Nod
Adventurous
Yeah, like the ads I've seen for HD and 3D toothpaste!Always amazes me how some must low tech is made to look high tech by adding the odd word or letters, things like Smart, HD, UHD get added to the most inappropriate objects.
Yeah, like the ads I've seen for HD and 3D toothpaste!Always amazes me how some must low tech is made to look high tech by adding the odd word or letters, things like Smart, HD, UHD get added to the most inappropriate objects.
@Ken1171
Small historic correction: AFAIR HD morphs came in the middle of Genesis 2 period, roughly (or exactly?) with Iray. And IMO (good) Genesis 2 HD morphs were far more detailed than Genesis 3-8'. As should be, considering polycount.
i think i have all...the dials work...and JMC too, what is ERC?
Yeah, like the ads I've seen for HD and 3D toothpaste!
Is that neckline on the blue sweater supposed to be all jagged like that?
Dana
yes,because i have not clothes for her ,so i used a geoshell and hide the body parts...this is how it looks like.Is that neckline on the blue sweater supposed to be all jagged like that?
Dana
There are some free clothes for La Femme now in the Freestuff area at Rendo.yes,because i have not clothes for her ,so i used a geoshell and hide the body parts...this is how it looks like.
HD morphs first emerged in DS as a consequence of the poly reduction and topology simplifications that came with Genesis 3's new "game model" rigging. Until Genesis 2, the poly count was high enough, and the topology was faithful enough to facilitate creating body morphs that simply worked with the default resolution.
My first HD product was released three months after the release of Michael 6 (Genesis 2 Male), so HD morphs had nothing to do with Genesis 3.
Anyways let's take a look at an example HD character and maybe Ken would like to explain how this level of detail could be done without the use of HD morphs or using higher levels of Sub D with a consistent character across render engines?
Again, it's not just about poly count. It's about topology. I spent literally days trying to morph PE to do what took an hour on Dawn. Good figure topology has edge loops for muscles and protruding bones like ribs and ankles. Regular grid topology _requires_ an increase in resolution to achieve the same definition good topology does.HD morphs was introduced during Genesis 2 and the difference in polys between Genesis 2 and 3 is about 1000K. The majority of poly reduction was in the torso with the a few more in the face. Knowing how to do low poly morphing with the appropriate tool, you don't necessarily need HD morphs... something that will also apply to lower poly characters such as La Femme
This also is not quite true, HD morphs are still visible at lower Sub-D levels, but the quality of the details shown is relevant to the Sub D level. So the visible details decline with the lowering of of the Sub D level but do not increase beyond the HD morph sculpted level.
What is misleading about it? High as in high, Definition as in "mark out the boundary or limits of." So a HD morph is a morph with a higher defined area of information than a standard morph. What is misleading there?
Yes imo it is better, even figures like Genesis 2 do not have the required amount of geometry to create characters that are now possible using HD morphing and Sub Division tools. In the absence of micro displacement HD morphing is pretty much essential to push the boundaries with more highly detailed characters now possible than ever before.
I would say Genesis 8 bends a lot better than Genesis 2 ever did, so there is that.
Oh, thanks so much for the info! Yeah, I've seen Vilter's work-around. It's a messy and convoluted process, and even he restricts it to one subdivision, which is, well, not really enough if you have to cross polys for every single bit of definition you need to add to the mesh. I found that out from my own clothes. Early in the game, there were some items I ended up having to just scrap and start over from the beginning to get the drape and detail I wanted.Thanks! I haven't had too much experience with the SubD morph feature myself as yet. It seems to require ZBrush, unless you use Vilters' workaround*. Even using ZBrush, it does look a bit tetchy. My trial runs indicate that one must use the GoZ bridge with the SubD level applied, and without closing Poser at any point during the process create the shape in ZBrush then GoZ the shape back into Poser. The workaround I'm using for having to make an hd morph all in one sitting is to sculpt the morph as desired in ZBrush and save it. Then, having set the GoZ bridge options (in ZBrush) to import objects as SubTools rather than Tools, I send the subdivided figure through GoZ from Poser to ZBrush. Then project my proper ZBrush sculpt onto the GoZed subtool. Once the HD morph is back in Poser, it doesn't seem to affect any subdivision level other than the one it was exported as. To fix that I get the morph brush tool, select my imported HD morph, check "Bake Down for Subdivision" and make any small change to the morph using the brushes. That will cause the entire shape to bake down to all other subdivision levels.
Another option is to create your SubD morphs directly in Poser with the morph brush tools.
Sorry if that wasn't terribly coherent, it is just about 6AM, so I'm a bit in need of sleep. ^.^
Thanks for the kind well-wishes! Recovery seems to be in sight.
*Vilters' workaround
Don't beat about the bush, tell us what you really think. No, only kidding, that is a very detailed description much of which is written in a way a below average Poser user can understand. I like everyone's viewpoint but it is fairly rare to see it from the vendors point of view and it is also useful from a content buyers point of view. With my simplistic view of the market I often cannot understand why a similar dress for different figures is quite different in price, now I can see that part of it can be the complexity of figure in question.
