Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

odf opened this issue on Oct 27, 2008 · 13981 posts


Lyrra posted Wed, 01 July 2009 at 12:31 PM

Very nice modeling, and nice to see a wingnut really making something cool :)

I havent read the last 4 pages of this thread (sorry)

My biggest impressions looking at the straight mesh:

Her breasts are going to be a dickens to make flat. that sharp undercurve definition is very hard to get rid of. It looks very good and very natural, but the main reason v4's breasts lack sharp definition is to making morphing them easier. Same thing on the nipples. 

About the gens while we're at it ... there are times (like with skinsuits aka bodygloves) where having that bit nice and flat will be handy. I miss the Spandex morphs V3 had... some of that on this figure would be very handy for superhero images. So you should keep on eye on being able to make such an option possible. And please dont do the daft p2/p5 genital switch thing .. that was horrible to morph around.

The arm proportions bug me. The arms down straight shows she is within human variation, but I keep thinking her fore arms are kinda short. As we all know, scaling bodyparts in poser doesn't work so great once the figure is dressed, so thats something to think about now.

You have very nice topo over most of the figure, I do agree that perhaps a little more density at the elbow might be useful, but thats always a tossup and really a careful hand with the rigging makes it unneeded

And last .. the eyebrows. Do they really need hard modeled geometry like that? to change the shape it will take a lot of precisely tuned micro morphs and fiddling about.  Though if they are separate geom with their own material people who'd rather do texture brows can just turn 'em off

The hiprigging looks fascinating .. is that being done via bodyhandles? can that be matched on the shoulders? how much of a bear is that going to be to incorporate into a conforming clothing item?  Please remember no matter what setup you end up with (jcms or not) that a useful developers base with a rig clothing makers can use makes support a lot simpler all round. Something I wish bloody DAZ would remember.... the v4 one is nearly useless without ripping it apart and yanking out half the lines first. And dont even get me started on the JCMs and the bloody built in deformers mutter they work nicely but BOY do they make me cuss anythimg I make v4 pants.

I didn't read through the whole bit on the uvmapping ... but I do use UVlayout so if you need things adjusted after your trial runs out, just let me know. :)  I do like that UVL defaults to all-parts-the-same-ratio and like many I move and expand parts I need via uvmapper.

As lovely as Bills work is, remember ..not everybody renders in Poser all the time. So supporting regular imagemaps as well is a good idea for Bryce, Vue, Carrara and C4d users (to name a few)

I'd say concentrate on the expression morphs, that will give a good base and shaping morphs tend to be easier.

I wouldnt mind making a quicksuit base mesh resource for people to chop up into their own clothing items. She is a very nice figure and deserves some support :) I certainly find her more aesthetically appealing out of the box than Efrontiers last couple figures lol

Lyrra