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Morning Y'all. I've been burning the candle at both ends to an extent, and I'm feeling it this morning. My brain is mush, lol.
So, while I bake up some promo ideas, and toil over some text, I also would like to apologies in a way. When Kettu and Ivy dropped in, I didn't have anything close to a shareable updated zip of the chair, and I was still digging around for a way to alter the UV map without breaking all the morphs and rigging. I'm fairly sure v012 is the final version at this point, and it is only a mater of Promos and text to put it up at ShareCG. Thank you so much MJC1016 and Fisty.
So, I'm having morning coffee, and looking over many notes.
Then there is the joy of trying to get Genesis to smile without it looking fake or worse, lol.
Then again, it may be safer to just go with angles that don't really show the face, so the expression is purely up to the imagination of the viewer.
My secret weapon for good looking smiles is:
1) use G3
2) Smile Delight preset 11 and 13 at 10% to 30%, equal amounts. Looks good on every character I've used it on, which is pretty much every one I've rendered. (I should really save out a few quick presets for that)
These were done with presets 11 and 13 set at 10%, 20%, & 30% with the exception of the 10 year old which I had to bump up to 30%, 50%, & 70% for it to make any noticable difference. Some of them I scaled the head a little to be consistant and some I closed the eyes a little to remove the deer in headlights look.
(This is my almost no maps quick render skin for development.. well one of several, I have ones with no maps at all, in Iray and 3Delight, as well as light and dark versions)
Here's the best I can come up with for Genesis 1.. it requires the Evolution head morphs.
Easy preset file down there.. I didn't want you to have to manually dial it, it uses a lot of shaping morphs and pose presets.
It's only mildly creepy.
My apologies for the delay, I was working around a mistake with a sky-sphere (Render All fixed now at DA). I was so focused on getting eye posed correctly, and getting Jewelry to hang realistically, I never noticed the sky staring me in the face, lol.
(Full size at DA)
I'll gladly except that preset, especially for FW Yasmin. My apologies for my truncated words post. I was referring to G2F in that one post, tho what you have there is incredible. The pose dial set by Cake One (Smile Delight) dose look very tempting, tho I will admit some of them look more 'aggressive' rather then pleasant in the promos (loots of lower teeth). And as such, I hesitated quite a bit on getting them (including the Generation 6 version).
Some of them honestly look like they were supposed to have vampire fangs (Phoebe possibly), lol. Hint hint, for all them Vampire fans out there.
I think for the sake of Promos, I'll go with the three with logos, as another one of the chair with back is kind of redundant.
(Coffee cup is empty, heads off to fix it.) Thanks again Fisty.
I've never used any of them at full strength, but they're good for subtle changes and mixing.
Agreed. There was a expression set for Monique (Live Emotions for Monique 6) that was not bad at all for G2F, tho some of the dials did tend to change other figures shaping quite noticeably at stronger dial values. Very good for less intense smiles, I've used that set quite allot on generation 6.
Ignore the attachments, us mere mortals can't attach stuff in PMs.
So, what's next is always an interesting Question sometimes. Well, I got this wild idea for an I don't know what yet, lol. It may be an end table, flower stand, or just an odd thing.
So that is the concept in Studio Primitives any way. I'm just not sure what to do to that at this point, I'll let it percolate some more, lol.
You could put thinner shelves where I drew in pink, maybe make them glass.. The thicker shelves could be wood, or even cooler colored plexiglass. Black enamaled top and bottom..
Yea, I was thinking glass shelves as a possibility, and I like that placement better then just on top of the (draws complete blank of what to call them), vertical boards, lol. Perhaps on the bottom edge of them.
Perhaps with an octagon shaped core.
Yeah I like that as well.. would be easy enough to make a morph to move them up and down too.
And then it evolves, lol.
I like that, it is a wild concept. Almost like shelves floating in air, with a twist.
And with most of the boards the same dimensions. What fun with Daz Studio Primitives, lol
I found that the two SmileMuscles morphs in this kit for Genesis are very good (and other morphs are great, too): http://www.daz3d.com/genesis-head-morph-resource-kit-4
This is A5 with SmileMuscle1 to 100% and around 46% of Eye Squint expression dial.
