paramount opened this issue on Nov 20, 2008 · 225 posts
paramount posted Thu, 20 November 2008 at 4:49 AM
Hi you guys...
I don't often venture here, but have found it a handy place to be for handy creative tips and inspiration...
I'm relatively new to CGI, and am presently using Poser 6 as my work space, and was wondering if anyone knew of or might consider attempting to put together the amazing, slightly retro uniform/outfit/s worn by the moonbase girls/women on the 60s UK hit TV show UFO?!? The iniform is a basic shimmering cotton/wool like undergarment/catsuit affair, over which a kinda silver pvc leotard including very wide belt with radio and oddments pouches, finished off with silver kneeboots and an amazing mauve, creatively designed wig. Lt Ellis' make up was also quite sci-fi and unique in itself.
I remember watching this TV series (UFO) with great fondness in my youth, and was presently suprised to happen across a set of three12-inch action figures of Lt Gay Ellis at a local boot fair for the small fee of about $20 or so... I snapped up these collectable items very quickly indeed - without even bartering...
Thus my interest was started to try finding the Moonbase Girl outfit for my V4 character!!!
Hope it's OK to post this here...
Whazizname posted Thu, 20 November 2008 at 6:21 AM
http://images.tvrage.net/shows/7/6459.jpg An image containing the UFO Womens' uniform. (:
paramount posted Thu, 20 November 2008 at 12:01 PM
Thanks for the response, whazizname...
I've plenty of pics available so I'll just go check how one uploads images here...
Thanks again...
Whazizname posted Thu, 20 November 2008 at 1:23 PM
I thought, since no one responded, perhaps they were unfamiliar with the outfit; but then I could be wrong. (:
Letterworks posted Thu, 20 November 2008 at 10:52 PM
Humm, while not exact from my memory, I think this Hair Set would work for the wig, with appropriate texture (which may also be available in the MP, not sure).
As for the uniorm, I remember it and wouldn;t mind taking a crack at it, however I';m VERY busy right now so it may be some time before I can even start it. That said; which figure would you be using it with?
paramount posted Fri, 21 November 2008 at 5:18 AM

I've finally sorted the images, but the upload process looks different to the one I'm used to on another forum... I'll try though...
letterworks= I'll be using Victoria V4.2 for the outfit...
With thanks again guys...
I hope this upload works - here goes:
paramount posted Fri, 21 November 2008 at 5:26 AM

The images are not that clear - apologies...
This image shows the off-duty outfit worn by the Moonbase girls/operatives, which comprises of the same outfit as worn in the control room but with a short skirt instead - very leasurely!!!
Don't you just love that wig!!!
paramount posted Fri, 21 November 2008 at 5:28 AM

Sorry again for the vidcap fuzz!!!
Regards...
grylin posted Sat, 22 November 2008 at 5:56 AM
wow.! this would be a cool outfit for v4:) i love sci fi aswell, and id love to have an outfit for my v4 some day :P :)
paramount posted Sat, 22 November 2008 at 10:40 AM
Glad you like the Moonbase Girl outfit too, grylin... I'm not sure if it was Gerry Anderson's wife or not who actually designed the outfits, which were in fact sold in shops down the Kings Road in Chelsea, London in the 60's, if I'm correctly informed.
I've got another few images I'd like to add, incase anyone fancies having a crack at the outfit... I'll try adding a few from different angles, and the one full length B&W shot of Lt G Ellis (aka: actress Gabriella Drake) that is at present alluding me...
Please let me know someone if I'm adding too much to this post thread?!?
paramount posted Sat, 22 November 2008 at 11:08 AM

paramount posted Sat, 22 November 2008 at 11:09 AM

paramount posted Sat, 22 November 2008 at 11:11 AM

grylin posted Sat, 22 November 2008 at 2:28 PM
super images, and that makeup looks cool:)
Morkonan posted Sun, 23 November 2008 at 7:30 PM
What figures do you have that you want to use with the outfit?
A bodysuit might come in handy here. Do you have a bodysuit for the figure? I'm still learning but, if you give me some info I might be able to take a stab at it.
Miss Nancy posted Sun, 23 November 2008 at 8:05 PM
the hair is fab IMVHO. the star trek hair guy did one of those dynel wig props for
poser, possibly in their freestuff here, but not certain.
paramount posted Mon, 24 November 2008 at 5:29 AM

Morkonan: My main figure right now is Victoria V4.2, with Miki 2 and Terai Yuki 2 running slightly distant joint seconds... I find V4 great to use even though my current system only allows me to use one figure and basic sets in my Poser 6 workspace before the system crashes?!? Heavy poly count I guess!?!
I don't as yet have a purchased catsuit/bodysuit for V4 - but I've tried using V4s body parts matted with wooly and spandex type materials, with not too good results (I'll try adding an image of my feeble tryout - but be forwarned, I am a beginner).
Miss Nancy: thanks for that free area suggestion - I'll go take a peek
If the render works, thanks to:
Sci-fi Heroine Outfit aremor
One-Piece-Swimsuit 3D-age
Sci-Fi set darrens fx
Thick Sole Boots dx30
Super Bob Hair
Whazizname posted Mon, 24 November 2008 at 5:43 AM
Hey Paramount; the woman in your image, certainly has the "'60s Sci Fi vibe". I understand, it's not the same outfit; but it is quite nicely done. (:
paramount posted Mon, 24 November 2008 at 5:53 AM
Thanks whazizname!!!
Miss Nancy posted Mon, 24 November 2008 at 12:31 PM
para, I checked the star trek guy (ktaylor) and he didn't do the dynel wig.
it may have been somebody else.
Morkonan posted Tue, 25 November 2008 at 12:43 AM
Quote - Thanks for your replies yet again guys...
Morkonan: My main figure right now is Victoria V4.2, with Miki 2 and Terai Yuki 2 running slightly distant joint seconds... I find V4 great to use even though my current system only allows me to use one figure and basic sets in my Poser 6 workspace before the system crashes?!? Heavy poly count I guess!?!
Most of my Poser 6 crashes were due to really bad memory management on the part of Poser.. P6 just didn't seem to do a good job at working very hard. P7 isn't a whole lot better most of the time but a restart or occassional reboot seems to help clear it up a lot.
Quote - I don't as yet have a purchased catsuit/bodysuit for V4 - but I've tried using V4s body parts matted with wooly and spandex type materials, with not too good results (I'll try adding an image of my feeble tryout - but be forwarned, I am a beginner). Sci-fi Heroine Outfit aremor
One-Piece-Swimsuit 3D-age Sci-Fi set darrens fx Thick Sole Boots dx30 Super Bob Hair
That's nice! You did a good job at getting that 60's feel so don't sell yourself short. A bump/displacement map for the sort of corduroy/frilly fabric texture would complete that outfit you've already done!
I'm a beginner as well. But, I'll see if I can come up with something. It may take awhile though. I'll prob start off with doing just a second-skin type texture for the fabric part of the outfit along with suitable displacement map to get that ribbed look to the weave. Then, model the rest. But, if I'm feeling particularly adventurous, I may try a bodysuit. Warning: I enjoy 3D modelling but haven't done a lot of clothing type models. I know how though so that's not a problem. I just haven't had a lot of practice in fine-tuning for conforming to a figure. That's an art in itself.
Anyway, I'll see what I can come up with. I can't promise when/if it will be done.. but, hey... it's free.. especially if I never finish it. ;)
paramount posted Tue, 25 November 2008 at 5:52 AM
Cheers guys...
Thanks for checking the Star Trek guy, Ms Nancy... I've tried playing with the Super Bob Hair and I can almost get that wee fringe V cut style on it, but obviously not perfectly...
I think I've added too-much content to my downloads runtime, where as I should have added additional runtimes for each character section or thereabouts... I believe Poser runs with more of a smile when you add runtimes rather than clog up downloads... I'll learn one day!?!
I have to admit to being quite lost when I hear things such as bump-maps/nodes/specularity etc, etc, etc... For the time being I have to sit back and watch and learn from guys like yourselves, and hope that one day it'll suddenly click into place for me.
Cheers for having a go at this retro desire of mine, Morkonan. And good luck also...
Regards...
AJ
Morkonan posted Wed, 26 November 2008 at 12:47 PM
Quote - .. Cheers for having a go at this retro desire of mine, Morkonan. And good luck also...
Regards... AJ
You're very welcome. I'm working on it now. I'm about 1/4 through initial modeling of the coverall/oversuit portion. When done, I should have the oversuit portion, utility belt along with a second-skin texture and bump map to simulate that crazy-weird lycra-like suit thing. If I go quick enough, I might give a shot at boots.. dunno though. I've never made any footwear so V4 would probably not be pleased by my efforts.... It wouldn't be Prada. ;)
Can you find any ref photos of the lower portion of the garment, a side view? It looks lke it has some sort of string-ties to join the front and back portion. I'll incorporate the side-opening collar (found a photo ref of that) and would like to be as true to the original as my meager skills allow in making laces.... (Although, laces that actually did anything but looked like laces aren't something I'm prepared to do. :) )
Anyway, I'm working on it. BTW, check ShareCG a little bit. For some reason, I think someone may have already done one somewhere.. Just a fuzzy memory that's nagging me - I seem to recall something like this before. Maybe I'm getting it confused with one of the outfits done for Poser "Lost in Space" characters or something like that.
PS - The Thanksgiving Holiday (USA) is tomorrow and I'm not sure how much work I'll get done on this by then. But, I should have something to offer after the Holiday weekend. I'll post a link & render for it in this thread when I'm done.
Morkonan posted Wed, 26 November 2008 at 3:45 PM
Base Coverall (very basic, no tweaking/details/etc) so far until I figure out how the laces came together later this eve. Cloth details and belt next session, texturing for model and V4 second skin after that. Then, conforming+morphs=done. ;)
Happy Thanksgiving!



paramount posted Thu, 27 November 2008 at 5:50 AM
WOW! Morkonan! You have been busy!
When I opened the thread this morning (11.15am UK time) my cheeks almost split due to the huge beaming smile spread across my face on seeing your amazing modelling of the leotard/oversuit... Just seeing the shape sent me spiralling back to the 60's... Fantastic!!!
Yes that's correct. there's a kind of string-tie design on the sides of the leotard, and a more detailed clasp affair design/device at the rear - I'm actually studying the 12-inch Lt Gay Ellis action figures I purchased as cheap as chips back in the summer right now, to look at the details... They do indeed have the string-tie sides but a simple clip/clasp at the centre rear of the leotard.
Do you use Poser to do this kind of work, Morkonan?!? Or another programme. Most CGIers tell me Poser isn't that good for doing this kind of work, and so that use other programmes and import into Poser...
I'll go sort out some images of the side profile of the outfit right now... I think that rear view up there might be the only rear view in my UFO Moonbase Girl collection - I'll go check.
Thanks once again Morkonan for bringing this desire design of mine into being!!!
AJ
paramount posted Thu, 27 November 2008 at 6:17 AM

paramount posted Thu, 27 November 2008 at 6:20 AM

paramount posted Thu, 27 November 2008 at 6:25 AM

paramount posted Thu, 27 November 2008 at 6:32 AM
And a Happy Thanksgiving to you guys across the pond too!!!
Morkonan posted Thu, 27 November 2008 at 8:53 AM
Quote - WOW! Morkonan! You have been busy!
Actually, it's gone fairly quickly but the process just got sort of hungup as I tried to figure out how to plan for something I couldn't know - the laces/closures. :) But, it's been fun! I'm trying to get the "feel" of the old 60's sci-fi style.
Quote - When I opened the thread this morning (11.15am UK time) my cheeks almost split due to the huge beaming smile spread across my face on seeing your amazing modelling of the leotard/oversuit... Just seeing the shape sent me spiralling back to the 60's... Fantastic!!!
/grin
Quote - They do indeed have the string-tie sides but a simple clip/clasp at the centre rear of the leotard.
I noticed in a pic I found online that the arms/legs of the skinsuit were detachable as well. But, since I'm just going to do a texture for that, there's no need to plan there. On the "simple clasp" is there a decent pic somewhere? I'll double-check the ones above to make sure you haven't already included one.
Quote - Do you use Poser to do this kind of work, Morkonan?!? Or another programme. Most CGIers tell me Poser isn't that good for doing this kind of work, and so that use other programmes and import into Poser...
I'm using Hexagon right now for modeling. Poser isn't a modelling application and it is extremely limited in that respect. I'll use Hex for everything except boning the models for conforming. Then, I'll use a third party application to transfer V4 model bones into the garment for comforming, That bit CAN be done inside poser but it's usually accomplished either with scripts or a long, drawn-out process done by hand. I'll use 3dutils - QuickConform to transfer the bones and then check out the joint parameters from inside Poser.
I am NOT good with editing Poser joint parameters so someone else may have to take a stab at correcting any that end up causing too many poke-throughs when posing. But, the object here is to get you something "workable" and that's what I'm going to do. ;)
Quote - I'll go sort out some images of the side profile of the outfit right now... I think that rear view up there might be the only rear view in my UFO Moonbase Girl collection - I'll go check.
Thanks once again Morkonan for bringing this desire design of mine into being!!!AJ
Thanks for the additional pics! They're not easy to find and from my searches, including the ones you posted previously, I only found 10 photos worth the title of "Referrence Photo" regarding that uniform and only a couple were good enough to show necessary details.
Morkonan posted Thu, 27 November 2008 at 8:58 AM
Quote - This image shows the side profile of the silver leotard quite well...
Great side-profile! I see a correction I need to make. The large, wide belt worn in most photos covers up the details of the outfit underneath. Specifically, the front and rear hip panels are more scallop shaped than I thought, as shown in this photo. You can't see that detail in the other photos because of that darn wide belt.
BTW, you mentioned a rear "clasp." Now, the way I see it, there's no need for a clasp in that uniform unless it is holding the rear vertical strap to the rear panel. There wouldn't be a need for one to relax the waist area for disrobing. However, could it be something to do with the wide belt?
PS - You may not see a reply from me for several days, considering the Holiday weekend here in the States. However, don't fear, I'll be back with more updates and hope to have this finished in short order!
paramount posted Thu, 27 November 2008 at 10:37 AM
Thanks and brilliantly well done so far, Morkonan...
Have a great holiday...
AJ
JoEtzold posted Sat, 29 November 2008 at 2:14 PM

have seen that series also ... ok, ages ago ...
I have tried with bodysuite and some other free or bought products.
Ok, the matzones of the bodysuite are not totally well for the x-type of the outfit. I think I will try it with some changes in 2 or 3 mat-groups cause I want to do it without image maps only with procedural shaders.
So the mat for the suit plain silver is ... in my opinion ... well done but for the wooly silver mat on arms and legs I'm not completly satisfied special on closeups. See second image.
The skirt is from the winter fashion set here in MP.
Also the boots left side are from that set. The actual worn boots are from Highwaist Set in MP.
And the right boots are Rogue Boots from DAZ, I think ...
All this parts have the great advantage that tey work well or very well with the V42-Morphs++.
Though I think the best boots would be the P4 standard boots. Must try to conform them to V4 via wardrobe wizard.
So on other hand Markonan's mesh looks really nice ... might be good to include the belt direct into that cloth.
JoEtzold posted Sat, 29 November 2008 at 2:40 PM

