paramount opened this issue on Nov 20, 2008 · 225 posts
Morkonan posted Mon, 15 December 2008 at 5:41 PM
Quote - Done my administrative walking-tour ... ok, for the moment only ... I really hate things like advocates, banks, insurence companies and other such administrative stuff ... mostly costs money, often brings anger and rarely you get money back without becoming massive ...
But now I have time again so will come up with materials for the V4 second skin.
Ok, you will need to plug in the correction for your jumper in the breast region. But the rest should work out of the box.It will be without the leg seam at the moment. I got some trouble and posted to baggingsbill but he seems to be busy. So no further answer at the moment.
I hope whatever problems you have get under control soon. Great news on the materials!
Quote - > Quote - - I need to stop adding things though.
:rolleyes: I'm knowing that ... in this case with the suit it's all on a small base. But some months ago I've seen again "The Boat" in TV. You might know, Petersen's great WWII u-boat (submarine) movie. I'm not sure how the title was in the english/american version.
It's known as either "The Boat" (with voice-overs in English by the original cast) or "Das Boot" (in German with English subtitles). It's also one of my favorite movies! I prefer the German version with English subtitles for words I can't understand. It adds so much more to the movie and the actor's inflections in speaking are very important. My understanding of German is not very good but, I can understand a bit of spoken German if it's in an appropriate context. Outstanding movie!
Quote - The model came quite well as a rather low poly mesh ... and then my surprize loading into poser ... it was tooooo big. Not that it not loaded but in the preview I see only the front parts. All in greater distance, e.g. the lighthouse isn't seen. But it's there if rendering. Also you have no chance to position the cameras easily. You can forget main or aux going out to the lighthouse. The only one with more or less well behaviour is the posing cam but only if you position a figure at that region and use it as selected figur. So not a good workflow over all. Might be Vue or Bryce might be better in such things.
Either Vue or Bryce would be better at rendering large panoramic scenes. Poser just isn't built for it and you can't get anything to look right without scaling down models to very tiny sizes and a lot of work. Even if you get everything scaled down into one scene, I think Poser rendering (or) Firefly is handicapped in some way by the infintessimal size of the objects Poser uses.
Quote - I now have to cut the model down into handy pieces ... and up to now I'm not sure which cut's might be best to be a bit universal. So that's the outcome if putting idea's together without stopping at some point ...
:) I know what you mean. I've started outlining my next freebie projects with more clear goals so I can stay a bit more focused. It also helps that they're really unique and not replicas of something in "real-life." That way, I have more of an opportunity to put some individual creativity and expression into them. While I've enjoyed working on this current project very much, I think one reason I keep wanting to add things is to try to find areas for more creative license.
Quote - If making fantasy images it's not such a problem having some background. Can take a forest image or something else. But in scenes like in example that sluis it's essential to have a appropriate environment and to find images which matches seamless to the front scenery is difficult.
I agree. A lot of people get by with simply adding a natural background or simply making it a night-time scene with low light even though it would be out of context for the piece.
What you may have to do is find a good, high resolution background of a small port (a Meditereanean one, ideally) and then construct some foreground objects and use textures taken from the image. (Or very much like the background textures.) So, mortar, brickwork, stone, sand, etc.. would match more closely with the background image. In fact, any 3D ojbect or texture in the foreground which replicates something in the background would help contribute to the illusion of depth and placement. But, free stock photos like that are difficult to find. :)
(*This image might have possibilities if you worked on it in Photoshop, added more water in the foreground, duplicated buildings in the background to make it a bit wider (and further in the background) and then duplicated some concrete births. There aren't any more modern boats or structures easily seen in the picture.
That ferry landing looks almost like a submarine pen. You might even be able to find a good color closeup of a submarine pen and superimpose it on the image if you wanted one in the pic There may even be some good ones of the pens at La Rochelle.. http://lh5.ggpht.com/_EkOmk0S99dk/SC6yIfHl8YI/AAAAAAAABkM/qUK3GlzPw2A/CIMG1343.JPG )
Quote - Ok, using V4 it's even no question. First I think there was never seen a woman on a Type VII tower ... ok, imagination might help get over that. But on a outgoing submarine there was not only one or two persons seen but up to a dozend or so ... and therefor using V4 (with some clothing) might not sink the submarine but definitively Poser itself ... :lol:
In that cases the old P4 people are hired as crew for the boat or even all boats or vehicules there only one would be a bit lonesome ...
What you might be able to do is pose each figure individually and then export them as objects. Poser reads all the morph and deformer information for all the characters/objects BUT if they're static wavefront objects with only a texture on them, it's much easier for Poser to deal with. You can also take the high-resolution textures and reduce the resolution in Photoshop and then reapply them to the static objects (which will keep the same maps as long as they're exported correctly and not welded.) The downside to this is you will have to do the same for the clothing as well as it will not conform to a static wavefront object that has no rigging and you can't simply superimpose rigging from the original character file because it would be all screwed up because of the static pose.
You can also just export necessary portions (like heads, forearms and hands) and then import them as static objects and parent them to posed clothing. That way, Poser doesn't have to load a lot of unnecessary information.
Quote - I'm really curious about the surprizes you are promising ... oh, forgot it's x-mas the time of surprizes ... :rolleyes:
I've been tempted to post "Work in Progress" pictures of them but, I'm going to keep that a secret until release. I finished them last night and just have a couple of hard to find textures to apply to some small details. But, they're done and should be useful for many people even if they're not a fan of the UFO series.