AoA's rocks are pure shader mixer procedural displacement (based on random noise). This tearing looks like wrong displacement bounds. One of the reasons why I'm not that fond of shader mixer - things like that are hard to debug without source code of shaders and their rendertime scripts.
Sorry for the delay, I was having supper (and crashing Hexagon).
I find it odd that Handspan/Thorn omitted that Smile muscle from later versions of that set. Otherwise I would have noticed it by now with as much time I've spent in the Pose Controls tab, lol.
At first it looked like fragmenting geometry or opacity, tho I will buy the Displacement thing after a good look at the rock on the left.
It probably worked perfectly at one time looking at the Promos, however there was some difficulty with some other AoA stuff, and I figured it was related somehow. There are lots of rocks around, or is there, lol. (I was going to list some links, however now the Morphing Rocks And Formations is MIA) Now that I think about it, didn't InaneGlory and DestinysGarden have a bolder/stone builder thing as well?
Hay, Space Stones is still around, I used that around that Obelisk thing I did a few pages back.
The Humble Homestead also has some nice stones, again, used that around that Obelisk thing I did a few pages back.
There is four other possibilities that are in the store, and I don't have any of them, and thus I can not vouch for them let alone show renders of them working.
Yeah the Smile Muscles are only in that particular set. Maybe it's a "collect them all" thing.
Here is a free morphing boulder... http://www.sharecg.com/v/46789/gallery/11/Poser/Morphable-Boulder
That is a very nice looking prop, and I like the promo, lol.
EJ also had a few Morphing Rocks as well, tho I'm guessing they were only a seasonal give away or something like that.
So if your ever wandering threw the store, and see them laying around in the back of a shelf behind other stuff, dig them out and get them, lol.
They look something like this in the box, lol.
My my. Some times there is being one in the inside, and then there is being over by the outdoor smoke-break area (can I say that here) catching the occasional vague nondescript "What color do you like". Nothing else added at all to the question, just "What color do you like", lol. I would say, and can say today, I was more like being outside with almost all of the Egypt stuff. I didn't even dare ask simple questions, for fear of sounding racist. There is quite a bit of debate regarding what ethnicity the pharaohs were among historians and archeologists (I myself would not be surprised if both dark and pale).
I think Fred, Sabby, and whomever else involved made a good call here. Very very nice figures. Yes this is the first time I've seen them both, as I was just grounds-keeping outside and got asked occasional nondescript question by a different team entirely, lol.
The Taia Hair hair, yea I want that. I know nothing else about it at this time, I just like what I see in the Promos. Same with the Pose like an Egyptian set, and as always with poses, it's a starting point to help pose figures not an "Instant Art Button". Iray lights are always nice to have around, I just lack a Watt-hog Graphics card to do Iray work in a reasonable amount of time.
As for the outfits, very nice I will say. I didn't know about one of them (Samira Outfit), and only had some exposer to the other. It looks like Lilflame and Sveva did a really nice job on the Samira Outfit, And I've seen Lilflame's outfits around in other promos as well. I just recently picked up a few from elsewhere, and haven't had a chance to use them in any renders yet. The Egyptian Outfit for G3F, I did get to spend some time with intentionally trying to break it. That turned out to be rather difficult, lol.
(Not the final textures shown, this was early testing using Ballet poses)
Now, if any one want's to try to make false assumptions regarding what I was working on, and assume I knew more. Then this Egypt Project must have been in the works going all the way back to at least 21Oct2014... Not likely.
http://www.daz3d.com/gallery/images/42065
The Brazier Project, was Stargate fan art and nothing more (ShareCG got cold feet I'm guessing, and I will respect that). The OptoDistort Chair, unrelated entirely, it was just a cool shape in Hexagon. And that 'Chamber idea" I had a few pages back, was for an idea of turning FWSA Octavia into a sort of Goa'uld
(more on that after some coffee).