The up-down-ripples of the cloth are not so good as should be ... working on that, might be to have to lauch some questions to Bagginsbill or so ... :biggrin:
Also the makeup needs some color lines on brows and upper eye shadows, but only small changes. It's actually from a character package named Helena. I'm not sure if it was free or in the V4 complete package (I have some problems with storing all that readme's that are coming with all the stuff ... might be bad for the ego of the creators, but no offense, I only try to keep my hard discs as clean as possible and all that readme, licence, comment etc. stuff makes a big swamp without really noticable contens in 99% and no chance to find something usefull if needed in 100%
)
The hair is the fabulous Paris Hair for V3. It's here in the freestuff, but the download link is actually broken. I have transfered it to V4 and made 2 additional morphs for the left/right bangs and the middle hair on the nose.
Ok, it might need a little bit more volume at the bottom left and right but also Ellis's and Harrington's hair tops (not really there own hair, or ??) are slightly different. So might be this new officer has not so much hair :rolleyes: , on other hand the standard morphs in that hair gives also possibility to give some more volume.
Also Kozaburo's Short Bob Hair V3 might be a good choice ... also there have to be done a morph for the middle and, I think, the both edges to meet that arched bangs from the series.
On the color I have to do a little bit less purple. In original it seems to be more blue with a touch silver on it.
Lets see next weekend for more ...
Morkonan posted Sat, 29 November 2008 at 6:42 PM
Quote - Hi together,
have seen that series also ... ok, ages ago ...
I have tried with bodysuite and some other free or bought products.
That looks pretty good! I like the bodysuit mat you have going there!
Quote - So on other hand Markonan's mesh looks really nice ... might be good to include the belt direct into that cloth.
The belt is going to come separately. I want to add the belt props in there and make it so it's easier to work with. Who knows, someone may want the belt arranged differently? I don't know much about the show other than the fact I had some Dinky metal toys (S.H.A.D.O.W. for one) that I really loved as a kid. :) So, I don't know if they had ray-guns or holsters or other pieces of gear they put on the belt. Maybe there's some sort of space-suit thing they had where the belt might get in the way?
The mesh will be done in a few days, as I have time to work on it. The bodysuit mat might take a couple more, depending on how difficult it is to get the right effect. It shouldn't be too hard but getting it to render "just right" could be a pain. I definitely don't plan on doing a full-body mesh so going with a texture map and transparency (so it can be overlaid on any V4 skin) is my best shot. But, with your work on the bodysuit texture and my mesh, between the two of us we're certain to have something serviceable to offer!
I haven't decided whether or not to do the boots. I may take a stab at it and just include them for anyone who wants something to work with regardless of how bad it is. :)
Morkonan posted Sat, 29 November 2008 at 8:43 PM
Finishing up laces tomorrow and cloth details (folds, tweaks, etc) and probably most of the belt. Then, will see if I have the "umph" to try boots...

grylin posted Sun, 30 November 2008 at 6:47 AM
cooool stuff :)
only wish i could buy the v4 bodysuit :( and so on.
cant wait to see tho :)
paramount posted Sun, 30 November 2008 at 8:05 AM

That's some great work you've done there, JoEtzold... The hair and catsuit fabric look terrific! And that's a really nice collection of boots you have put together there also. I sometimes wish I was 10% as creative CGI-wise as you guys - I hold so much admiration for you... I do try by best though.
Looking at the silver leotard fabrics you've both used here, I realise that I have not yet been able to achieve such a good silver-reflect mat finish in my final renders - this might be the way I light the scene using raytraces though - still tinkering...
Those Moonbase Girl wigs in the show do seem to vary considerably, with some actually looking quite 'wrong' and ill-fitting. You might be forgiven for thinking the actresses arrived on set and grabbed the first purple wig from a box, and let her make-up artist do the rest!?! Or maybe I'm simply dreaming/fantasising here...
There are some truly cool selections of make-up in the Jade for V4 package, which include something like the outer upper eye flashes/flicks the girls on Moonbase have - not exactly though...
I know what you mean about the problems and difficulty sometimes in locating the product creator names etc, JoEtzold. Once they are in my runtime, I can't always find them either, and am apprehensive of adding renders to forums, for fear of upsetting someone. I think if I was the creator, I would be pleased/proud that someone whished/desired to use my creation - but then I am not as yet a creator!!!
I usually add some volume to hair by adding 2-3% to the overal size, but I am a virtual beginner, so this probably isn't the cool thing to do - it just gets me by sometimes.
I've added an image of our beloved Lt Ellis in the only spacesuit 'outfit' I think she wears throughout the series... Note how she has kept her wig on, but I'm not sure precisely what's underneath that suit?!?!?! I can't recall Ellis or her Moonbase operatives/companions ever brandishing a gun/weapon - Raygun. Though I do personally believe that any/all Space heroines should be suitably weapon-attired - to ward off any dastardly aliens who may try lurking round the corner - then they'd wished they hadn't!!!
Oh! That lace detail is posatively-absolutely superb, Morkonan!!! I think I must consider adding some additional software programmes to my PC some day.
I've noticed in my collection of UFO/Moonbase images those lace up details vary, I think, depending on how many pies and chips the girls have been devouring during filming!?! Some are drawn together really tightly, whilst others are seperated by a good few inches...... They all look magnificent anyways...
Lovely to see these additions to the thread and it is truly great to be part of it, and I'll hopefully learn from your expertise...
Regards...
AJ
JoEtzold posted Sun, 30 November 2008 at 8:50 AM
I'm not completely sure but most of the mat groups of V4 and her bodysuit are matching. So it should not be a great problem to use the materials for the suit or as an second skin. Though the original arms and legs material is a bit transparent, I have done the same to my material. This naturally can make a difference in using on the bodysuit or as second skin.
If I'm in some day's satisfied with all materials I make a ZIP of them, including also the morphs for the hair ... seems I have to build some INJ-files, let's see ...
Might be I come also with some morphed boots ... in original they have a diagonal top form as know from wonderwoman boots. So there are some trans maps to do so ... I'm in process ... between my customers silly database programming requests (kind of "we don't know what we need, but what we get we don't like" :cursing: )
Ok, a separat belt makes sense ... besides shoes and so on one can ever need such accessories for the girls ...
As far as I remember the only props at the belt was something like a cigarett box left of the buckle and something that looks like cartridges on old western belts on the right side.
At the back ... I don't know, it's seldom to show actors in film and tv from the back for long time as ever done ...
There have been definitivly no holster or rayguns in the series. The only gun(s) I remember was that from Commander Straker and his commanding crewmen and that was really normal pistols with an incredible futuristic looking silver sound absorber.
But this is declared by the story ... S.H.A.D.O. was a organisation to defend against aliens coming with that conic flying saucers like UFO's have to be :biggrin:
The defense against them was done with interstellar (moonbase) or earthbased (sky one) fighters. So the only weapons in contact with the aliens has been the rockets and guns from that vessels.
Except 2 or 3 episodes it gave never any direct contact with the aliens. So Straker's pistol was mainly a attribute to be the chief and used in conflicts with very earthy enemies like upset personal or one times the commanding general.
So no need for complicated gun's and their holsters at the belt. Also the belt needs not to be wearable over a spacesuit. All the technics as futuristic at the time of the series but all is now common or could be build with existing technics. Will say far as it is impossible now to use a normal clothing belt over a spacesuit it was in the series also not foreseen. Better to design the belt as a normal clothing item that could also used for a opera visit than for a battlefight in the space night 
B.t.w. your suit with the side cording looks very well ... execpt that the side strings looks a little bit thin, might be only visual. But these strings are foreseen for rough day-by-day work and not like lace on a nighty dessous, so could be a bit more robust I think ...
If you need more ideas have a look on http://ufoseries.com/index.html . There is also in the image section a blue print of the moonbase outfit showing the backside. Not super detailed but good for the back style of the silver suite.
JoEtzold posted Sun, 30 November 2008 at 9:15 AM
Hi paramount,
thanks for the compliments ... I'm doing my very best ...
As for the lighting ... I work with the standard lights of poser as long as a figure isn't completed and posed in a scene. Than, with scene around and so on, the light have to be created specificly.
But for rigging, testing, dressing, texturing etc. I opposite to a lot of people find the standards not so bad. I think in that phase it's only interesting to have ever the same light to be able to compare the results you get e.g. using different shaders and so on ....
For the hair wig ... Lt. Ellis was for sure a very cute girlie but have a compare to Lt. Harrington and I find that Ellis hair looks a little bit topped, in german slang we say it looks like a "Fifi", a not very neat/nice description for a toupet that isn't right in place or is as cheap that you ever see it's not real.
I personally love the style of Harrington more there the hair arches are much tighter to the eyes. But for sure it's a matter of personal taste.
Thats also the point I used a more deep red for the lipstick opposite to the original. But as far as I remember in the 70ties both styles are common ... Allowed was what suits ... 
Morkonan posted Sun, 30 November 2008 at 1:31 PM
Quote - ...Ok, a separat belt makes sense ... besides shoes and so on one can ever need such accessories for the girls ...
As far as I remember the only props at the belt was something like a cigarett box left of the buckle and something that looks like cartridges on old western belts on the right side.
At the back ... I don't know, it's seldom to show actors in film and tv from the back for long time as ever done ...
After scouring the 'net, the only images I can find that give a hint as to the back of the belt seem to show either a weave of laces or rings of metal. Either would be within the general theme of the show as lots of costumes had metal rings or laces on them.
Quote - So no need for complicated gun's and their holsters at the belt. Also the belt needs not to be wearable over a spacesuit. All the technics as futuristic at the time of the series but all is now common or could be build with existing technics. Will say far as it is impossible now to use a normal clothing belt over a spacesuit it was in the series also not foreseen. Better to design the belt as a normal clothing item that could also used for a opera visit than for a battlefight in the space night
The belt will just be another clothing item bit. I just didn't want to make it "built into" the mesh of the suit because it might get in the way of something the user wants to do like have a spacesuit/pants/skirt over the main clothing.
Quote - B.t.w. your suit with the side cording looks very well ... execpt that the side strings looks a little bit thin, might be only visual. But these strings are foreseen for rough day-by-day work and not like lace on a nighty dessous, so could be a bit more robust I think ...
Yeah, those are just a temporary portion to help me get an idea of what I wanted to do with the laces. That's the most complicated part of the costume to get right - laces and eyelets. I don't want to hog up the file with a bunch of unnecessary geometry there. But, I still want it to look good. Also, in many pics, those laces were very long, sometimes hanging down to the top of the thigh. If I make them that long, I might have to make some adjustment morphs just for the laces. :)
Quote - If you need more ideas have a look on http://ufoseries.com/index.html . There is also in the image section a blue print of the moonbase outfit showing the backside. Not super detailed but good for the back style of the silver suite.
Thanks! I saw an artist's impression of the base commander's suit, but that's different. Also, there seem to have been two belt styles worn by female uniform wearers. One is the silver style I'm trying to reproduce and the other is a tan&white style. I found some pics of the latter but it is nothing like the silver belt style in the back. It's just a normal wide belt. (Saw it on a youtube clip of the UFO opening sequence.)
Thanks for your input and help! Trying to get the model "just right" so that it's faithful to the series is tedious, but fun!
paramount posted Mon, 01 December 2008 at 5:04 AM
You do seem to be heading in the right direction as to your thoughts, observations and final decisions, Morkonan. What a trooper you are!!! I have to admit to sometimes taking a back seat when watching perfectionist creators like yourself bring life to things that might otherwise remain unfinished or imcomplete or not quite right and perfect. I completed building a full size Dalek (he's beautiful) taken from a 70s Dr Who show style a few years back now, and I did on occasion (have to admit again) cut corners when my 'back was up against the wall' during the fifteen month construction process. But in the end the blood, sweat and tears that were shed during that time were put aside when Zek was finally completed!!!
Yes those leotard side laces do vary don't they?!? I've seen those thigh length ones dangling in some of my image collection, and often feel like heading on in there and attacking them with a dandy pair of scissors... I think I'd melt to my knees in fan admiration before I ever got to that stage though...
Oddly enough, the series is currently running on UK cable TV right now... I always love watching repeats of the show - and notably all the Moonbase action. I'll try adding an image of the12-inch Lt Gay Ellis action figure if i can locate them. just as a comparison.
Regards...
Aj
JoEtzold posted Mon, 01 December 2008 at 9:42 AM
Quote - Thanks! I saw an artist's impression of the base commander's suit, but that's different. Also, there seem to have been two belt styles worn by female uniform wearers. One is the silver style I'm trying to reproduce and the other is a tan&white style. I found some pics of the latter but it is nothing like the silver belt style in the back. It's just a normal wide belt. (Saw it on a youtube clip of the UFO opening sequence.)
Indeed not only the commander but all male members outfits differ from the women outfits on the moonbase as seen in this picture http://ufoseries.com/photos/killStrakerStraker.jpg
On left side shown Straker the commander in chief of S.H.A.D.O. wearing a normal outfit like a manager in series time should wear in office (see also in this picture the only hand weapon known by me). Right side Commander Foster is wearing moonbase male outfit. In that moment he's acting as moonbase commander, normally that's Lt. Ellis job.
Oh yeah, and only female moonbase member are wearing that blue hair ... why, don't know ...
With the second belt do you mean this one on the picture http://ufoseries.com/photos/skyOp-T.jpg ??? It belongs to the SkyDiver team outfit.
Sky-Diver is a submarine (diver) with an underseas starting airfighter (sky) at the frontnose.
That complete crew is clothed in that netshirts, don't know why but this is the underseas look.
Except the captain who has also something like a leather jacket cause he's also the pilot of Sky and than going out of the water up into the skies and space he's wearing his jacket and pilot helmet.
Hope this helps out ...
My texture shaders making good advance ... though the idea to change material groups on the bodysuit to match the silver x-form is buried. The mesh in the abdomen region has to big polygons to get a smoth lined form build without changing th mesh geometrie. And that is to expensive for that only use. There a separate complete new mesh like yours is the better way.
B.t.w. to use the shaders please have an eye on the u-v-maping. The shader for the stripy wooly fabrics works with the u-component to have the stripes right in place.
U-V-maping is ever my problem with building meshes. I use C4D and have tried with Hexagon and UVMapper but I've didn't find the right handling for UV-maps :sad:
Morkonan posted Mon, 01 December 2008 at 10:18 PM
Well....
We're halfway there! :)

I had to do some renders anyway to check the mesh. So...

The mesh fits EXTREMELY well. It's one of the best out-of-the-box conform jobs I've done. No poke-throughs in ANY pose naturally capable by a human being that I tried. However, I need to go back in and do a tiny bit of touchup work on the shoulder groups. I left most of them out on this mesh so they're not following right.

It's UV Mapped but no textures as of yet except for procedurals. There's a bump mat on the laces I tried as a test but no bump maps on the fabric. So, if the render makes the suit look a bit flat in spots, that's just because it's a procedural reflection texture with nothing to build on. Getting a good UV Map on those laces is going to be murder...

No bump/texture map makes V4's bum sag.. at least in this Retro Sci-Fi Uni-Jumper! But, never fear, it's as tight as a drum. (And needs to be to look convincing with a second skin unitard texture as clothing.)
I have a critique question on style to ask: Is the piping a little too thin? Laces? The laces and the eyelets need to be a little more pronouced. I'll fatten up both although the eyelets will be more pronounced once they have a good texture/bump under them.
However, I like the narrower piping even though it's not strictly "canon" for the uniform. A fatter piping may reach below the skin on some poses and if there's a unitard second-skin, it may look sort of weird in spots. The thinner piping gives it a more "crisp" look.
Anyway, opinions on the piping anyone?

