Just posting this for general info/opinion on character creation....
You really should be using normal maps not displacement for detail, particularly in non-biased render engines.
Depends on the size and type of detail. Every professional I follow uses displacement in addition to normal maps, and every general, texturing, or sculpting professional tool I know of includes them prominently in their features (either creating or using). I personally don't want my bicep or wrist bone definition in normal maps.
Exactly. You should be using an actual sculpting tool if you're adding detail. If you're talking about the morph brush.. that's not sculpting. You're only moving the mesh, try to do anything over 2 subdivisions with that tool and poser grinds to a halt. Doing anything above 3 subdivisions in DAZ Studio is going to do the same thing. If you're creating custom characters, especially for sale, you need the proper tool do it, especially when it comes to handling subdivisions and exporting normal maps. Poser or DAZ Studio ain't it. Period. Vendors have to invest in their craft with the proper tools.
First of all, sculpting _is_ moving the mesh with a brush. I've done tons of sculpting at base resolution, both in Blender and Poser. Second of all, vendors can only invest what they can afford, just like customers. And while I'm sure the DS market has attracted enough talent that forcing people out of it who don't meet arbitrary software requirements still works OK for the DS community (though probably helps keep DAZ's prices at double everywhere else), if we're considering the Poser market, forcing people out is the last thing the community needs. Third, I have a _great_ high res sculpting tool: Blender. It's probably more common among Poser and DS vendors than Zbrush, though I could easily be wrong about that.
That's certainly their right as they developed the tech to only offer it inhouse.
Never said it wasn't their right. Never even implied that. My point is that no one can try using it and see how it works for them. Unless DAZ releases their tools publicly, the group that can use them will remain limited and small, with no opportunity for that group to grow much larger. The number of vendors who can make HD morphs in the entire content community is a relatively small subset of vendors, and unlikely to grow significantly as things are. I'd _love_ to see that change, but it won't if Zbrush remains the only usable way to make HD morphs.
I'd love to see both DS and Poser support a map to HD morph function, especially since Blender is going to get vector displacement soon. That would make it easy to, say, take heavy stone weathering from Substance or rough bricks from Materialize into both apps. And again, to clarify, I do _not_ mean the fine detail that goes into normal maps, but the major detail that doesn't look right if it's not actually 3 dimensional.
Zbrush is a great tool, but the absolute fact is that most of the vendors in the community who make characters do not have it. Even fewer have mastered it. And the absolute number one thing a new figure base should be is easier for existing vendors to support than previous figures.
You would just simply use normal maps instead. I've been working with the tech since Genesis 2 and it's not an easy process to do. And from conversations online, it's probably a good thing it stays in house as people would try to immediately sculpt on a 3 subd mesh then wonder why clothing sinks into the mesh and they can't fix it. Like normal maps, it's only a detail pass not a sculpting tool, so people need to learn how to sculpt on low poly meshes. I've been doing it since the original genesis and the poly count hasn't dropped that much since then and HD didn't exist back then... so I don't understand the balking some people have when they haven't truly worked with the mesh. Honestly the HD morphs really have value when it comes to content creators that make guys (because of the muscle definition) or creature creators. The female characters that sell really don't need that much detail in their bodies, only the fitness girl-type products would need it... but then you could just use a normal map to get similar definition.
No, I couldn't and wouldn't. I would never use normals for large scale definition like ribs, wrists bones, ankles bones, muscle definition, tendons, etc. I wouldn't accept that in a product I'd buy, so I wouldn't accept it in one I'd sell.
But even that misses the point, because you still have to fight a regular grid mesh to sculpt the correct lines. I've sculpted cloth a bunch before, so I have a lot of experience with trying to create a nice crease across polys where there's no loops. IMHO, it looks and acts clunky, even at high resolution.
To be clear, I'm not commenting on the Genesis 3+ mesh one way or another. Ken1171 is, and he _has_ worked with that mesh. While I haven't worked with La Femme, I can see that she has a very similar topology to PE, and I found PE practically unusable for making the morphs I wanted to.
This statement is not true at all. It's easier to make UNIQUE characters and body sculpts without edge loops. Otherwise a vendor is either just making the same thing or you end up having to pull out the mesh or create a bunch of correctives to compensate for where your unique shape is different from the direction of the edge loops. Again, for the vendors that make creatures and unique bodies shapes, it's been a far easier workflow. I know I do far less work to make unique body shapes for my guys because I don't have to fight the flow of edge loops when they bend. But then on my characters I make JCMs for muscle movement because it's easy to do so and the clothing autogenerates the morph into the clothing so the mesh doesn't poke through.
Dawn was sculpted into a horse, a male, a gorilla, a dog, a dragon.... Basically, most four limbed animals have the same anatomy with different proportions. Even giraffes have the same number of vertebrae in their neck as horses, dogs, and us. So unless you're talking complete fantasy anatomy, your bones and muscles are different sizes and somewhat different shapes, but in basically the same relationship to one another and the same general shape.