What is an archeologists Spell check, it is "archAeologists", grrr.
So with that Incredible "Egyptian MEGA Bundle" out, now I can post, and doodle some ideas I got looking at Egyptian stuff for Goa'uld related stuff.
A very nice bracelet, tho it gave me a bit of an idea for a different permutation. I still need to play some more in hex, before I will know how the mesh will lay out (I want to keep it simple). I'm thinking more Bastet then Queen Weret for my creation. As for rigging, no, not this. A simple loop can be parented to any figure much easier, then it is to position something with the "Point of origin" way off in the blue yonder. Shown attached with different colors for the different Primitive cubes. A concept that will hopefuly keep the geometry simple, lol.
Yeah, rings and looser bracelets are best as smart props. Tight bracelets are better as conforming figures so you can make automatic JCMs for the hand and top thumb bends. Rigging tight bracelets are the hardest thing though (followed very closely by choker necklaces), really really annoying, which is why I almost never make them. Bangles look just as nice and are very easy.
And that hints at the other 'idea providing' Egyptian stuff. Not all of it was 'conforming' flexible bead weaves.
I'm thinking something like the left bracelet, with a clasp section like the open-frame-concept in the former post.
Oh, and another thought, is just how big should this thing be. While many PAs just 'Know' what there doing, many of us don't. And it is a good idea to make a 1cm or 1inch cylinder (it makes for simple math using the measuring system of your preference), and see what scaling looks best for the item. Now for this, I can probably make the bracelet a tad more narrow, however the width and depth is good. That was a 1inch cylinder at 200% X access (moving the decimal point, it's 2.00 inches), and 250% Z access (moving the decimal point, it's 2.50 inches). Once I find a Y scale I like, it will give me an idea of how big the canvas will be for making the patron (on my graph paper), and an idea roughly how big the geometry needs to be.
And look at it from a few different angles, to be sure the size looks right. 160% looks good for the Y access (moving the decimal point, it's 1.60 inches). Dividing 16 up is easy stuff, simple mirror of a 0.8 inch patron, so I like that number.
Oh, that Armband is from the Egypt outfit, and looks much better in render then just the view-field. Second Example with just the Head-lamp and no scene, lol.
So after looking up the circumference from the measurements, I got a canvas of about 7 inches by 1.6 inches. So I was able to sketch that out and divvy it up in MS Paint. Now I have a map I can put on a cylinder, and build up the bracelet on top of that using it as a guide.
This morning, I decided to sketch out some lines a bit more, to see what kind of geometry mess I was in for.
There are a few areas I'm not sure about yet, tho this is a concept I like. I'm just trying to figure out in my head what is the best way to dice up a primitive to eventually get the shape.
OK, a slight intermission for a funny idea. However now I need to make a flood of stuff to finish off the set, lol.
That and I decided I better look at what was in that bundle before I did something bad.
The good news is, it looks like I can go ahead and make that bracelet.
Yep, no wrist bracelets in the bundle..
Incredibly late public reply, tho I am here working on stuff. Yesterday I was trying to make a simple Ankh to modify for something else, and ended up with Orphaned something that would not UV map at all. I didn't really take any screen-caps as it was supposed to be a background prop, for a background in a scene. I did eventually get around that, by making it again from scratch, Checking it in Headus every step of the way to make sure no Orphaned whatevers reappeared. Duh, Before coffee moment, "non-manifold edges" not Orphaned vertices.
So, in any case, I wasted some time in hex doing stupid things like "Average weld" and such, just trying to get the thing to become one with it's self. I think I know how I managed to get that mess, and it was simpler to go at it again from scratch. So, that done and dealt with, I spent the rest of the evening trying to get Geneses to do this...
I'm sitting here with a pair that I did not dice up into "Funk Fingers" yet, holding the things as such, and not aware of just how cupped up my hand is doing that, lol. The pose above is not exact, as I was trying to do a both-end rock of sorts, tho close enough. It was about 2am local by the time I got that worked out, lol.