(Really bad AO on my part. But, just wanted it to stand out on these mesh-test renders.)
I'll add some cloth details like folds and such next. (I had to do the eyelets/laces first and get some renders before I started those) Then, I'll move to the belt, boots (If I can manage those) and second-skin bodysuit texture. Then, I'll add in figure morphs, clothing morphs (a shoulder-seam for disrobing, maybe some "krinkles" to give it that "Just Sat Down While Wearing Tinfoil" look, etc) do the texture and bump maps for all and then build the directory.
Then, it goes in the freebie bin! :)
*Attribs
Jumpsuit - M3 - 3Drifters_Aremar
Backdrop (Wreck) _ Porsimo
V4 Texture - Thorneworks - Tanith (One of the best out there.)
Robot B9 (Lost in Space) - I can't find the author on that. He's fairly well known for it. Someone will come along and help me remember who did that model.... won't they?
Lighting - Mostly CV's Softlights setup modded by me so I can see the mesh without it reflecting too much yet still give an entertaining render.
V4-Sci-Fi-Uni-Jumper - Morkonan (Me)
Morkonan posted Mon, 01 December 2008 at 10:27 PM
Quote - Indeed not only the commander but all male members outfits differ from the women outfits on the moonbase as seen in this picture http://ufoseries.com/photos/killStrakerStraker.jpg On left side shown Straker the commander in chief of S.H.A.D.O. wearing a normal outfit like a manager in series time should wear in office (see also in this picture the only hand weapon known by me). Right side Commander Foster is wearing moonbase male outfit. In that moment he's acting as moonbase commander, normally that's Lt. Ellis job.
Oh yeah, and only female moonbase member are wearing that blue hair ... why, don't know ...
Lol, it seems they have lots of different uniform styles.
Quote - With the second belt do you mean this one on the picture http://ufoseries.com/photos/skyOp-T.jpg ??? It belongs to the SkyDiver team outfit.Sky-Diver is a submarine (diver) with an underseas starting airfighter (sky) at the frontnose.That complete crew is clothed in that netshirts, don't know why but this is the underseas look.Except the captain who has also something like a leather jacket cause he's also the pilot of Sky and than going out of the water up into the skies and space he's wearing his jacket and pilot helmet.Hope this helps out ...
Thanks. I saw several different uniforms, some even seeming like they were combined. However, after digging through photos with a magnifying glass (and ZOOM in Photoshop) I deduced from a very fuzzy image that the rear area of the belt I'm working on is comprised of six stranded metal rings, two rows of three each. There's nothing else I can figure out that would look like that which stays within what the costume designer seemed to be working with. (Lots of metal rings on some uniforms, makes sense to put them on a belt in the back rather than laces.)
So, the belt I'm making will have metal rings on the back, the square buckle, lipstick caribiner... and thin cigarrette case. :) I also so some boxlike contraption on one belt but, that doesn't seem to be the usual attire for that belt so I'll stick with the one's I listed. The belt will have morphs as well and the "cigarrette case" will be a prop attached to the belt.
Quote - My texture shaders making good advance ... though the idea to change material groups on the bodysuit to match the silver x-form is buried. The mesh in the abdomen region has to big polygons to get a smoth lined form build without changing th mesh geometrie. And that is to expensive for that only use. There a separate complete new mesh like yours is the better way.
B.t.w. to use the shaders please have an eye on the u-v-maping. The shader for the stripy wooly fabrics works with the u-component to have the stripes right in place.
U-V-maping is ever my problem with building meshes. I use C4D and have tried with Hexagon and UVMapper but I've didn't find the right handling for UV-maps :sad:
Yeah, UV Mapping can be a real chore, especially on a complicated mesh. For instance, I have these laces to Map now. I have no idea how I'm going to do that but... I'll figure it out. The rest is fairly easy and I have a decent UVMap for the rest of the suit already. Those laces are just going to be a pain...
Anyway, I should be through with the suit in the next 48 hours and the rest of it by the end of the week. (It depends on how much time I get to work on it.)
Miss Nancy posted Mon, 01 December 2008 at 10:31 PM
excellent work! but robby the robot is gonna grab her boobs if she don't get outta there!
Morkonan posted Mon, 01 December 2008 at 10:51 PM
Quote -
You do seem to be heading in the right direction as to your thoughts, observations and final decisions, Morkonan. What a trooper you are!!! I have to admit to sometimes taking a back seat when watching perfectionist creators like yourself bring life to things that might otherwise remain unfinished or imcomplete or not quite right and perfect.
I'm detail oriented but, far from perfect. :) The thing is, you want a "UFO Television Series" uniform and, well, I want to give you one. :) So, that means I want it to be as authentic a piece of "fan art" I can make it. With certain allowances for the medium, of course. There's a lot we can simulate with 3D BUT there comes a time as any good design engineer dreads to hear... "Better is the enemy of Good Enough." Sometimes, engineering has to stop and building has to start. For instance, a lot of those pics seem to have the thigh region a bit more flappy, somewhat crawling down the thigh. I put that to just having been stretched out while sitting. But, I could put a morph in there for that... Then again, if I keep wanting to put in bells&whistles you might not be able to load anything but that figure with no V4 to put it on. ;)
Quote - I completed building a full size Dalek (he's beautiful) taken from a 70s Dr Who show style a few years back now, and I did on occasion (have to admit again) cut corners when my 'back was up against the wall' during the fifteen month construction process. But in the end the blood, sweat and tears that were shed during that time were put aside when Zek was finally completed!!!
Awesome! Congrats! I've seen several full-size Dalek fan-art projects and they're always amazing. Post a pic of yours if you have one and get a chance. (I've never watched the show but, I've seen bits and pieces of it and know a little bit about it.)
Quote - Yes those leotard side laces do vary don't they?!? I've seen those thigh length ones dangling in some of my image collection, and often feel like heading on in there and attacking them with a dandy pair of scissors... I think I'd melt to my knees in fan admiration before I ever got to that stage though...
I'd do a unlace morph for you but.. I just got through with those laces today and.. well, they're "real." IOW, those are real knots, not just toruses stacked on each other. I have realized that doing laces is sort of like gouging out your eyes with a grapefruit spoon - Interesting, but not all that pleasant. :)
Quote - Oddly enough, the series is currently running on UK cable TV right now... I always love watching repeats of the show - and notably all the Moonbase action.
I watched some clips on Youtube in order to try to get some more info on this suit. You may be able to find some episodes there.
Quote - I'll try adding an image of the12-inch Lt Gay Ellis action figure if i can locate them. just as a comparison. Regards...
Aj
Sure! Anything you have like that is appreciated! If you have a back shot that shows off the rear of the belt it would be most welcomed! I think it's two rows of three metal rings, laced together with simple clip-like braces. But, that's from one magified fuzzy photo. There's not a lot of "rear camera angles" on these suits.
Anyway, I'm enjoying the project! Thanks for the inspiration! I will hopefully be done by this weekend and will put it up as a freebie!
Morkonan posted Mon, 01 December 2008 at 10:52 PM
Quote - excellent work! but robby the robot is gonna grab her boobs if she don't get outta there!
Tsk, tsk.. He'd never do any such thing! He's simply trying to help her cover up until she gets her second-skin unitard!
Yeah, that's it.. helping her cover up...
"Hey Vicky! Wait for me! I'm going to help you cover up!"
Fett713 posted Mon, 01 December 2008 at 11:10 PM
LMAO!! uh huh surrrrrrre ;P gotta say thats looking awesome, no clue of the show likely somewhat before my time, but this looks great , can't wait to see the end result and hopefully download it, I'm obviously a sci-fi fan haha =P I'm certain I'll get good use of this as well if yall don't mind none <3
Morkonan posted Mon, 01 December 2008 at 11:24 PM
Quote - LMAO!! uh huh surrrrrrre ;P gotta say thats looking awesome, no clue of the show likely somewhat before my time, but this looks great , can't wait to see the end result and hopefully download it, I'm obviously a sci-fi fan haha =P I'm certain I'll get good use of this as well if yall don't mind none <3
Not at all, you're welcome to it when it's done!
The show wasn't before my time but, I wasn't old enough to decide what channels to watch. Also, I wasn't British. :) So, I never saw a single episode.
However, the show did spawn a lot of toys. I had several even though I had no idea they were from a British TV show.
Actually, the premise of the show is kind of cool. A Earth defense force against evil UFOs... With hot chicks in silver! WOOT! :)
Fett713 posted Mon, 01 December 2008 at 11:29 PM
lol, yeah after yall mentioned its on youtube im gonna check that out tomorrow after work =P
paramount posted Tue, 02 December 2008 at 4:05 AM

Personally I like the lace/eyelets and piping detail/s you've arrived at... They look so realistic. The way that bow just hangs there - wow!
This is soooo exciting!!!
I also have that Robby the robot - freebee - and I can't trace a creator name for it either. It takes ages to render out on my system though - but looks terrific when it finally appears...
I'll add some more images from my UFO stock and also a few of my beloved Zek!!!
This pic should be of both my half size tryout and partial full size in production in the workshop...
paramount posted Tue, 02 December 2008 at 4:07 AM

paramount posted Tue, 02 December 2008 at 4:09 AM

paramount posted Tue, 02 December 2008 at 4:13 AM

paramount posted Tue, 02 December 2008 at 4:15 AM

paramount posted Tue, 02 December 2008 at 4:20 AM

paramount posted Tue, 02 December 2008 at 4:23 AM

JoEtzold posted Tue, 02 December 2008 at 8:16 AM

... hey where are that lazy pilots if I need one ...
Hey Morkonan ... superb work with the suit ... :thumbupboth:
Also the lace and the piping is well done. For a close up the piping is perfect and for far away pictures even a much bigger piping wouldn't be seen. So I would stay with this.
Only a small critic point ... comparing to the blueprint http://ufoseries.com/artofufo/ellis.jpg
I would suggest that the abdomen strip comes to the hip with a elliptical curve like on the front and not with a more sharp edge like you did. Ok, its not well seen on the blueprint cause wearing a skirt in back view, but approximating the curves from the top down tends me to a more rounded version.
In the same sence I would give the back part at the side laces the same design as the front part. So not rounded but with a straight line and two sharper edges. I think this is also more physical correct with pulling the lace tight it's better to do this with two nearly parallel cloth sides, what do you mean ??
The suit fits super tight for sure, but this could cause problems if using the wooly underwear. To get the real stripy effect I had to use Displacement especialy in closeup's and that means the displacement might than poke through in the render (not seen in preview).
Ok, for far shoots I see no problem than it can be made with bumpmap only, that means the polygons stay behind the line ... :closedeyes:
For the boots you need not to worry ... I'm making some trans and bump maps for the boot from the superb Sexy Leather outfit by pretty3d (http://www.renderosity.com/mod/freestuff/index.php?user_id=29204).
They match very well to the outfit. I have modified the CR2 with Morphing Clothes by Dimension3D to catch some V4 morphs for thickness etc. Works very fine.
Also for the skirt I will give the dress from that package a try with some transmap. This is neccessary cause the skirt from the Winter Clothes is for sure the absolutely best match but that's not a freeware. And in freeware I didn't find any matching skirt ... the minis are too mini and mostly to deep sitting and the longer one's are either too long or absolutely without any morphs, so not well fitting.
And the work on hair, in this case ParisHairV3, is finished. It's well fitted, ok, a little bit less volume, but rather close. There I have also a modified CR2 with the special morph for the front look. But you need the original from Lisbeth (http://www.renderosity.com/mod/freestuff/index.php?user_id=100042), but that link seems broken.
So I think tomorrow I will load up a ZIP with materials and modifications and so on ... let's see ... 
Morkonan posted Tue, 02 December 2008 at 4:17 PM
Quote - Only a small critic point ... comparing to the blueprint http://ufoseries.com/artofufo/ellis.jpg I would suggest that the abdomen strip comes to the hip with a elliptical curve like on the front and not with a more sharp edge like you did. Ok, its not well seen on the blueprint cause wearing a skirt in back view, but approximating the curves from the top down tends me to a more rounded version.
Thanks for that artist's sketch! I looked all over and could not find it on that site! I must have just overlooked it or it didn't load right for me. The only thing I could find was the commander's uniform. If I had that pic, I could have been more accurate. But, I could only go with what I had at the time.
Quote - In the same sence I would give the back part at the side laces the same design as the front part. So not rounded but with a straight line and two sharper edges. I think this is also more physical correct with pulling the lace tight it's better to do this with two nearly parallel cloth sides, what do you mean ??
I do agree that the hip region is lower according to that artist's rendition. However, from what I saw, the basic suit seemed to fit actors somewhat differently. There are several pics with actors where the suit hip-region seems much higher and others were there almost seems to be some material that begins to travel down the thigh. I decided it was due to the fact that when sitting, any material is going to have a tendency to stretch and rise up a little bit. So, the suit would naturally rise up a tad. I also wanted a slightly more "modern" look but, this is troubling me as I want to be "authentic."
I may just combine it into a morph. That way, a "traditional" lower hip-line could be achieved on demand. That wouldn't be too difficult as it's just a slight stretching of the mesh in two regions. (I'm leaning in favor of this as I want to be as accurate as possible. So, there will be a 60's look and a more Modern look to the jumper, available with morphs if I can make the grouping work the way I want it to.)
Quote - The suit fits super tight for sure, but this could cause problems if using the wooly underwear. To get the real stripy effect I had to use Displacement especialy in closeup's and that means the displacement might than poke through in the render (not seen in preview).
Ok, for far shoots I see no problem than it can be made with bumpmap only, that means the polygons stay behind the line ... :closedeyes:
You can take care of that by building a matpose for the texture/displacement and using a transparency map to keep the displacement to specific regions. There's a tutorial on that either here or at renderosity. That way, we can still simulate the unitard without having to worry about displacement poke-throughs. At least, that's how I'm going to go about building the displacement map. It also allows it to work with any V4 texture simply by applying it as an overlay material.
Quote - For the boots you need not to worry ... I'm making some trans and bump maps for the boot from the superb Sexy Leather outfit by pretty3d (http://www.renderosity.com/mod/freestuff/index.php?user_id=29204). They match very well to the outfit. I have modified the CR2 with Morphing Clothes by Dimension3D to catch some V4 morphs for thickness etc. Works very fine.
Also for the skirt I will give the dress from that package a try with some transmap. This is neccessary cause the skirt from the Winter Clothes is for sure the absolutely best match but that's not a freeware. And in freeware I didn't find any matching skirt ... the minis are too mini and mostly to deep sitting and the longer one's are either too long or absolutely without any morphs, so not well fitting.
Well, I wanted to offer a full package, boots included. There's no reason not to offer boots if I can make them. (I've never done any footwear but, it should be fairly simple.)
I can make a skirt as well but, there's only so much I think should be added. With all the uniform costumes that show had, I could spend months creating UFO series clothing. :)
Quote - And the work on hair, in this case ParisHairV3, is finished. It's well fitted, ok, a little bit less volume, but rather close. There I have also a modified CR2 with the special morph for the front look. But you need the original from Lisbeth (http://www.renderosity.com/mod/freestuff/index.php?user_id=100042), but that link seems broken.
Paris hair is good hair. I think Koz's short bob would be sufficient and it could be modified with a morph to give it the right look. I'll look into it. (I've never done hair morphs either. But, shouldn't be difficult if the mesh cooperates.)
Quote - So I think tomorrow I will load up a ZIP with materials and modifications and so on ... let's see ...
Awesome! I really would love to take a look at your displacement maps for that unitard! I agree, as you said before, getting such detail right is very difficult to do!
Morkonan posted Tue, 02 December 2008 at 4:18 PM
Quote - Nice one of Col freeman and Lt Ellis... Good belt detail also...
Great belt detail! Thanks! That lets me know the spacing of the belt holes. :) I was unsure how many there may have been. Hopefully, I'll get the count right enough. heh heh
JoEtzold posted Wed, 03 December 2008 at 12:50 PM