There's no "neutral" when it comes to edge loops or topology. They're always in a specific place. And when that place ignores basic anatomy, like where muscles join or wrap around a limb, or how the rib cage should work, then you have to fight the anatomically incorrect edge loops. If you have a good base, that anatomy is there from the get go. Given an anatomically incorrect mesh, the 99% of the time that people are making humanoids or even animals, anatomical edge loop placement will facilitate sculpting and regular, grid style topology will fight it.
Oh, and I'm not talking about a base with a "unique shape," though that's a kind of misleading label since _any_ shape is unique. I'm talking about a specific _topology_. If I was just looking at shape, I'd probably pick PE for her very natural, realistic body proportions. Unfortunately, I can't do much with them because of her topology.
TO get Dawn for instance to give me the same images I have gotten used to creating with a heavily morphed V4 for instance, is impossible. So why try?
Easy answer: because you want to keep using Poser. If you don't care whether you use Poser or not, if you don't care if Poser is discontinued or not, then yes, just focus on what's easy and comfortable. Let V4's release be the last time you invest in a new figure. Just keep using your old content. Eventually, people will stop buying Poser altogether, because the market will finish evaporating, and all the new and cool content will be for DS.
I would _love_ to agree with Ken1171 about multiple figure bases in Poser. That was certainly the way I was thinking until very recently. But frankly, I don't think that's going to work. I mean, I'd _love_ to be wrong. Truly and really. But as far as I can tell, this whole content community thing only works when the 80/20 rule applies to one figure's content. Even if we assume vendors can just as easily make (and test) clothes that fit multiple figures (yay, dynamics!), I think vendors can either make characters for lots of different figures or make lots of different characters. And by far most customers seem to prefer multiple characters on one base to multiple figures.
I think the Poser content community only has that "virtuous cycle" of sales generating vendors generating sales when about 80% of the figure-based content is for a common base mesh. And yeah, sorry, but the sales have to come first. The community was born when people paid (IIRC) about $75 for just Victoria 1 and Mike 1 and their handful of morphs. And then paid another (again, IIRC) $75 for the same meshes with additional morphs. Even if you just count V4, I'm pretty sure most people were like me and spent at least $30 at her release. And that was as a Platinum Club member, so I was already investing in DAZ's content.
Customers _must_ come first. That's just how sales work.
If the Poser community rallies around La Femme, absolutely great. The community absolutely needs to rally around a modern figure. I _personally_ would vote for Dawn hands down, and I think lots of things make her easier for vendors to support. But I'm not going to complain if La Femme finally gets the Poser community to move on.
Users can stay on V4 or they can be upset there's no new Poser content, but doing both is counterproductive. Want new Poser content? Then be prepared to put the same community investment into a modern Poser figure you did into V4. If you stay with V4, you're actively killing the Poser content community and therefore Poser software. If you want to keep either around, you need to leave your comfort zone.
Mind, I don't mean that as a sort of admonition or complaint. I'm certainly not judging anyone. I mean it strictly as a warning. If customers refuse to make that initial investment, it's fine, but then they're going to eventually lose the ability to use Poser. Even if you're fine using your existing version of Poser, even if you're fine using only the content you own now, fact is, eventually operating systems won't run your old Poser software, and hardware won't run old operating systems. Everyone will eventually move on.
When Dawn first came out, I had no idea I'd find her as usable as I do. I supported her right away because I knew I wanted to keep using Poser, and she was by far the best bet at the time. But I watched other Poser users hang back with reasoning that a new figure had less content and less support. Well, yeah. There will _never_ be a new figure with the same support as a 10+ year old figure. And no figure will ever get more than very basic support if the community doesn't provide a reason to make content for it.
There's really only about 3 or so different choices for the Poser community:
- Stick with V4 until Poser and its community dies out, and move to another hobby when your last version of Poser stops working
- Stick with V4 until Poser and its community dies out, and move to another platform (DS, Character Creator, etc.)
- Adopt a modern Poser figure, buy new Poser content, and keep the community alive
There is no way to just sit back, wait for a figure to just magically appear with all of V4's strengths and content _and_ modern improvements, and have the community continue. There just isn't. As in Tetris, not making a decision is making a decision. And as sad as I'd be to see the Poser community go, if that's what people want, I totally understand. I just want that to be a conscious decision. And when I see Poser users simultaneously say, "I want new Poser content," and "I want to keep using V4, because I don't want to invest in a new figure," it seems to me they don't understand that they are creating the lack of content with their decision not to invest in a new figure.
DS users are buying content. Poser users aren't. So Poser vendors are switching to DS. It's that simple.
. The default body skin shaders are using the Poser Surface root, with the pesky Alternate Diffuse channel.
Just to let people know, the Alternate Diffuse channel is the _only_ channel that you can feed any type of scattering node into and have that node render properly. If you are making a Firefly PoserSurface with scattering, you should use the Alternate Diffuse input. Otherwise, the scattering node will render incorrectly. That isn't to say it will render badly or not as you want it, because you might like it better. Just letting people know how things are designed to work.