Oh shit!
I've smelled them Chris and assure you up the are not very friendly web partners or house guest. Dey STINKS BAAAAAD!!!!!Dang... that is one ugly matha.
Which makes it perfect.
Yes, yes... you can just smell it can't you? Doesn't even need a scratch and sniff.
Yeah but my brain just no longer works enough to try and climb the steep learning curve to learn d/s in any way so not an option for me so no point going through all the merry go round of doing it that way.No, don't think I'd care to meet a few dozen of those coming off the freeway in Santa Monica at the end of Route 66.
The Harleys are just *loud*.
Well, given that Studio is free, if it runs on your rig at all, it *ought* to be possible to load whatever set or prop you want to use, in Studio and export as .obj from the .duf scene. Not sure what the procedure is for moving over the materials as well, (I think that might be covered in Paul's video about converting things from one program to the other) but I think the matt zones might be preserved (anyone?). I agree that it's an annoying as hell hoop to have to jump through, but given that DAZ doesn't require any of their vendors to provide Poser-complint files, very few vendors still do so (a few still do, and others include a package of .obj files in addition to the .duf version).
Of course these days, you're just as likely to get slammed by the "Iray only" issue.
I'd rather do a few extra JCM's than fight with all the weight mapping for all the bones. I never like TriAx at all, ever. When I was developing Pan for Dusk Paul and I had a bit of email back and forth and he mentioned that General would work just fine for the legs.... I still would love them to be conformers though to make posing easier. That project is on the shelf for the time being but one of these days... it will happen... hopefully before the world comes to an end!Having watched some tutorials on using quaternion it is simpler than triax but requires more JCM's from what I can see. I haven't done much work with quaternions though.
I LOVED Genesis 1 and I for one would have loved to see the second generation of it with more mesh being added in the "breast/pectoral" area and perhaps more down in the crotch area for things like lady bits, which I heard folks were quite annoyed with when trying to model anything down there that resembled that. Other than that DAZ did disappoint quite a few folks when they split the figure back into Male and Female. For monsters and other creatures it was a developers delight as going from male and female without a bunch of refittings for horns, hooves, claws and the like is just a hassle.As a developer, the androgyny of Genesis was the feature I liked best, so naturally, it was the feature that was immediately abandoned. I never once understood any of the arguments against it. Some of the customers might have been over-eager to have all the products work perfectly across all possible shapes, but that was just a matter of expectation management which could easily have been handled better than "quick, let's split the genders again!" I notice they don't do separate children anymore, though, even though it's much more difficult to set up a child shape on an adult figure than a male shape on a female figure and vice-versa. The whole "it's easier to make gender-specific content on gender-specific bases" is all just pure bull.
The trick to making sure that textures weren't stretched for a specific character was to morph the character into what you wanted, male, female, monster or what ever and then export that obj out to texture so the stretching was non existent. Now if you wanted to use that skin on another morph you may run into issues but at that point of the game it's on the end user not the artist.I read somewere a while ago that some modeler prefer a generic mesh to work from creating either or gender figures. It was written then in the article it is easier to develop pectorals,or breasts,if starting from scratch that trying to tuck all that deformed/stretched mesh into a detailed smooth realistic looking opposite gender. I don't know I don't model but that was the opinion at the time and the content creator got a lot of agreement from others better versed than me.
I love the idea of working with one figure to create male or female, creatures, kids etc. from one mesh. Would have loved to see for instance more morphs to bring mil2 and Mil4 figures down to kids size to take advantage of my huge library of adult to kid skins and accessories.
The inclusion of male body for Victoria female shapes has allowed me to use her accessories and skins with a bit of texture deformities sometimes in both mil2 and Mil4 versions in the same render. Going the other way, I have even been able to create some credible females from M4 using a few freebie morph sets. Love the flexibility it offers so the genesis idea is sweet form me to pine for. I thought that was the intent of the unimesh construct when DAZ released mil1 figures. Did not really see it come to full fruition until the genesis series came out and in a way I would love to work with them but the problem with climbing that steep learning curve AGAIN to learn D/S is for me prohibitive. (
I use my wand for bigger things! Expecto Patronum!Maybe you can use him for your transfiguration final, and turn him into a water goblet. Vera Verto! ;-)
Like I never could,figure out why stephs 1 and 2 morphs and textures were fromM1/2? Would have been so GREAT being able to utilize the huge libraries we gathered of V1/2 textures and morphs. I was relieved when I started using Mil 4 figures seeing Steph morphs and textures were derived from V4. But even so, there are times even now when I need a male and female figure together with a particular funky texture and have to,resort to either using M4 with male textures with the M4 male to female morphs I have to make it happen in whatever limited capacity or to resort to using V4 as female and using her multitude of morphs as a male so I can do that. The textures seem to work fairly well that way hitch makes it nice option to have in a pinch and I can't detect much stretching.The trick to making sure that textures weren't stretched for a specific character was to morph the character into what you wanted, male, female, monster or what ever and then export that obj out to texture so the stretching was non existent. Now if you wanted to use that skin on another morph you may run into issues but at that point of the game it's on the end user not the artist.
Though I would take serious issue smoking a pipe filled with my favorite whatever knowing the smoke is passing through a rat's arse!!!!!Maybe you can use him for your transfiguration final, and turn him into a water goblet. Vera Verto! ;-)