As you see the displaced version is really good for a closeup. The only bumpmapped version tends to look flat against that in such a close situation.
But as you might see on the following images if the situation is more distant e.g. some figures plus scenery the displacement is not needed any more.
This make sense cause be warned that material includes all what the firefly renderer isn't amused about ... reflection, displacement, bump, transparency. So render time may increase significant.
Special on bend knees or ellbows it was thinking long, long how to put some pixels on the screen
but without displacement it tends to be a little bit better, ok, no subdividing than ...
Both wooly materials have some transparency but if using it as a second skin you might set it to zero, otherwise Vicky could become somewhat ghostly ...
In that case it might be neccessary to reduce the specular values a little bit cause the material than will become to silvry compared to the full leather fabrics.
That's cause the transparency normally mixes with some color of the underlying skin making the look a bit darker. I have included 1 material without transparency for reference.
For the width of the ripples you need to change only the value in first math-component after the u-component. The look of the dense stripes is a bit influenced by the actual figures u-v-map. So I have made some stripy socks that only needed 20 for nearly the same density as on the bodysuit. There I found that 50-70 makes good results.
JoEtzold posted Wed, 03 December 2008 at 2:08 PM

There are some flaws seen on the tighs. That's the rest of the boots which is / should be unvisible by the transparency map. Normally a trans value of 1 or full black should be 100% transparent but not neccessary in P7. This effect is very heavy if filtering is set to quality ... which nearly never is a good solution (except might be hair), making resulting images tweak and blury.
But it seems that this antialising of the input maps also tends to tweak the transparency level to somewhat darkgrey but not black.
I found in most cases setting the transparency value to 2 will avoid that effects. But in some situations with reflective material and some light angles this might not be enough ... so don't hesitate to set the value toward 5 or even more to have that results gone.
I have build some transmaps for the free V4 Sexy Leather dress. The resulting skirt for sure isn't canon but on other hand I find it's very adequate with the 2 front laces compared to the lace at the sides of the suit ... 
The 2 shorter boot versions are nearly canon besides that the heels in the 70ties wasn't such spiky and the toepart was fuller and round or even rectangled ... not so flat.
Quote - "Well, I wanted to offer a full package, boots included. There's no reason not to offer boots if I can make them. (I've never done any footwear but, it should be fairly simple.)
I can make a skirt as well but, there's only so much I think should be added. With all the uniform costumes that show had, I could spend months creating UFO series clothing. :)"
Yeah, that's a super idea. Suit, Skirt, Boots and Belt make this costume complete. So next costume can wait until some more time ...
I'm with you that the designing of footware is not as problematic. With one exception ... the foot area ... there a lots of really good poser boots that look chuncy clumpy in that part ... a little bit like the shoe's of old fashioned english bobbies (sorry) ... something to trample a crocodile to death ... :lol: Oh, yea, nearly all male poser boots tends to this look ... or like rubber boots.
The Sexy Leather boots are a nearly unique example of the opposide ... they tend to be to flat in the forefoot. If you know the P4-Boots made by gerry (I think the download's are available on animotions.com up to now) you know how the forefoot was looking according to the styles of that times.
But as said the design isn't that problem but the rigging might be more difficult ... special V4 seems to be very tricky in that context ... as I have read.
I tried to convert one of the gerry boots to V4 using PhilC's wardrobe wizard and the result was superb ... as far as I look on the shins and tighs, but with the foot and special toe area I'm looking forward to some big struggles. There is a additional problem that V4's feet are somewhat to long, so the boots get stretched between heel and toe more than good looking at the moment.
Quote - "Paris hair is good hair. I think Koz's short bob would be sufficient and it could be modified with a morph to give it the right look. I'll look into it. (I've never done hair morphs either. But, shouldn't be difficult if the mesh cooperates.)"
Koz's Short Bob is a wunderful hair and it solves perfectly the only problem I see with ParisHair. It has more volume in the lower parts so the outside in curve is better looking.
But the problem with the Short Bob is that it is to narrow in the forehead and makes it very difficult to create that pointy bang over the nose and bring the sides a bit back out of the face.
The mesh consists of lots more stripes than ParisHair ... good for it's versatility but not well for a simple magnet morph. I think one must load the geometrie into a modeller and build the neccessary morph via vertice movements. The last time I did such via C4D and riptide the original mesh didn't except the new morph but if I exported also the original unchanged all worked right. So it was not the vertice change but the transfer between the applications. And reloading the original mesh might result in some licence troubles. Maybe I have to try this next time with hexagon but C4D is much much more robust and the tool's do what they shall do and what is expected. In hexagon (as also Amapi) I am not sure sometimes ... :unsure:
One little problem regarding the bodystocking is left. If I see right there are some laces or even metallic cleats along the outer seams of the legs.
With a procedural material it seem not to be done for this. But even with a image map it's mostly tricky cause this real seams are perfectly the template seams. That means it's completely a thing of trial and error to get that cleats fit front and back side and if posing and bending the results might be desastrous. The second problem in that is if doing such a image map also the rest of the fabrics has to be done in that map and must match the procedural material.
So I decided to left this out cause closeups from the legs are not so often and with a far shot that details are nearly unvisible ... specialy with a look to the not so sharp rendering of firefly compared with the P4 render engine. So I think in this point it's neccessary to find a balance between authenticy and versatility. :sad:
JoEtzold posted Wed, 03 December 2008 at 2:49 PM
Attached Link: SHADO-mats.zip

And he's only looking for a cheap service station ... even that misunderstandings ... :sneaky:
Here comes the package ... :thumbupboth:
There are two modified CR2 in the ZIP for Sexy Leather Boots and ParisHair which will only be useful if the originals are installed. I have choosen to do so to transport some new morphs more easily.
Also the material collections for Sexy Leather and for the ParisHair uses some of the original images. For the ParisHair you will need the 2 additional styles packages named in the readme.
My procedural additions are build over a blue colored hair map and the grey color hair map makes a good bumpmap to give the hair some volume and structure.
So have fun and nice renderings with the materials.
Have uploaded the file on shareCG cause to big for attaching.
B.t.w. find some more stuff from UFO including the above alien on Anthony Appleyard Web Site
http://www.buckrogers.demon.co.uk/
special UFO themed: http://www.kuroyumes-developmentzone.com/appleyard/3d/3d.htm
I think one of the first stuff I loaded from internet and residing since years in my runtimes ... thanks for that ....
Morkonan posted Wed, 03 December 2008 at 11:48 PM
Quote - .... Don't look behind you .... a real alien .... :ohmy:
.... Tz, tz, tz, keep cool ... and tell me more stories from the sea ... :rolleyes:And he's only looking for a cheap service station ... even that misunderstandings ... :sneaky:
Here comes the package ... :thumbupboth:
There are two modified CR2 in the ZIP for Sexy Leather Boots and ParisHair which will only be useful if the originals are installed. I have choosen to do so to transport some new morphs more easily.
Also the material collections for Sexy Leather and for the ParisHair uses some of the original images. For the ParisHair you will need the 2 additional styles packages named in the readme.
My procedural additions are build over a blue colored hair map and the grey color hair map makes a good bumpmap to give the hair some volume and structure.So have fun and nice renderings with the materials.
Have uploaded the file on shareCG cause to big for attaching.
Outstanding! I'm going to work with those ASAP to see what I can do. As far as the seem going down the leg and using procedural textures, wouldn't it be possible to use a transmap and a texture underlay for that? That's what I was thinking of using if a straight texture map was too difficult for me. There are some advantages for procedurals as well in that mesh deformations may not effect their quality as much as a texture/displacement map would be effected.
As far as getting the lines right for any seams, that shouldn't be an insurmountable task. Never fear, SeamGuide Vicky is here!!

Quote - B.t.w. find some more stuff from UFO including the above alien on Anthony Appleyard Web Sitehttp://www.buckrogers.demon.co.uk/ special UFO themed: http://www.kuroyumes-developmentzone.com/appleyard/3d/3d.htm I think one of the first stuff I loaded from internet and residing since years in my runtimes ... thanks for that ....
The Shado vehicles were some of the first models I downloaded for Poser as well! Great stuff there!
Still working on the outfit. No new WIPs at the moment. But, I'll see what I can come up with.
Morkonan posted Thu, 04 December 2008 at 3:58 AM
JoEtsold, those materials and displacement maps are great!
I started working on the problem of using a displacement map with the tight-fitting jumper I'm working on. Here's a render before I started:

Obviously, any decent amount of displacement is going to cause poke-thrus. However, we can map that displacement out, somewhat, while still preserving the standard values for the material. I tried a quick test:

After applying a map to the displacement values, the region that was causing serious problems isn't so bad now. Yet, displacement still exists outside of that region for the entire torso map. I hooked in a simple 2D Image Map into the displacement node as a test:

I've got it hooked into the Math Function 2 of your displacement node generator. It removes most of the displacement except the base values in the noise generation (I think.)
Would there be a better place to hook in a map? More importantly, this is just a 2D map. It does not follow the topology of the model. Would there be a better place to hook this into the displacement generator or, even better, a way to get a 3D Image Map into that structure in order to mask the displacement values in certain areas?
That way, your excellent displacement maps would still be usable as they are except with the addition of a masking node that removes displacement under the garment and in a very small region outside of it (to allow for movement without poke-thrus). Any ideas you have on this would be greatly appreciated!
PS- This technique could easily be used, IMO, to generate some "seams" in your displacement map so it would mimic the original series' costume more. They wouldn't be as dramatic on closeups but, for normal renders, you'd see an obvious seam wherever you wanted one.
paramount posted Thu, 04 December 2008 at 4:24 AM
Amazingly outstanding work and results there, JoEtzold...
I tried my (virtual beginner) best to follow your posts above here, and must admit to being lost (on my part) a few times thereabouts, but found your descript extremely interesting and inspirational...
An outfit for all weathers and occasions, heh... Brilliant! And you've even managed to add a UFO alien to your renders here. Great stuff.
I hope you're enjoying this journey (I'm sure you are) as much as I am, Jo...
Many thanks to you
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JoEtzold posted Thu, 04 December 2008 at 11:38 AM
@paramount : Thanx for the flowers. I just lurking on ShareCG was surprized to have 275 view and even 99 downloads ... in only 24 hours without any great promotion. Seem's as if a lot of people reading in this thread. That is really a pleasure journey ...
@morkonan : Thanx for the quick try out. It looks really good in the breast area. Displacement and cloth is in the right heighness perspective. Matches wunderful !
That the displacement overlapps the suit I feared as I saw on your first images how tight it fitted. On far shoots withput the displacement node it should bear no problems.
Quote - - I've got it hooked into the Math Function 2 of your displacement node generator. It removes most of the displacement except the base values in the noise generation (I think.)
Would there be a better place to hook in a map? More importantly, this is just a 2D map. It does not follow the topology of the model. Would there be a better place to hook this into the displacement generator or, even better, a way to get a 3D Image Map into that structure in order to mask the displacement values in certain areas?
That way, your excellent displacement maps would still be usable as they are except with the addition of a masking node that removes displacement under the garment and in a very small region outside of it (to allow for movement without poke-thrus). Any ideas you have on this would be greatly appreciated!
PS- This technique could easily be used, IMO, to generate some "seams" in your displacement map so it would mimic the original series' costume more. They wouldn't be as dramatic on closeups but, for normal renders, you'd see an obvious seam wherever you wanted one
You might reach a better result with the inbound 2D-map with "filtering" set to "none". Firefly will first antialise the map and then use it on the node. That means it becomes blurry and will not cover the displacement completely out. But the idea as such is well working for smaller pieces to be covered out, though it migth be a bit tricky sometimes to find the right place.
Regarding 2D or 3D as I understand that it should make no difference at that point. The U-V-Geometrie is a plan map of the 3D-geometrie and the math functions at this point are working 2D-wise. So a black and white or even grey 2D-map should fit fully.
The rest of the displacement as in your second images might be really more a product of the blurry texture filtering. In transparency channel I have that eliminated by pushing the channel value over 1 but here there is no such value. It might be good to try more than 1 as value there you linked the map.
OHHH, I just see you used the full silver mat without the transparency. In that the noise is connected via blender to the displacement channel. You can eliminate that noise problem connecting the blender input 1 directly to the bump channel. A bump value of 0.3 to 0.5 should work well. And connect the blender input 2 directly to the displacement channel. The blender is than obsolate. This is the way like the transparent displaced wool mat is working.
The ripples are result of the displacement and the noise as bump makes the wooly effect without levering some parts.
If you use the material as a second skin as you did a full solution should be to take the u-v-map of your suit and transfer it on the respective region of the V4 u-v-map. This could be used in the now empty transparency channel to wipe out all under the suit. This will cover the 3D needs well.
If you make that map some pixels smaller as the suit really is there should all gaps been covered if no extrem pose will happen. If than some small poke throu at the border happens this might not been bad cause normally such suit equal if leather or plastics would press a little bit on the weaker wooly material of the bodystocking. So it's normal to have some overlapping. In this fact also the borderline comes handy cause it's somewhat higher than the normal cloth.
For the use with the bodysuit this might work also but is more tricky cause the transparency is allready in use for the material. And as seen on the boots transparency this parameter is not without some perfidy ... :mad:
Mainly I have used the bodysuit to have the laeg and arms a bit loose more like pants and sleeves as I remember that this parts has been not so tight as if it's a jumper.
But the problem with the side seams at the legs is the same. I will give it a new try with your ideas. I have the seam guides from snow sultan, I believe that was the guy, with the marker to match them correctly ... let's see what photoshop will do ...
Morkonan posted Thu, 04 December 2008 at 7:48 PM
Quote - ..
@morkonan : Thanx for the quick try out. It looks really good in the breast area. Displacement and cloth is in the right heighness perspective. Matches wunderful !
That the displacement overlapps the suit I feared as I saw on your first images how tight it fitted. On far shoots withput the displacement node it should bear no problems...
You might reach a better result with ....
Wonderful instructions! I'll try them out and see how it all comes together.
I'd like to ask permission to include a great portion of your material settings for the V4 overlay, modified to work with the jumper, of course. (That is only if I manage to make it all work together well.) I would include both the bump and displacement versions with modifications for the displacement version to fit with the jumper. Proper attribution will be given, of course, along with a link to your area on ShareCG, this thread and wherever else you would like me to include a link for. Otherwise, if I don't have time to do the procedural the right way and take care of the poke-throughs on the displacement, I won't be able to include displacement mapping, just bump and/or texture.
Quote - Mainly I have used the bodysuit to have the laeg and arms a bit loose more like pants and sleeves as I remember that this parts has been not so tight as if it's a jumper.
But the problem with the side seams at the legs is the same. I will give it a new try with your ideas. I have the seam guides from snow sultan, I believe that was the guy, with the marker to match them correctly ... let's see what photoshop will do ...
Yes, the bodysuit does help to increase the realism by adding some dimension to the limbs. But, not everyone has the bodysuit. I don't. :( heh heh... However, IIRC, the bodysuit takes the same texturemaps as the main figure. So, users could use the bodysuit and create a fit-morph for the jumper simply by some judicious use of scaling and a few joint-parameter tweaks.
*I'll be using photoshop to try to get those seams included as well! I think the result, if it can be achieved, will be excellent!
Thank you very, very much for your tips on getting your displacment map to work with this jumper! I can only hope I'm up to the task! Even if you would rather keep your displacement maps separate, between the two of us there will be something that U.F.O. fans will enjoy! :)
Morkonan posted Thu, 04 December 2008 at 8:06 PM
Well, the Belt is done except for a few minor tweaks. The jumper is the old version I had already prepared in Poser. So, I used it instead of the newer version that has some minor details ironed out. So, if it looks like it needs adjusting somewhere in these pics, it has already been done. :)

