoulders ratio, which is what some have considered "manly". I think this derives from the thicker arms and the wider upper torso combined. I personally believe Dawn 2.0 should have a narrower upper torso than this. Note that in this chart, I don't care for shapes - only proportions.
Compared to Dawn, V4 has a shorter hip, and G2F has slightly longer legs, much higher waist line, and shorter torso. In this category, Dawn and V4 are almost the same, while G2F is a bit stylized. Not sure if it's my impression, but Dawn's head seems the widest.
Besides Dawn's waist-to-shoulders steeper ratio, one of the reasons why the upper body looks wider is because of the way her shoulders were rigged. This is something I have learned when creating "Narrow Shoulders" for Dawn. In most other figures, good part of the upper arms get inside the torso when the arms are bent down. This doesn't happen with Dawn, making her upper torso look much wider when the arms are down because they don't intersect with the torso. It may seems like the upper arms shouldn't intersect with the torso, but in practice, that seems to make the proportions look better. That's probably why the upper arms intersect with the torso in most other figures. In theory, the way Dawn's shoulders bend should be better (no torso intersection), but in the end it affects the proportions. Something to think about.
This is why I wanted to see Dawn 2.0 with the arms down, to see how the new upper torso and thinner arms add up together to affect the proportions. This will depend on how the shoulders will be rigged - with or without torso intersection.
From this analysis we can see that most of Dawn's "manly" aspects are located on the thick arms, large hands, thick neck, and the wide upper torso. Chris has already reworked most of that on Dawn 2.0, though I am not sure about the upper torso - it's hard to tell from a T-pose. I don't recall if Chris has narrowed it, or just the arms. Also not sure if the arms will be thinned any further as well, or if the arms length were changed.
I believe smaller, more feminine hands are coming up next! ^___^
Those are things that require a morph for the beards and eyebrows when you change the shape of the face. There's nothing stopping anyone from making them now, the end user would need something that would automatically generate the morphs for them like Poser Pro. Otherwise someone would need to make morphs for every face morph dial or the most common ones, since the product would only be rigged to the base head morph. It's not a rigging issue.