So far this thread has given some very different views on La Femme but what I like is the fact that, so far at least, it has been done in a very adult way. Both positive and negative feedback has included reasons for those views which is very informative, very different to the feedback I saw when Scarlet was released. Long may it continue.
I have always struggled with the level of returns vendors get for their work. Part of me thinks the prices should be much higher but then I also know that higher prices would exclude many with a fixed and limited income. Personally, I tried to do my bit in a small way to make sure that there is some return. Yes I like a sale but I often pay full price for what I regard as a good product and I have often paid $30 - $50 for content and that is not a bundle price. Sadly, as a Poser user, my ability to do so is dwindling because such purchases are often old catalogue items from vendors who have abandoned Poser some time ago. Once I have the items I need from a particular vendor those purchases will stop. There are some the still create for Poser and, once again, I am happy to pay full price as I see it as a small reward that they are still working with Poser. Sadly I am just one individual so any benefit I can give is limited.
HD morphs are great if you want that level of detail. But if all you wanted was the suggestion of ribs and there's not enough edge loops in the torso to add them, it's at best disappointing. The whole point of a good base figure is one that is easily changeable by an average content creator by default. Anyone who could make an HD morph like that one could make it out of a subdivided cube if they wanted. They don't have to use G8 for that. And frankly if one can sculpt that well, bending probably isn't a major issue. All sculptors I've watched (all from outside the content community) pose generally and quickly, and finish the pose with sculpting. Even in the community, the _vast_ majority of artists who only use standing there poses. I know because I actually once surveyed several galleries and counted. Almost no one puts their figure in even a slightly difficult or complicated pose. I personally like good bending, because I like doing images based on dance photos, but it's just not an actual priority for content community art, Poser or DS.Seems that the positive potential for HD morphs and even using Sub-D figures in general was increased by the change in both DS(Iray) and Poser(Superfly) to Vertex Displacement rather than using Micro Polygon which is used by the older biased render engines. Making the use of displacement for details either redundant or also requiring a much higher density mesh resolution the same as HD morphs would. In my opinion a HD morph is miles ahead of running a Sub D figure just to make use of displacement maps.
There are also many advantages to a HD morph:
HD morphs provide identical results across different render engines unlike displacement.
You can also mix various HD Morphs together with other HD morphs or even normal morphs.
Displacement can also be a pain across seams when you have maps that vary in scaling in relation to each other.
HD Morphs are not UV dependant so can be used across unique UV sets on a figure.
HD Morphs will also interact with simulations and clothing unlike displacement.
"When it comes to "HD Morphs", that is quite a misleading name. There are 2 ways to model an organic model so that it bends and morphs properly: with quality topology (like it was until Genesis 2), or with brute-force high poly subdivided meshes (like it is with Genesis 3 and up). Either ways will work, but the latter is heavier on computer resources. For example, if you subdivide everything in your Poser scene, even if just 1-level, you will immediately feel a toll on performance. Moving the camera and posing the figures will feel sluggish. "
There is something you have missed here. You do not need to have the figure or even props at a high level of Sub-D when working on your scene, most platforms offer a render Sub-D level and a preview level which eliminates the issues you mentioned. And honestly there is nothing misleading about the name High Definition morphs.
Anyways let's take a look at an example HD character and maybe Ken would like to explain how this level of detail could be done without the use of HD morphs or using higher levels of Sub D with a consistent character across render engines?
Displacement maps are pretty common in the 3D industry, and not very hard to use across software.
You've covered the benefits of HD morphs pretty well, but you've skipped all the disadvantages. You mention low res previews, but ignore that you need to preview at the highest resolution when you're making the morph. You're ignoring that you need a tool that can both sculpt at such a high resolution and works with Poser or DS. That's pretty much just Zbrush, which more of the community doesn't have than does, even among vendors. Because vilters' method is really a PITA and by his own account is limited to one level of subdiv for an average figure, and Poser's sculpting tool is really useful but very limited when it comes to fine detail.
And in DS you need a tool that only DAZ can bestow upon you. You can't just, you know, try it out on your own. So there's probably less than 100 artists in the entire content community that can make these HD morphs at all, let alone want to, and not a whole lot more that could if they wanted to.
If you have a base mesh with good topology (and good rigging), then HD morphs are icing, not cake. I find it's literally a 1/10th the time to sculpt a figure like Dawn that has good edge loops. It's just plain better for morphing to have a base figure with anatomy based topology than one with a uniform grid. Even if you _can_ sculpt all that structure in, it's just so much easier and quicker to have it there in the first place than to build it from scratch every time. And isn't that the whole point of working with a base figure in the first place?
I totally understand having a _very_ limited budget, and I think no one should spend money they can't afford. But spend the money you can afford strategically. If you want the Poser content community to continue to exist, spend your money it at brokerages that strongly support Poser and don't undercut its artists or vendors. Spend it on modern Poser figures. Spend it on new and innovative Poser content. Focus on new releases, not back catalog. And, most importantly, show your content off _everywhere_.