Details: Front - Bandolier and Case

Details: Rear - Rings & Links

*Evidently, I moved the buckle along the Z-Axis when exporting the belt into a .obj. I'll fix that when I do the tweaks. Yes, the buckle is supposed to go underneath the belt. :) The bandolier and "case" (I don't know what it is.) will be smartprops. As you can tell, the bandolier needs a little bit of adjustment before smartpropping it. Using these as smartprops will let the user use the main costume belt for whatever they wish without too much trouble. I need to tweak the Case and put in some detail I forgot and I also need to adjust the joint parameters for the belt. It's way too "stretchy" right now for my tastes and will stretch a good 30% when following V4's bending. It's not supposed to be made from latex... :)
I will also include fit-morphs so the jumper can be used with and without the belt without danger of poke-through yet still leaving it excellent for rendering if used alone. About a dozen more things need to be done before this is released. So, I'll have to push the release back a few days. Hopefully, I can get it all packaged before the weekend is over. If not, add a few more days. :)
Anyway, I am going to take a stab at creating boots tonight. I tried and failed miserably yesterday... So, with a bit more experience (a whole couple hours worth) in creating very bad boots... I might be able to work something out.
However, if I do not manage to create a decent set of boots, I will include a morph-pose (without geometry) for Aery Soul's "Aermy" boots along with mats. Those boots are very well done and they are also free with that freebie set. (There's a free leotard there as well that people could easily transmap and make a passable UFO costume.. if they didn't have access to mine/ours/whoever's. :) )
*Note: I have no idea what the detailed symbol is on the "Case" that attaches to the belt. So, I just came up with something that sort of looked like one of the pictures I had. If anyone has a good pic of that figure they can post, I'd appreciate it.
paramount posted Fri, 05 December 2008 at 3:27 AM
OH-MY-GIDDY-AUNT, Morkonan...
This outfit is truly Stunning! Beautiful! I did wonder how you would eventually 'tackle' the belt detail - especially those six rings at the rear. The front of the belt you've created here and those hanging side laces had that huge beaming smile lapping across my face yet again - WOW!
I wonder if that 'Case' is a radio!?! I recall Ms Ellis speaking into something at the side of her head once... Might have been a control consol phone though!?! And then those wee capsules!?! Again I recall an image of the Lt applying lipstick whilst seated at the control desk - though there are a few on-set shots of her being suitably daubed with her Sci-Fi 'war paint' by a make-up artist ...
I truly feel a sense of the past and those hip and swinging Sci-Fi filled sixties drifting back into our lives again here, with this incredible Moonbase Girl Outfit...!!!
Loving it...
AJ
JoEtzold posted Fri, 05 December 2008 at 1:29 PM
@morkonan
Glad you understood my explanations ... though I have to excuse. It seems I had a short black out yesterday regarding that 2d-map linked to the math node with the mod function. 
Might be I was a bit too much surprized that this worked. But clearly a map is allowed at this point but normally in an other manner to control the function.
I assume you know the mod function ... back to school that's that thing bringing the rest of a division as result, e.g. 10 / 2 = 5 rest 0 mean's 10 mod 2 = 0, 11/ 5 = 2 rest 1 mean's 11 mod 5 = 1, and so on. So the input from the e.g. v-component is the respective value to be "mod"ded.
And in this case both value's in one and two can control the result, value 1 is a must and value 2 have to be unequal 0. But there can also a bitmap given for a variety of results.
For example the other math node with round doesn't except any value in 2 nor a bitmap, ok, no error, but also no change in result.
So while using a bitmap in mod value 2 will bring the desired result if value 2 is set to 1 and the bitmap is only black and white otherwise the result might be unpredictable.
The better or being precise correct way is to create one math node more in chain in front of the round node. This node takes the result of the round node in input 1 and your 2d-bitmap in input 2. Then you can experiment if ADD or MULTIPLY as function brings better result. In this form the 2d-map and the resulting stripes are brought together. And again that it is 2D is without problem cause working on the u-v-components which are the plan 3D-topology.
I have a bit experimented for the side lace of the legs. It's not so easy and I think only to be done using the characters u-v-maps.
B.t.w. right, the uv's of v4 and the bodysuit are equal but only in total not in the single mat zones. The bodysuit has more detailed matzones than V4. But for our purpose it's no problem.
Back to the side lace they not only needs to be uprised via displacement but also needs darker color to be seen. So a map is needed which can be used as displacement/bump and also can be added to the color channel(s).
In displacement the next problem is that I get as the result from round a black and white map which is then controlled for the effect by the value in the displacement channel.
So in this state there is no possibility to get more, higher displacement for the lace.
I will use one more math node to change the black-white result to a black-grey result and than the laces might be go in as white, also something like add, multiply, subtract or so ... I will find it.
Naturally, you have all permissions to use my materials and input them into your package ... that's the sense to whom they are build. If you might give me credit then input a link to the shareCG page. I have some things in fire like a V4 swordbelt and sword of the sort each pirate is looking for, which I hope to come to that page in next time.
Only the 3rd-party things as the both morphed CR2's shouldn't be been included they are licensed materials.
In that licence thingies I have my own opinion or let's say frustration. OK, I'm the last who will touch anybody's rights special artificial or creative ownership. And the more if someone is lifing from earnings of this.
But on the other hand special in freebies lots of licences are much much overload.
I have there a certain sense for it's related to OBJ geometries or image maps but stuff like the CR2 or even mat poses are things consting of parametered functions included in poser. So everyone is possible to build this either with tools or only by hand. And there is no way to copywright a idea the one or other got or found and coded ther down.
For sure this is even a software problem. For example if I have a great idea for some program source code and tell about that in some forums (online or real) than it's really really ridiculous to say nobody is allowed to use this. Also this is not controlable and rules for things that can't be controlled technical are really senseles and waste of time.
And in example of the shado-materials might be that there are some more ways to get that result but never so much way's as there are poser users. So if every poser user would try that material we get hundreds of same pz2 ... and which licence will control or decide who was first.
So, ok, seems we live in a world or better time there commercial licences or rules becoming somewhat like a bible but in lots of cases I think less will be more ...
But back to the project ... your belt is really great and those rings in the back are only marvellous, superb, gorgeous ...
B.t.w. did you split the vertices of the belt between the pipes and the plan parts and so on?
I often get there problems. Looking on my meshs in C4D all is looking smooth and then poser and his understanding of smoothing angles tend to produce shaodws of twisted plan pieces there no twist is happening. I once have cut some torpedo holes in a submarine body. Ok, by ruke of function they are lying in a region there the bow is really curvy. In C4d's origianl mesh all looked fine but in poser it got a touch of that the submarine captain rather often seems to run his boat with the nose against the harbour walls ... might be it wasn't a torpedo which crashed the Bismarcks prop but it was my submarine running directly that battleship ... :rolleyes:
Talking about morphs in the belt one of the most appreciated would be to widen or tighten the belt. Not only neccessary to adopt to several clothings underneath but also it gives the chance to wear it on different body heights where the hips/abdomen is wider or smaller.
Ok, this could be done also by x-/z-scale bat that streches all, will say with a morph only the belt can be adjusted but the buckle stays in form.
the case looks fine though a bit hardedged at this time ... but the picture on it. I don't know what it will tell us. I think not that it's a communicator. That's more the startrek fraction. Looking to the picture with it's specific head form I think it's the box for comb or brush ... so right side the lipsticks and leftside comb and eyelash color/brush ... all for the perfect make up around the clock ... :tongue2:
Aermy boots are also well choosen ... they are flat heeled as I remember ???
And they are short height that's correct for the series.
I'm looking forward sure we are getting well done results ...
JoEtzold posted Fri, 05 December 2008 at 1:57 PM
B.t.w. apropos boots, I saw this picture from the series showing Foster in silver moonsuit http://ufoseries.com/photos/killStrakerStraker.jpg
You might have a look to his boots ... it seems they are bought at the next department store round the corner ... good old agricultural rubber boots and then someone from the wardrobe pull out the silver wheel spray for his/her car and collored them ... :tt2:
Rubber is a bit oily and sprayed color will not dry right on it, so it never is very durable and will scuff quickly.
But this is a often seen behavior. Normally women are wearing boots in several styles mostly fashioned and good looking but for the men in best case the main actors get proper boots adequate to their role. All supporting actor or supernumerary and as seen main actors with only occasional use are getting what is even on hand ... :lol:
Ok, looking to online stores and catalogues it's the normal way of life ... women have ... at least ... in this point a quatity and quality advantage ...
This is also seen in startrek ... Kirk, Spock, McCoy, Scotty, all in their own leatherboots ... and the poor crewmen changing from episode to episode (you know that guy's that have to decease quickly if neccessary for the story) got what is in store and applicable ...
I remember to one episode such a guy had gotten real mud stompers ... might be he had a a bad foot size ... :lol:
You see also for male actors live is not as easy ... good that foster had his silversuit, having the wheel spray rubbed on his office suit would not been amusing ...
Even on this picture he doesn't have that tools left and right at his belt ... this assists my theory of lipstick, comb and lash brush ... he might have no need for this ... :sneaky:
Morkonan posted Fri, 05 December 2008 at 3:57 PM
Quote - OH-MY-GIDDY-AUNT, Morkonan...
:)
Quote - This outfit is truly Stunning! Beautiful! I did wonder how you would eventually 'tackle' the belt detail - especially those six rings at the rear. The front of the belt you've created here and those hanging side laces had that huge beaming smile lapping across my face yet again - WOW!
The laces in the updated version of the jumper are a bit better. I worked with them a little bit more so they don't appear so "twisted" around the loop area.
Quote - I wonder if that 'Case' is a radio!?! I recall Ms Ellis speaking into something at the side of her head once...
I have no idea. I read someone refer to it as a cigarette case in a post so I called it "Case" in the mapping. /shrug Whatever it is, it's there, to be hung on the belt or used as a box of playing cards. :)
Quote - And then those wee capsules!?! Again I recall an image of the Lt applying lipstick whilst seated at the control desk - though there are a few on-set shots of her being suitably daubed with her Sci-Fi 'war paint' by a make-up artist ...
I have no idea what they are either. They looked like lipstick or Chapstick lip balm containers to me. They could be small pill bottles.. But, I think I just called them "Lipstick." They're mapped separately from the "Bandolier" that holds them so you can put whatever image map you want on them. You could even transmap them out and stick pencils in the badolier if you wanted to. :)
Quote - I truly feel a sense of the past and those hip and swinging Sci-Fi filled sixties drifting back into our lives again here, with this incredible Moonbase Girl Outfit...!!! Loving it... AJ
You're very welcome! I'm enjoying creating this much more than I originally thought I would. Not that I didn't also expect to enjoy it, I just didn't think I'd find as great a sense of pleasure trying to duplicate a 60's style sci-fi getup! Admittedly, I've taken some creative license with it though. I wanted to stay as true to the original but I've broken with that just a tad - I think I'm going to leave the slightly higher cut hip area on the suit instead of lowering it or putting a morph there. There are a couple of basic reasons why it's practical as well - I'm not sure if the suit will deform properly and still "look good" because I think the mesh will have to be too stretchy there to cover movements. (If you notice in the original series photos, the suit material does EXACTLY the same thing and has the same problems - it deforms too much, rides up the hip, and generally takes a beating whenever a model sits down or has been moving around alot.)
As it is, it stretches perfectly in any pose without getting too stretched out. If I had only a tad bit more area on the hips, the mesh would be forced to cover a lot more area as the JCMs force muscle-flexing and such. So, it would stretch jet if I manipulate the joint-parameters too much, something I'm not good at to begin with, then I may not get the good conforming I have now. There's also the fact that a slightly higher hip region than the "canon" jumper has makes it seem more "Updated" like a revamp of the series might want it.
Anyway, I'm working on getting this out to you and whoever wants it as soon as possible. When it is released, I'll support making changes and testing-results for awhile as well, just to be sure it's a quality freebie! I don't have anyone to beta it for me so I'll have to experiment on the public. ;)
Morkonan posted Fri, 05 December 2008 at 4:24 PM
Quote - @morkonan
Glad you understood my explanations ... though I have to excuse. It seems I had a short black out yesterday regarding that 2d-map linked to the math node with the mod function.
I understood what you were trying to say. But, don't think that I know "Why" the nodes work the way they do. :) You have a much greater knowledge there than I do!
Quote - Might be I was a bit too much surprized that this worked. But clearly a map is allowed at this point but normally in an other manner to control the function. I assume you know the mod function ... back to school that's that thing bringing the rest of a division as result, e.g. 10 / 2 = 5 rest 0 mean's 10 mod 2 = 0, 11/ 5 = 2 rest 1 mean's 11 mod 5 = 1, and so on. So the input from the e.g. v-component is the respective value to be "mod"ded. And in this case both value's in one and two can control the result, value 1 is a must and value 2 have to be unequal 0. But there can also a bitmap given for a variety of results. For example the other math node with round doesn't except any value in 2 nor a bitmap, ok, no error, but also no change in result.
So while using a bitmap in mod value 2 will bring the desired result if value 2 is set to 1 and the bitmap is only black and white otherwise the result might be unpredictable.
The better or being precise correct way is to create one math node more in chain in front of the round node. This node takes the result of the round node in input 1 and your 2d-bitmap in input 2. Then you can experiment if ADD or MULTIPLY as function brings better result. In this form the 2d-map and the resulting stripes are brought together. And again that it is 2D is without problem cause working on the u-v-components which are the plan 3D-topology.
(Emphasis added)
Thank you very much for that detailed explanation! I'm going to try that last suggestion and see what results I can come up with. The real problem will be getting the map correct. I can't simply overlay it over V4's map as the mesh is signficantly different so the UVs don't match up. But, I've got a couple of different ways I can try to use in order to manipulate the UVs to force a matchup. That might take a bit of time though even though it would be more precise.
Quote - Back to the side lace they not only needs to be uprised via displacement but also needs darker color to be seen. So a map is needed which can be used as displacement/bump and also can be added to the color channel(s). In displacement the next problem is that I get as the result from round a black and white map which is then controlled for the effect by the value in the displacement channel. So in this state there is no possibility to get more, higher displacement for the lace. I will use one more math node to change the black-white result to a black-grey result and than the laces might be go in as white, also something like add, multiply, subtract or so ... I will find it.
Yes, the laces that are shown in the above pics are of the older model. Also, no displacement or maps have been applied to them in these renders except for a slight color change so they stand out a little more from the eyelets and the fabric of the jumper. In the final version , they'll probably have a procedural bump map applied to them along with a procedural texture. However, if I can get them to yield a very good UV map, I might try applying a texture.
Quote - Naturally, you have all permissions to use my materials and input them into your package ... that's the sense to whom they are build. If you might give me credit then input a link to the shareCG page. I have some things in fire like a V4 swordbelt and sword of the sort each pirate is looking for, which I hope to come to that page in next time.
Thank you very much! In my opinion, your procedural materials for that unitard are what will make this project what it is! Seriously, the quality that the material brings to the overall theme of a 60's Sci-Fi suit can't be denied. Without it, it would just be another jumper. With it, it's as great (or greater) a reproduction of the "UFO TV Series" suit as anyone has ever done. I'm truly humbled by the knowledge you have shown in creating that material.
Quote - Only the 3rd-party things as the both morphed CR2's shouldn't be been included they are licensed materials.
I agree completely. Everything in the final package will have either been made directly by myself or you.
Quote - In that licence thingies I have my own opinion or let's say frustration. OK, I'm the last who will touch anybody's rights special artificial or creative ownership. And the more if someone is lifing from earnings of this. But on the other hand special in freebies lots of licences are much much overload. I have there a certain sense for it's related to OBJ geometries or image maps but stuff like the CR2 or even mat poses are things consting of parametered functions included in poser. So everyone is possible to build this either with tools or only by hand. And there is no way to copywright a idea the one or other got or found and coded ther down.
I agree also. I can understand geometry, textures and such but simple things like combinations of "dial spins" of existing morphs are a bit too much. But, in order to safeguard the rights of other types of products, sometimes it's necessary to extend protection to things that seem frivolous.
Quote - B.t.w. did you split the vertices of the belt between the pipes and the plan parts and so on? I often get there problems. Looking on my meshs in C4D all is looking smooth and then poser and his understanding of smoothing angles tend to produce shaodws of twisted plan pieces there no twist is happening. I once have cut some torpedo holes in a submarine body. Ok, by ruke of function they are lying in a region there the bow is really curvy. In C4d's origianl mesh all looked fine but in poser it got a touch of that the submarine captain rather often seems to run his boat with the nose against the harbour walls ... might be it wasn't a torpedo which crashed the Bismarcks prop but it was my submarine running directly that battleship ... :rolleyes:
LOL! I didn't split out any vertices in the laces, as I understand the term. However, the laces, the piping (rolled edge) of the suit and all the other components all have their own vertices/edges that are not shared with their neighboring objects. So, they stand out from the mesh fairly well. Poser, according to DAZ, has problems rendering split vertices, that may be something you've run into. Also, booleans cause no end of pain in many packages and I wouldn't be surprised at weird results in meshes containing boolean operations. Did you use a boolean operation to cut the torpedo tubes in the submarine? If so, that may be the issue.
Quote - Talking about morphs in the belt one of the most appreciated would be to widen or tighten the belt. Not only neccessary to adopt to several clothings underneath but also it gives the chance to wear it on different body heights where the hips/abdomen is wider or smaller.
Ok, this could be done also by x-/z-scale bat that streches all, will say with a morph only the belt can be adjusted but the buckle stays in form.
All of the clothing objects will have V4 bodymorphs and JCMs if I can put them in there without too much trouble. So far, the jumper works very well without any Joint Control Morphs in it at all. But, that is on the standard V4 mesh. I'm going to test how it looks with morphed versions of V4 once I get those morphs loaded into the CR2.
Quote - the case looks fine though a bit hardedged at this time ... but the picture on it. I don't know what it will tell us. I think not that it's a communicator. That's more the startrek fraction. Looking to the picture with it's specific head form I think it's the box for comb or brush ... so right side the lipsticks and leftside comb and eyelash color/brush ... all for the perfect make up around the clock ... :tongue2:
I agree. I have to do some tweaking there. I just wanted it in the Progress Update render so I spent more time putting the texture of the figure on it than I did making the mesh. :) I'll put some tweaks on it and maybe even bevel the edges slightly so it doesn't look so hard edged. LOL, yes, "Makeup around the clock" indeed!
Quote - Aermy boots are also well choosen ... they are flat heeled as I remember ???
And they are short height that's correct for the series.
Yes, they're flat heeled. However, in some photos I saw, especially the Artist's Rendering you linked, they apear to have a short narrow heel on them. Aermy boots have a wider, standard flat heel. So, it's "servicable" to use Aermy boots but won't be exact. That's why I'm working on making a pair of boots that are more appropriate. I hate leaving out details like that.
Quote - I'm looking forward sure we are getting well done results ...
I agree. This is turning out to be a great project! Thank you very much for all of your great input and especially for that procedural material texture! It REALLY makes this outfit much better!
Morkonan posted Fri, 05 December 2008 at 4:26 PM
Quote - ...
This is also seen in startrek ... Kirk, Spock, McCoy, Scotty, all in their own leatherboots ... and the poor crewmen changing from episode to episode (you know that guy's that have to decease quickly if neccessary for the story) got what is in store and applicable ... I remember to one episode such a guy had gotten real mud stompers ... might be he had a a bad foot size ... :lol:..
LOL
Quote - Even on this picture he doesn't have that tools left and right at his belt ... this assists my theory of lipstick, comb and lash brush ... he might have no need for this ... :sneaky:
:) Good explanation!
JoEtzold posted Sat, 06 December 2008 at 1:35 PM
Hi Morkonan
Quote - - Yes, the laces that are shown in the above pics are of the older model. Also, no displacement or maps have been applied to them in these renders except for a slight color change so they stand out a little more from the eyelets and the fabric of the jumper. In the final version , they'll probably have a procedural bump map applied to them along with a procedural texture. However, if I can get them to yield a very good UV map, I might try applying a texture.
Uiih, I think this was a misunderstanding. What I was talking about was not the laces at your work but the laces or clamps I had seen at the legsides on the TV images.
Quote - - Thank you very much for that detailed explanation! I'm going to try that last suggestion and see what results I can come up with. The real problem will be getting the map correct. I can't simply overlay it over V4's map as the mesh is signficantly different so the UVs don't match up. But, I've got a couple of different ways I can try to use in order to manipulate the UVs to force a matchup. That might take a bit of time though even though it would be more precise.
I agree partly. What I was meaning is to project the contours of your suite on the original V4 uvmap right in place and use that to stop the displacing under the suit that making the poke through's. Sure you can't use the suit's uvmap directly. For the purpose it has to be matched onto the V4 uvmap.
Quote - - LOL! I didn't split out any vertices in the laces, as I understand the term. However, the laces, the piping (rolled edge) of the suit and all the other components all have their own vertices/edges that are not shared with their neighboring objects. So, they stand out from the mesh fairly well. Poser, according to DAZ, has problems rendering split vertices, that may be something you've run into. Also, booleans cause no end of pain in many packages and I wouldn't be surprised at weird results in meshes containing boolean operations. Did you use a boolean operation to cut the torpedo tubes in the submarine? If so, that may be the issue.
Yes, what you did is what I meant. Pipe and belt and so on are not connected, not shareing the same vertices. B.t.w. Poser seems not to have problems with split vertices, only if the parameter "weld vertices" on loading a geometry is check it could get problems. Cause than split vertices will be melted and than Poser tries to smooth all the connected polygons. That's the background of that problem. Poser is more optimized to render organic structures like animals or peoples than technical structures like buildings or vehicles with sharp edges.
If you have a simple beam made from a cube, so 4 sides plus 2 ends, and use polygon smoothing you end up rendering with a more or less blobby thing but never a beam.
But there is also a trick for such thingies ... beveling or inner extrusions with only some very small difference keeps Poser from bulging what should be plain.
So the idea to have a small bevel or a little engraved pipe around the "case" might not only look good but also stay's the case to be a case.
Using boolean procedures in C4D is not the problem cause the are all changed to object mesh again. Otherwise they will not been usable for poser. And also I optimized the resulting triangles a lot by hand but the problem was that the share all their vertices at the corners.
And the smooth angles from C4D are not equal to that angles as poser is looking on. So what is looking clean in C4D isn't neccessarily in Poser. It's more a problem of different render engine or their interpretation of parameters than of the mesh as such. But makes some fore and back activities to get things sorted out.
JoEtzold posted Mon, 08 December 2008 at 10:52 AM
Attached Link: Updated SHADO materials

