I have an issue with that as well. Many character materials for Dawn were created before Poser 11 and Superfly existed, to include DawnSE's default materials. If you saw my WIP video on the upcoming SkinEdit script for Poser 12, it can fix these old materials with a single mouse click - not just on Dawn, but also on V4, M4, LF and LH. I have countless character shaders for V4 that look horribly wrong in SF, but now I can fix it with a button click. This should make life easier.
Volpe and I put a lot of time designing and building that complex sci-fi outfit for Dawn, but surprise, surprise - it didn't sell well. I don't know what we did wrong, but Volpe has lost interest and left ever since. I can't blame him, I would probably had left as well if I were him. I told him it would be da-bomb if we made something like that, and it didn't come true. I currently can't even bring CKV-01 to Rendo, since Volpe is not replying. Maybe he is out in vacation? I will have to wait and see, but I don't think he would be back for more after this. If THAT didn't sell, I don't know what would. The Scatter Tool and the universal heads outsold everything else. This world is full of surprises.
You observed well , it request less adjusting morphs and is great progress to have.That's fair enough. A facial rig seems to have become a must these days. I have first seen it in BioWare game models about 20 years ago, and it looked like a good idea, comparing to asking modelers to create new expressions for every specific scene. Dawn 2 will be HW's very first figure to have it, so it's one of these things not being built over previous Dawn experience.
I have just watched Paul's recent video, and I find it useful that eye closing is now done with a bone. How many character morphs had to include eye closing adjustment morphs? That shouldn't be such an issue with bones, assuming the upper and lower eye lids shape still match when closed. That's a thing that occurred to be when I was watching the video.
As for people rejecting Dawn as a figure, there were no lack of discussions about it. But of course, one thing leads to the other. I saw people denying Dawn while waiting like over a year for PE to come out, like it was better to have no figure than to give her a try. It was not that people didn't like Dawn, but instead that they refused to even try. Like discussed elsewhere in this forum, the Poser community has historically tended to be divisive and hostile against new figures. They ask for new figures, and then shoot them down when they get them. They have given up on both Pauline and PE, and shot down Dawn in the way, ending up with nothing. That's a crowd hard to please.
I happen to have, and love, Joe/Netherworks Slim Parameters Panel, so I don't have those huge default "wheels" most folks use to tweak and make adjustments. I just double-click the amount something is set to (to the right of each of the wheels), and make my adjustments that way. It'll take some getting used to, but after a while, you'll know just how much you need to tweak something to get the look you're after.I have never been able to pose figures using the mouse to drag things around. I end up with arms or bodies that look like pretzels. I can't imagine what kind of damage I will do to poor Dawn if I have to use the mouse to drag face chips around to create or tweak an expression.
Sounds great.I believe that's the plan. As soon as a usable version is available, vendors should have a copy to work with.
This is sad. She is such a cute character. During my inspiration and motivation break down I was not often in forums and stores. So I really missed this.I have created a character for Sora, but it didn't sell. Perhaps it would had been different if she was at Rendo at that time. That particular style didn't find its public here.
Looking forward to this. SF is great and you can get awesome results when you dig deeper in it. The problems is, while in Blender I can set up very good skin shader, for Poser I can not use this nodes because 2 crucial shader nodes are missing. Color ramp and RGB curve. Till now I could not find a good and easy workaround. In my fabric shader I have a huge workaround inside, but this was really a pain and honestly, don't want to repeat it again. LOL I hope Rendero will implement them ASAP.I have an issue with that as well. Many character materials for Dawn were created before Poser 11 and Superfly existed, to include DawnSE's default materials. If you saw my WIP video on the upcoming SkinEdit script for Poser 12, it can fix these old materials with a single mouse click - not just on Dawn, but also on V4, M4, LF and LH. I have countless character shaders for V4 that look horribly wrong in SF, but now I can fix it with a button click. This should make life easier.
Here the workaround for the missing RGB curve, just that you know what I am talking about.
Yes you are right. To outsmart the missing RGB curve I had to build up a monstrous shader node and calculate by hand the curve value . It is not easy to describe the workflow, because a lot of try and error , but I think you understand.I understand native Cycles nodes need to be grouped by an operation with 2 inputs, which makes shaders rather large, because every operation involves like 3 nodes.
@Hornet3d These products were already at Rendo, but were accidentally mishandled and ended up posted as 'old', so nobody saw them. I had to battle through to get them released as VolpeBox and I originally wanted for days. It wasn't easy, but thanks to help from Jenn, now it's all done.