So, that all done, now I can look at camera angles, and pose the rest of them (and the outfits). I'm off to get some coffee, and to try to wake up.
So, this is what I was working on the past day and a half. All that stuff the band is sporting, lol.
It's all still a big mess, tho for the render, just enough to do the job. At this time I don't have any plans to do any of the props up as proper meshes with mats and all, it was just a quick toss togeather for the render.
Blunder in progress, lol. Continuing to work on that bracelet. I figured it would be prudent to lay out all the cross mesh lines, before doing that 'thickness' thing to add depth to the bracelet.
I've been aware of this from the beginning, however with 45s it's much simpler math to get the X and Y for dots on the angled surface. This time, I really don't want to do the trig to get them for this, lol. I think it would be simpler to make the flat parts, and then just glue them together.
This brings up a funny thought. I'm doing this on a 'Computer', not on graph paper with a pencil and pocket calculator. Shouldn't the computer be able to figure out those distances and angles for me , lol.
In the end, I decided to hell with precision, and just threw lines in "About there", and got on with it.
A preliminary check in Headus looks good. I did have some vertices spontaneously move when adding thickness.
Nowhere near done, yet promising looking results.
Morning y'all. I decided to pause after looking at the former test renders of that bracelet, as it just didn't look all that 'Egyptian' to me. Perhaps more like an overzealous wrist phone then a bracelet, lol.
The thing that made Queen Weret Bracelet scream Egyptian, was the 'Djed' cutout at the one end. I didn't originally want to copy that, Tho I'm not finding many other 'simple' Egyptian symbols I can make into a cut-out patron (without a tone of geometry). I did find a few different styles Djed symbols that are rather authentic to the time period, however there also incredibly similar to that Artists recreation of the actual artifact.
This Djed is to my liking, so the debate is weather I do that, or look for something else. It was Something I really needed to consider, for many reasons (geometry, etc).
Verts flying off into space is a common issue with thickness, it happens less if you have more simple geometry when you do it..
And re: the design.. that's what textures are for. I know you love shaders, I do too, but some things are better with textures. Those designs in your image were painted on and they are best painted on in 3D, if they were inlays, then yeah, you can try to do it with geometry if you can.. but still, with something so intricate I would texture even an inlayed design with good normal or displacement maps. The benefits of modeling extrealy fine details like that don't outweigh the extreamly high polycount or the time it takes to do it on an object like that. If you're making openwork earrings or something, then yeah, but not a cuff bracelet.
That's about what I was considering. Zoning must be done with geometry, tho shape not so much (Except for the cut-out section). I was going to join up all the red parts into bands going the other way and make them a bit narrower. The cutout section is still in debate for what I'm going to put there.
There is a tone of vertices that are excess with this thing, lol.
Something like that posibly.
So, as I sit here and try to plan ahead a bit for this geometry, let me try to dispenses some of my agreement with what Fisty posted and the methods behind my madness. Hexagon has this nifty tool for adding a loop around an object (tessellation by slice), it's not great for precise placement of vertices (lines), tho it's great for adding lines you can move around to shape a surface. I used that to insert lines where I needed more in a particular spot (after the cylinder was made). Then I can select a single line, type 'l' to highlight the loop, and then move it to precisely the XYZ spot I need it. After I have the absolute minimum number and placement of lines I need to add the holes in the mesh, I remove the faces where the holes will be.
I guess the former 'Blunder' was a dry-run for this one. That 'Extract' thing pulls the selected 'faces' out of the mesh as another independent object in the scene. Then I can delete the 'Extracted' faces without losing the UV mapping and zoning (most of the time). This gives me a mesh with holes in it before I do that thickness thing.
I know there is cool ways to insert holes in a 3D object, I just have not gotten that far yet. That, and this gives me les dots to move around to make that Djed shape, before doing that thickness thing. Or I could do that after adding thickness to the bracelet, One of many things I'm considering at the moment.
When I add thickness, that 'Face' count is going to go from 852, to somewhere well over sixteen-hundred . And that's before adding corner protection lines to the thing .