I've found no way to make that leg lace only using procedural shaders. I used the bodysuit uv-map to have influence at the right position. That's the same way as to use to flaten the displacements under the jumper then using a second skin on V4.
But the problem was that the region in uv-map to be used is only round 20 pixels wide. So it's to small to make really great detailed things ... might be also my skills in texturing are no sufficent. The original size of the uv-map was 3500 * 3500 pixels that made 38 MB map size and that might be than round 40-50 pixels in that region. But I found that map size as to large in memory according to the purpose and so reduced to 1500 * 1500 as 6.4 MB. That's, looking to the memory hunger of V4 etc., is also a big amount.
So the outcome was what's be seen in the image. Not really well for closeup's but for more distant images it's usable ...
In this I also have seen that the u-v-components of the front and back don't match exactly over the map borders but this is as is. Without remapping there might be no way to change that.
B.t.w. I found that I was wrong. The uv-map's of V4 and her bodysuit are completely different stories. I had that from V3 in mind which are more similar, I think.
So to have that leg lace on a V4 uv-map is a completely new thing, especialy that it's a task to find the right position for the line. On the bodysuit map it's directly the border of the map but the V4 map's border is at the back of the legs. Seams that you have to experiment for the position.
paramount posted Mon, 08 December 2008 at 11:29 AM
Oh that is a really nicely crafted seam there, Jo...
It makes the otherwise bland wooly/lycra fabric stand out as if sterioscopic - 3D...
Super!!!
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Morkonan posted Mon, 08 December 2008 at 1:27 PM
Quote - I have a bit worked on the seams along the leg sides.
Though it's not working like I hoped I have updated the materials package with 2 additional mc6 and mt5 files.I've found no way to make that leg lace only using procedural shaders. I used the bodysuit uv-map to have influence at the right position. That's the same way as to use to flaten the displacements under the jumper then using a second skin on V4.
Great seams! Even though they're not going to be good for closeups, they're just fine for normal shots and do help to keep within the canon of the series.
Quote - But the problem was that the region in uv-map to be used is only round 20 pixels wide. So it's to small to make really great detailed things ... might be also my skills in texturing are no sufficent. The original size of the uv-map was 3500 * 3500 pixels that made 38 MB map size and that might be than round 40-50 pixels in that region. But I found that map size as to large in memory according to the purpose and so reduced to 1500 * 1500 as 6.4 MB. That's, looking to the memory hunger of V4 etc., is also a big amount.
Yes, you can only work with what you have and deciding to reduce the map is more important than trying to put in too much unnecessary detail. A 38 meg map just so the seams would be more pronounced isn't worth the memory.
Quote - In this I also have seen that the u-v-components of the front and back don't match exactly over the map borders but this is as is. Without remapping there might be no way to change that.
Yes, the seams don't line up throughout all sections. However, they do fine for some important pieces like the legs and arms, if I recall correctly.
Quote - B.t.w. I found that I was wrong. The uv-map's of V4 and her bodysuit are completely different stories. I had that from V3 in mind which are more similar, I think. So to have that leg lace on a V4 uv-map is a completely new thing, especialy that it's a task to find the right position for the line. On the bodysuit map it's directly the border of the map but the V4 map's border is at the back of the legs. Seams that you have to experiment for the position.
Really? Wow, I always thought that they shared the same mapping! I suppose I was thinking of V3 as well but, I don't own the bodysuit for either and have never experimented with them.
I'm still working on the project. I had to take care of a few other things this weekend but I'll be devoting some more time to it tonight.
paramount posted Mon, 08 December 2008 at 2:26 PM

I've just been playing about with 'Outoftouche's' Super Bob Hair - it's quite UFO adaptable and there are plenty of styles/colour mats to go with it...
Also here is Freja & Adiene Frad Bambi V4 morphs with nice UFO-like make-up selection
There are also slight Naika V4 face/head morphs added here thanks to Kaposer
Hope you like...
I used only 2 spots one with raytrace selected and 100mm cam lens - a basic tryout set up when I play with hair, make up, morphs etc - for quick render times...
...please critique my light/cam set up to bits in nessassary... it probably needs this!?!
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JoEtzold posted Mon, 08 December 2008 at 4:21 PM
Wow, that hair looks great ...
Though a bit sharp edged left and right forehead and not so sharp in the middle but it has never the less that cool touch. And it has that volume left and right which I missed a bit in ParisHair. Did you use the 5. color from the promo pictures? It works well ... a bit more specularity and touch silvry shine ... and done.
The makeup is fabulous ... even that dots should be more left and right on the height of the eyes and the eye shadows need a bit more of skyblue color.
But that eyes and brows are perfect. Looks like a small puppet ... :biggrin: a bit toonish, I'm normally more a friend of more natural face and body contours ... but otherhand it's a matter of the surrounding in the image. A toonish girl needs some toonish (styled) scenery.
If coming together with such a realistic model like for example the moon mobile which is been reported as W.I.P. in the C4D-forum, it would not look as good.
Mouth ( to voluptous) and nose (to bumpy) is not so like my gusto ... might be I don't want to be remembered so much to my own nose ... :ohmy: ... but this is a absolute personal view and as ever "beauty lies in the eye of the beholder".
Cam and light is good for a quick render. For portraits 100mm is minimum needed, could also be more. Up to 150mm is absoluty no problem.
From the photographers point of view I would turn her head a bit ... that than looks not so as made for the next passport ... :biggrin:
For the left spotlight (with shadows right ?) you could change the shadow parameters:
Shadow blur radius to something between 2 (absolute minimum), better 8 to 12 like gusto. That will soften that extrem hard shadows.
The minBias parameter should be round 0.2. It's the difference how directly shadows start at the object. This seem's to be fine as far as I see.
And as last I would try to have the shadow light more as a only main light and the second with much much less brightness only to have also darker parts filled with structure. It seems as if the 2. light came from the top front (there is such a light place in the middle of the hair on top) with same intensity ... or am I mislead ?
But never the less in total it's a real cutie in the image ... and she has a lot of the Ellis touch ... I would say "well done", paramount ...
Looking forward for a complete image ... legs are important, aren't they ? :tongue1:
Morkonan posted Mon, 08 December 2008 at 6:05 PM
Update: Boots are done.
Yes, I am including boots. However, I'm not very happy with them. They conform fine but, they're really not very good looking around the foot area. But, for distance renders and such, they're fine. I've never modeled any shoes/footwear before and I can see why this is left out of so many modeling projects! I definitely need to work more on modeling shoes/boots but, I'm not a big fan of feet to begin with. If it was up to me, I'd get rid of feet altogether but, they're sort of important in the whole locomotion process...
Anyway, no WIP on the boots right now. They're done but for a couple of tweaks and to add the piping along the top which will only take a few minutes. I had some weird problem with one of the object exports not wanting to import properly into other apps. I'm going to try to nail that down before passing them for inclusion in the package.
I'm finalizing the UV maps and materials now. Even though procedural textures are used for a good bit of the outfit, everything will be mapped and templates provided so users can do what they wish with it. If they want purple pipling and a plaid "lipstick" bandolier with tiny transmapped pill bottles along with a iPod texture for the belt "case" they can easily add it themselves.
If I get the chance, I'll take a stab at morphing Koz's free Bob Hair (Since it is freely available.) to suit so if someone wants the exact look, they'll be able to get pretty close. But, morphing hair isn't something I've done before either.
That's the beauty of just taking a stab at creating something completely different - You learn new skills! You also learn a new appreciation for the skills of others as well! I have learned that I am terrible at modelling footwear. What I produce in that department has probably not been recreated since the Inquisition and Prada would surely seek to have me banned from anything below the knee for my latest attrocity in modelling those boots... :) But, the end-user will have the chance to do full body renders without having to resort to third-party clothing and that's something I really want to provide for them.
Morkonan posted Mon, 08 December 2008 at 6:11 PM
Quote - Hi...
I've just been playing about with 'Outoftouche's' Super Bob Hair - it's quite UFO adaptable and there are plenty of styles/colour mats to go with it...
Is that a transmap, original morph or a combo of some morphs included in their original package?
Quote - Also here is Freja & Adiene Frad Bambi V4 morphs with nice UFO-like make-up selection
Wait a sec... They had their own makeup look? I know they had the silver eye-shadow and heavyily outlined eyebrows/lashes... but, they had little dots and such on their faces as well? (/groans at the thought of wanting to include makeup options in order to give a complete package....)
...please critique my light/cam set up to bits in nessassary... it probably needs this!?!
I think it's fine for our purposes. After all, it's a demo render of the hair, not a finalized "show quality" piece.
paramount posted Tue, 09 December 2008 at 7:03 AM

Thanks for your constructive comments Jo, Morkonan... I know this might well be second nature to you guys here, but I'm still at the tinkering stage with Poser 6, with lights/shadows/settings etc, and often feel that single image (I've done some animations that took 30-hours to render out) render times of ten minutes plus are too long!!! But I'm learning that with proper set-ups, settings and scenes times need to be looooooonger - or so it would seem.
This image (I feel much improved thanks to JoEtzold) render took about an hour and already, with most of your suggestions added, Jo, I feel I can almost see 'a' light at the end of a long, long tunnel. I barked a huge WOW!!! when it finally appeared. Thanks! I've never attempted such vast shadow changes on a light before - and I'm rather glad I did.
And you also guessed exactly where the lights were, Jo... And the brightness for the left main light was 100% in the previous image for some reason?!? I've adjusted that to 70% and turned the right light down from 45% to 30%... Oh and I added a spot above the hair with 40% brightness and a purple hue.
Having pulled the above (or below if that's where its appeared) image set-up from a saved file: File/Open etc, I'd forgotten that I'd added a colour matpose to the Super Bob hair from a collection of 35 and I can't seem to locate any readme file as yet. All I have is a dmaersksuperbob title for the selection in my poser pose file... The purple hair as used here is no: SDD 27... I'll try to locate exactly who owns the superb collection, though it looks like Dmaersk...!?!
I'll try out those specularity and silvery tones you mentioned, Jo - and I'm guessing I do that via the material Room!?! You see - learning all the time...
The make-up is titled MU 06 from the fradv4bambi selection in the pose library...
The backdrop is thanks to a Olympus Props freebie - which looks stunning and adds a lovely dreamy glowing oblect to any scene...
I'll try putting together a Sci-Fi full length shot of this character, Jo...
Hope you like the refreshed version thanks to JoEtzold...
bagginsbill posted Tue, 09 December 2008 at 10:20 AM

Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
paramount posted Tue, 09 December 2008 at 10:57 AM

As promised: here is a full length shot of our beloved Moonbase Lieutenant in all her shimmering glory... First of all I've used JoEtzold's amazing Moonbase Girl Outfit mats to partial cover her cosmic body, set against Stonemason's fabulous Level 19 Bay Doors, with the lower half of the Sci-Fi Heroine Outfit for V4 by aremar. Also the Thigh Boot for V4 is by idler168, and the ultra conforming V4 cami by kirwyn. The silver mats are from the E.B.E. Toon Alien package by I believe: The3DZone...
Thanks once again for those Moonbase Girl Outfit mats, JoEtzold, and those light shadow and other settings and changes that have made an amazing difference to my renders/images!!!
This image rendered out in 18-minutes flat... Not bad! The super Naika V4 morphs do increase render times marginally, but the results are easily worthwhile. The Bob Hair also added maybe 10-minutes to the render, but this too is a great item and easy to use.
I was wondering: what does WIP mean, guys? Is it Work In Progress? And gusto? Is this meant as simply gusto - or is it someone else's username?!? I have to work out these abrevs, you see, as I'm quite new to them!
Hope you like the latest render...
Once again, please do suggest any changes you think might improve my work. I'm up for any suggestions in my relatively early days of CGIing.
Also, although I am indeed floating 'round seeking out places on the forum where I can pick up starting out newbie's tips, is there any particular area of the forum/s where you feel I might learn more?!? As you can see, Jo helped me out with some such settings today even, and I'm still beaming due to those results.
Thanks everyone so far and to date...
I'll try adding a top half render next - to show up some more detail...
AJ
paramount posted Tue, 09 December 2008 at 11:00 AM
Hi...
Not at all, bagginsbill...
Thank you for pointing out the error of my ways...![]()
Where in Poser 6 do I gamma correct?!?
I'll hazard a guess its that Material Room!
paramount posted Tue, 09 December 2008 at 12:41 PM

..ain't that body mesh just lovely!!!
...It makes me feel itchy just looking at it - so realistic!
![]()
JoEtzold posted Tue, 09 December 2008 at 2:22 PM
@morkonan
I think we can make a hand shake ... as I said some postings back I (and also seems some more modellers) have my problems with the foot section of boots.
I didn't see yours but from your words I guess they are becoming to big, right ? Did you for example consider that it's possible to build the foot region more lean cause it's possible to hide V4's foots. So no need that the figures foot is covered correctly.
For the makeup ... that girls had something like a round point or bullet left and right at the eye corners. If we would be on Startrek next generation I would have identified that as the contact's for such a thing like engine officer's visor ...
@paramount
That closeup image is much much better, especially the shadows are now fine tuned without that hard "interrogation light" ...
But with a view to the lights I see something I meaned to see also in your first image. You have a highlight on the top of the hair as also on the left side bang. But the region between this 2 points is lots darker ... might it be that your lights are rather near to the figure or the spot angle is very small?
If yes, you might try to give them more distance and than if neccessary you can tune the spot lights with the 4 parameters for angle and distance. Though that can be tricky and might be a thing of trial and error. The illusion of the lights in the preview with full shaded is mostly far away from the result if rendered.
And for all lighting, in german we have a saying that never a master is falling from sky. Don't know if it's fitting right in english but has the meaning that one have to try, learn, try, learn, and again and again until sometimes becoming great.
Especially the lighting is one of the most complicated themes ... having lots of own tutorials and complete books. The effects are the same as in photography but the technical side is much more complicated. So myself didn't work up to now with such things as AO or IBL. Trying first to come to good results with the base parameters and also trying to keep my memory alive and the rendertimes in handy regions. B.t.w. 10 minutes rendertime normally is a nothing even for testrenders. Ok, as long as possible so while dressing the puppets, building the scene, posing and so on I only work without any raytrace and/or shadowmaps.
Shadowmaps is even my main hate ... normally they tend to crash the render process and on other hand mostly the shadows doesn't fall right or looks unrealistic ... my opinion and experience.
Without shadowmap there is more memory for the models, ok, than with raytrace the processor(s) have to work harder. But that's their task for what they are paid, aren't they.
And I think that's a task they enjoy more ... something other like all days only waving the adminstrative rubbish that microsoft programmers has forgotten to decontaminate from windows.
Apropos rubbish, on your next way's with poser and lighting be prepared for some surprises build in at no extra cost. For example the spot lights are also shining through complete walls and other very robust things. With that in reality we could save lot's of energy. If your neighbors left and right switch on their lights you could save your own lamps 
For example I tried a halloween image with a couldron. Placed a spotlight in aiming to the top as if light is coming from the soup. Up to top it worked. Also the sides of the couldron are dark. But vicky's feet and other things standing beneath the couldron are highly lighted and producing shadow to wall and floor. Very annoying. This seams to be a problem of spot and point light. The global lights don't have that problem but are not usable for that effects.
But you will find that this are not the only problems (bugs) build in into poser. Otherwise show me one, only one bugfree software. So for the price and with look to the enormous number of owner's of the programming team I think poser is really not as bad as some people are saying.
And as system developer I know what talking about.
Though especially to that aspect there are some bugs I'm really angry about. For example that bug in working with directory path's finding textures and sometimes also object files. Even if there is a complete path equal if relative notation (MAC style) or with complete structure (Windows style) poser tends to take the first file coming along with the same filename.
I once have spend hours to find my mistake as some boots for Posette first didn't conform right and second looked untextured. And that happened sometimes and sometimes not.
The point was there had been two different boots in two different path's having the same object filename but naturally different characteristics and map zones. If working from the library pallet Poser took the right one and also wrote the right path to PZ3. But loading the PZ3 it took what came in handy firsttime ... what a mess. I had to rename the object file and also all refences to that. And this is something a normal programmer should have learned in his first lessons ... a unforegivable bug ... if he had been in my team he would have had a very bad day for sure ... :cursing:
B.t.w. talking about learning, that word "gusto" wasn't a name or abbreviation it was simply meant in the sense of taste, smack, flavor. Sometimes I have to use the dictionary ... my problem in languages since school times equal if english, latin, basic, pascal or html. Yes, also with common computer languages in projects I need the reference handy to have sometimes a look into. Things to be learned in a logical way are well but to learn something by heart only memorizing in brain it's a other thing.
So I was happy finding gusto thats the same as in german and used that. Seem that it is not so common in english ... ok, in german too it's a bit more oldfashioned ...
Bagginsbill is right. Gamma correction is a point but it depends also a lot on the characteristics of the output medium. So paper, photo print or monitor needs very specific gamma correction.
In that closeup for my gusto (here we are again), äh, ok, my taste your darker version looks more "charming". With the gamma corrected the colors tend to bleach out. Especial with respect to the background prop it's to lightened ... the mysterious touch goes a small bit down the drain.
That's also a point in the full lenght render. There is to much light in it.
First from photographic point of view the highlight areas of the silver suit have lost their structures ... overexposure. Might be also a bit too much refection in the silver color. Looks less than fabics more like metal.
And second with respect to the artistic theme the wall is covered with rust and dirt ... so ok, might be they invested all money into the lamps but normally such surroundings are more or less rather dark. 
One last critics to that image but not specific to it.
Did you hear somethere from the "golden section", might be better found in english as "Golden ratio".It's the name for a very very old experience since the day's of the old masters in painting. Meaning that the main object never ever should be positioned in the middle.
This is a great arts theory with lot's of mathematical backgrounds. You might look to wikipedia.
For our purpose at the moment it's enough to move vicky somewhat out of the middle ... so to 2/3 or 3/5 ... and also rotate the camera a bit so that the background get's a angle away from the 90 degree view ... making some perspective in x-z-axis as also might be y-axis.
Hey the V4 Cami is a good choice. Have to try it.
I love that boots. Have them too. Though I hope Vicky has not to walk through that door. Than she might get problems with her heel's ... :tt2: But hey, that's normal in fanstasy images ... swordfighting amazones on 6 inch heel's ... poor gal's, there must be lot's of orthopedist 's work in that worlds ... :laugh: OK, no complaint, that's the charme of that artistic genre we all love a little bit or more ...
B.t.w. with respect to your figures character ... it's at the moment the 24-day's-of-advent-time so you can be a busy bee collecting lot's of freebies from the calender's. I don't know if your on that way but over there at 3D-arena today's freebie is a character with lot's of the touch in your image. I will give the link though not sure if it is completely in line with the TOS not to post links outside rendo. But it's not a comercial ... ok, in this moment ... let's try ... http://3-darena.com/Market/index.php?act=viewProd&productId=1454
Regarding the super Naika V4 morphs I had a view to the promo page. That's a huge amount of morphs. Are they used additional to the V4++ or with V4Basic. If additional .... poor memory ... I mean V4 plus morphs makes 44Mb plus object file plus textures that's filling up nicely the memory. As I said ... for more crowded images P4 Posette is nevertheless my favorite.
If you look for other forums with good advices for all skill's from newbie to expert besides the freebies and poser forum here. You could go to DAZ Commons and partly Freepozitory, good for freebies less for discussions on how to. In the commons you have to sort out between commercials and the rest of threads in that als lots of good advice could be found.
And than naturally RDNA. There are some real great expert themes for example shader themes. Lot's of bagginsbill expertise ...
Also on Poserpros you could find some advice but only for reading. Since that store is closed and integrated to DAZ the forum is dead but as a resource all threads are readable. Ok, you can also post there but there will no echo ...
brynna posted Tue, 09 December 2008 at 2:36 PM
Just de-lurking to add that I think you guys are amazing. Watching a project start at the gate and near the finish line like this is extremely interesting, to say the least.
BTW, I've been using Poser for the better part of a decade, but I don't even go near modeling, do very little texturing and have absolutely no desire to start either. Fortunately, we end-users have wonderful people like you. 
Brynna
With your arms around the future, and your back up against the past
You're already falling
It's calling you on to face the music.
The Moody Blues
MSI Vision i9 Ultra, 1 20 TB External Drive, 64 GB DDR4 RAM, NVidia RTX 5070ti 16 GB DDR5.
Monitor - My 75 Inch Roku TV. Works great!
Daz Studio Premier
Adobe Creative Cloud - newest version
JoEtzold posted Tue, 09 December 2008 at 2:36 PM
For my big hands a bit too small in abdomen ... have fear to break her ... :tt2:
But otherwise sadly I'm not aboard on that ship for a little talk with her ... :tongue1:
But apropos aboard ... is the alien in there ... her look and gesture tend's me to think she might see something not very amusing ... has the touch as if she next turns left and start's to run for her life ... :ohmy:
Morkonan posted Tue, 09 December 2008 at 7:17 PM
Quote - @morkonan
I think we can make a hand shake ... as I said some postings back I (and also seems some more modellers) have my problems with the foot section of boots.
I didn't see yours but from your words I guess they are becoming to big, right ? Did you for example consider that it's possible to build the foot region more lean cause it's possible to hide V4's foots. So no need that the figures foot is covered correctly.
Yes, I had started out with that in mind. But, the problem is that V4's zero pose is built around being able to fit a high-heel more naturally in a zero pose so, my base V4 mesh I was modeling on had her toes pointed down. That's not really a problem but it makes correcting joint problems much easier if you just model around a zero pose to begin with. Also, her feat are pointed outwards and further tilted. ... It makes getting a basic starting location somewhat difficult. So, after several tries at modeling from the "ground" up, I went from the knee down instead. It's not exactly the best workflow for that but, it got the job done for a pair of boots someone can use in mid-range renders. (I did have problems visualizing the toe of the boot though. In the series, it is pointed. In my boots, it's more rounded because I couldn't decide just exactly how to point it.)
I'll post a render of them tomorrow if I'm brave enough. :)
Quote - For the makeup ... that girls had something like a round point or bullet left and right at the eye corners. If we would be on Startrek next generation I would have identified that as the contact's for such a thing like engine officer's visor ...
LOL! Hmm... I'll have to see if I can find anything like that in a pic. Was it just a bit of makeup or was it an actual "aplique" that I could model?
paramount posted Wed, 10 December 2008 at 6:07 AM
Hi...
Well many thanks for the 'headsup' Jo(Etzold)...
Your brief teaching's here has/have giving me lots to think about/with. Most I understand and few bits not. But all much appreciated. I'll try absorbing these wisdoms into my work ethic - if I indeed have one.
Again you are 'spot' on as regards to the added spot/hair highlight and its position in the scene. I think I turned the highlight spot angle to 30 on that one, and the brightness at 40%. That light is also about 3 metres from figure, and the right hand shadow fill light is about 4 metres distant from figure, and about camera height and closer to it - or thereabouts. The main, left side, light is about 5 metres distant, and maybe 5 metres in the height. I don't seem to have been able to get the, is it: light fall-off, controls on the P dials/controls to do their destined work... This is often why my light set ups flood the whole scene, rather than give control it. But I have to admit to not having 'tinkered' much with this/these light settings. Will take note though.
I've had a number of years where photography had been my life... Not professionally but never ending and within many fields. So I know the basics of the art, composistion/lighting etc, etc, but find/have difficulty at times when adapting these skills to the Poser workspace. I think also that at times I am lazy!!! Simply wanting results without the required work ethic. Tut! Tut! But I do practise with many set-ups and scenarios and try to have fun as I go. I must admit that adding new content to my runtimes takes up much time in itself - in taking a peek at what the new item looks like under minimalist basic sets. I think also my brain power is not in the top class CGI'ers league, but will always try my damnest to keep up!!!
Who Dares Wins - as they say!!! ![]()
Yeah I see the 'light' with the gamma thing... With it added, as bagginsbill showed, it does give a much certain punch to the scene... Again, as you say, it might be down to personal taste. I quite liked the soft, dark original image, with some element of mystery lurking in/at the rear, amidst that backdrop.
For some reason I used some post work on those two latest images, which brightened too much, with also some added sharpness. The original was certainly darker and maybe richer in tone.
Oh-yes! The figure centred in the scene!?! Apologies to all there... I wasn't actually thinking artistically when I activated the Firefly renderer. Maybe I should do this at all times... I was, by and large, trying mainly to get the image of your amazing silver texture body suit and maybe the characters face in all their glory, and didn't consider the rule of thirds or such - sorry! I do get carried away sometimes - especially when balancing with trying to cook the dinner and feed the dogs and generally attempting to make the house look less like a cave and something more like a home. I must make an effort to escape my ways of juggling ten things at once every now and again. ![]()
Thanks for the freebie headsup, Jo... I'll go take a look today!!!
As regards to the Naika for V4 morphs, you only need to add the basic V4 character (thank the lord) to the workspace and prop her with the magic N before going to the pose pallete selection - and then you're off... I tried out using all V4 morphs on Vicky and then added the Naika for V4 yesterday and it actually worked quite well - even though the memory count must have been well and truly through the roof!!! Oddly enough, when I first introduced Naika V4 to my Poser, nothing would work well, and the magnets more resembled the earths magnetic field than anything else, and the cursor would vanish for up to 30-seconds and freeze Poser with each and every small change/alteration or movement. But it seems OK right now! But then I've had that before with Poser... the programme seems to like hosting/holding gripping new content for a few days before finally letting it out to play!?! Strange!
I love the V4 character in general but can only load one figure into any scene at once - which is a shame and probably means I need the new Dell super computer when it is available.
I'll have a look round at these suggestion you've pointed out here. Jo... thanks again for all your help.
And now I suppose I should allow the thread to get back on track!!!
Oh Ms Ellis what have you created here!?!![]()
AJ
JoEtzold posted Wed, 10 December 2008 at 2:05 PM
morkonan , just found this link in a other thread here around. It's about moddeling as shoe. Though for Wings3D but except the commands the process should work in each modeller.
http://www21.brinkster.com/jrcsurvey/tutorials/alana/Index.html
If the boots are not so pointy but more round that's perfect. See that image and also I remember that in the 70th that was the fashion. Spiky foot's like in example idler's V4 Tightboots or normal boots is timely more located in the 90th up to now. In early/mid 60th (James Dean time) I remember that men are wearing very spiky shoe's ... not the best for the toe's. Women's fashion don't know ... not really in my view/interests at that time ... was somewhat of 4 to 7 so tough boy's had been cool not really little girlies ... soccer ball's in front of other type's of , umh, ball's ... :biggrin:
http://ufoseries.com/photos/ellisClothesChange.jpg
Regarding that "visor contacts" found that 2 images. Looks like a flat silver pickle.
ufoseries.com/photos/ellisCloseup.jpg
ufoseries.com/photos/ellisCloseup3.jpg
Hi paramount,
glad I could help you a little ...
Photography was my biggest hobby for 15, 20 years including a small laboratory at the end.
And there I learned my lessons first cause use of real films was expensive. So you looked more than once if the picture was well composed to suppress waste of material. Digital photo's makes things much cheaper and easier but not neccessarily better.
And second a had a friend who was really a semi professional on that and I learned a lot of his knowledge.
The lab was mainly to try artistic effects. Also not cheap and extremly time consuming. So as software became grown up and computer's tend's to give user's a chance to play with them I switched off the warmwater color processing. The advantage of that digital work was to stop or start with it as you had time and not as the chemistry was mixed and ready.
But cheap it wasn't also not in the beginning ... my first 468 (real 20 Mhz) with it's incredible 80 Mb harddrive and 256 color vga-card cost's 8000 DM that's round 4000 Euro ... and 6 month later for the same prize you got 33 Mhz and 120 Mb ... :cursing:
Some years ago I have cleared out lot's of (paper) photo magazin's from over 10 year's ... sometimes it's neccessary to find again all corner's of a room ... :rolleyes:
In that magazin's every month the editor's staff published best pictures send from the readers.
Looking on that through all that year's in one go it was interesting to see how quality and especial creativity descends while digitalisation ascends. Might be that this also went hand in hand with quicker rotation (less expertise) of peoples in the editor's staff ... times became more and more stressy ... and looking to lot's of image galleries in internet today, oh boy, there a millions of picture times ago nobody would have take his photobox out of the pocket. I hate that shots with mobile telephones ...
... and that people than thinking they would be the new Piccaso and the world is waiting for their rubbish.
Ok, beauty is in the eye of the beholder and we all started from scratch ... but also less could be more ...
B.t.w. your time problem and/or sorting your runtimes ... well, you are not alone ... got me round 4 weeks to sort only my V4 runtime with all the stuff found over the last year. And there are waiting round 2500 zip's and rar's with stuff for Posette, V2, V3 (and also their men), buildings, vehicles and other stuff. Lot's never needed but than you are searching for something you know you have seen and it's in some archive but WHERE ... 
And it's not only saving on the runtime ... lot's of thingies have crude path's in it or other problem's and poser bothers you searching that things ... for example in that lovely V4 Sexy Leathers I used for the skirt someone was so clever to delete all parameter dials from the body section. I wanted to move the unconformed cloth some 100 out of the way to have a look to the material without the skirt and first had to rebuild the dials an that ... 
Also with that lot'S of magnets in V4 I'm sometimes not happy. They are done fore more realism but in some not too extrem poses it looks as if they are blowing up a limb more as good. With the effect that even morphed clothing wouldn't conform any more ... strange ...
But your pc memory seem's very small ... 3 full clothed V4's are no problem to me ... though there might be than some funny effects. If posing the clothing tend's to come later ... nude vicky is moving and her dress running behind ... :laugh:
But as said for scenery with more people I love Posette and without closeups she is a beauty too. Having terrain, a tower, row boat and 8 Posettes and 1 V2 and 1 V3 in a scene is not a big problem.
That behavior with new contents you're describing ... really strange ... didn't have such. Normally poser find's or ask's for something. Ok, not ever what it's finding is what it's looking for and what you think it should find but in libraries mostly not a problem. Even more than reusing saved PZ3.
Regarding that magnet loading and freezing ... might be that there are flaws with the readscripts for loading also that technics introduced with V4 to update their CR2 etc. are somewhat mysterious. I have reading through the tutorials and "white papers" publish by DAZ and even I'm a professional in such stuff like software structure or workflow charts I'm lot's away in getting the hang of that ... really ...
Apropos flaw, bug, irritation ... in my newest material for the legseamed displacement (the mt5 as also than the resulting mc6) is something not working as foreseen. And I'm not sure if it is new with Poser7 or was also in the earlier versions.
I have combined the displacement uv-map and the stripy material with the ADD function in the math node directly going to the displacement channel. And if looking in that node pictures all is running well.
We have a clear black-white image meaning black = 0 = no displacement and white = 1 = full displacement. But looking very tight into the render I found that all white areas comes with different displacement heights.
Mathematical it's easy found. In both input channels are black-white maps and adding them we get black + black = 0 = black, black + white = 1 = white AND white + white = 2 = whiter as white (advertising for washing agent
).
Up to now I was in the opinion that the resulting map was used for further work and no the numerical result. But this declares the seen discrepancies.
If using that material you should take MAX instead of ADD as function. MAX will compare both inputs and take the higher value. So white + white results as 1 = white and the displacement is on equal height all over. In this case this will work perfect ... with greyscales one have to look carefully. So things can be tricky ... must have sometimes a look to the other pc and it's Poser 5 if it will react in the same manner ... :unsure:
So further on happy rendering ... time to look for some evening meal ... 
Morkonan posted Wed, 10 December 2008 at 2:20 PM
Quote - morkonan , just found this link in a other thread here around. It's about moddeling as shoe. Though for Wings3D but except the commands the process should work in each modeller.
http://www21.brinkster.com/jrcsurvey/tutorials/alana/Index.htmlIf the boots are not so pointy but more round that's perfect. See that image and also I remember that in the 70th that was the fashion. Spiky foot's like in example idler's V4 Tightboots or normal boots is timely more located in the 90th up to now. In early/mid 60th (James Dean time) I remember that men are wearing very spiky shoe's ... not the best for the toe's. Women's fashion don't know ... not really in my view/interests at that time ... was somewhat of 4 to 7 so tough boy's had been cool not really little girlies ... soccer ball's in front of other type's of , umh, ball's ... :biggrin:
http://ufoseries.com/photos/ellisClothesChange.jpg
Thanks for those references! I've seen several shoe creating tutorials and they follow a logical path. What I should have done is probably started out with a V4 toe/foot/shin pose that was realistic for a boot and then constructed a base model. After that, I should have moved it into a V4 with a standard zero-pose and repositioned my created model.
I could model a shoe/boot/sandal or Dutch wooden clog simply by itself. But, I was working on a V4 scaffolding in a zero-pose with her feet pointed downward at around a 60 deg angle. Modeling around that is difficult and I have learned the hard way! :) Next time, I will start off with a base mesh modeled around different angles and then move it to the final zero-pose scaffolding for detail work before moving into the conforming process.
Quote - Regarding that "visor contacts" found that 2 images. Looks like a flat silver pickle.
ufoseries.com/photos/ellisCloseup.jpg
ufoseries.com/photos/ellisCloseup3.jpg...
Thanks! Those look like they just glued on some sequins. A small cone smart-propped to her face with a good reflective material would be a very easy thing to do. I'll put that in the final package as well.
PS- I'll post a render of the boots later today as soon as I get the new models conformed and any joint-parameter issues ironed out.
paramount posted Wed, 10 December 2008 at 3:35 PM
Hi...
There is actually a video of Lt G Ellis changing from her duty uniform to her off-duty attire, which as we have already gone over, consists of the slightly flared mini skirt and less the itchy leg material of the body/catsuit... I think we also mentioned that the legs of the catsuit unzip so as to offer this change of attire - and this is what the video clearly shows: Lt Ellis changing from the silver leotard and into her 'casual' mini skirt... I like 'casual' in this sense!!!
Sorry, I could have offered those images you just have searched out, Jo; I just didn't want to add too many UFO images unnessassarily. And by the way, as I mentioned before that UFO was currently running on UK TV, guess what Lt Ellis did this very evening with items on her 'utility' belt ?!? The 'Case' is infact a make up compact - think Morkonan said this - which has a section that pulls out from the top with the mirror, with ample lipstick supplies inside to help keep even the most busy of Moonbase Girls topped up with their fav colours. there is also an aerial on top of the 'Case' of which I am uncertain as to its role of use - mostly would suggest a radio!?! Not suggesting for a moment though, that you should go into any further detail on the 'Case' Morkonan!!! It's beautiful the way it is...
Yeah, Jo(Etzold), I too had a room in my last house for ten years that was built as a darkroom or lab... And every friday night for most of those years were devoted to 4 to 8-hours of B&W developing and printing... I would enter at around 8pm friday night and exit when the sun came up - or even longer/later if I could be bothered fitting the blackout screens... Holidays were the best for me: with 30 rolls of B&W and 10 of colour to be 'sorted' on my hasty return home to the lab!!! Oh! memories!!!
Good luck oh great ones...
AJ
bagginsbill posted Wed, 10 December 2008 at 4:52 PM
Quote - Hi...
Not at all, bagginsbill...
Thank you for pointing out the error of my ways...
Where in Poser 6 do I gamma correct?!?
I'll hazard a guess its that Material Room!
There is nothing built into Poser 5, 6, or 7 that will do gamma correction (GC) in one click. Only Poser Pro has built-in GC.
For the others you have several approaches.
1) Post work, of course. I find this the least desirable. It requires saving and switching to some other application. Not all image editing tools make it easy to do. It is not a simple matter of light level adjustment - there is specific math that must be performed. You cannot see your results incrementally during rendering, only after you switch to the other application. This means you must guess how to adjust your lights first, and then after rendering find out how you did. For best results, you must stop trying to compensate by over-lighting, so you have to guess how much to decrease your lights in anticipation of the post-work GC.
Use my "artistic lens". This can perform GC and other tone-mapping tasks directly as the render is produced. It works via refraction, so it slows your render down a bit, but you get immediate feedback - you will know even partway through the render if you like what you're getting or need to make an adjustment. It works better in Poser 7 than previous because Poser 7 improved the speed and quality of refraction. It produces exact and reproducible results because you're not doing any steps by hand. One problem is that unless you intentionally darken (anti-gamma correct) your incoming material, it can tend to wash out some saturation. However, including an HSV node in the lens can bring some of that back. Certain shaders, such as the default Daz V4 skin shader, have some GC measures in them already. As a result, use of the lens GC can over correct some things. You have to tone down the behavior of such shaders when using the lens. On the other hand, the lens really helps if you have a scene full of simple or naive shaders that make no attempt to compensate for gamma.
Make gamma-correcting shaders and use them everywhere. This is the best technique, but requires the most preparation. However, for any given prop or figure, once it is done, it can be saved and used again in the future without any work on your part. It does not slow renders down at all. If done properly, with anti-gamma correction of incoming material (images, colors, etc used in the shader) then it gives the absolute best results. It can match the quality of the Poser Pro built-in GC exactly.
To try the lens, have a look here:
To start learning about GC shaders, look here:
Can the Poser 7 Pro feature Gamma Correction be emulated in P7 or P6 with Python
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Morkonan posted Wed, 10 December 2008 at 9:37 PM
Update including the torturous boots I made.
(No raytracing/anything on the renders.. They're just quick&dirty with no frills. No textures on the suit, only reflection maps. The only textures besides JoEtvold's basic bumpmap texture 2ndSkin are the S.H.A.D.O logo lapel pin and the belt-case texture of whatever I thought the texture looked like in the photos. :) ) The finished package will also include the little-stick-on-thingies (Star-Trek Visor ports) near her eyes as smart-props. They're just two tiny inverted cones with a reflection texture and basic map on them.

(I haven't finished the displacement-transmaps for the displacement mapped texture which is much better.)
This is "Beta-Jumper" so the joint parameters for the shoulders haven't been tweaked yet and there are no belt-fit morphs, FBMs, etc built into it yet. The boots conform well however, somewhere in the workflow a couple of vertices were either murdered or some faces had their normals switched. You can see them on the lower-right boot render. I'll fix it before release, of course.
Something interesting I noticed: In an earlier release I admitted to something that wasn't my fault. Specifically, the movement of a belt buckle outside of where it was supposed to be. Well, that problem wasn't caused by me, it was caused by Hexagon's scaling! The buckle gets moved out of alignment with where it is supposed to be when I end up rescaling the object down to Poser's itsy-bitsy-teensy-weensy object sizes. I'll figure a workaround for that or see how Objaction Scaler does with it.
If Poser's objects were bigger, like around 500% bigger.. I bet there would be a lot of improvements in certain things noticed. I bet rendering would be a bit improved as well.
Morkonan posted Wed, 10 December 2008 at 9:45 PM
Quote - There is nothing built into Poser 5, 6, or 7 that will do gamma correction (GC) in one click. Only Poser Pro has built-in GC.
For the others you have several approaches.
Hi BaginsBill, I've read your comments in other threads on Poser's lack of any proper gamma correction with great interest. Excellent analysis as always!
I've tried to use your VSS system but with no luck - It hangs when I try to load it. (Following the instructions, of course.) But, I could have gotten a bad download/unpacking so I'll try again later. You don't note any problems with it and running multiple copies of Poser sharing runtimes, do you? (It's installed in both P6 and P7 versions on my machine atm because I was checking for runtime conflicts.)
Anyway, the gamma correction (or lack of it) is an obvious issue with Poser. It wasn't until you had spelled it out that I realized why so many renders that should have turned out just fine were way too dark and trying to use something like an IBL/light to correct that will not always work effectively. So, either it's too dark or washed out. Bad either way.
bagginsbill posted Wed, 10 December 2008 at 11:08 PM
There's no problem with having VSS installed in multiple copies of Poser.
What do you mean by "hangs"? Poser locks up and is unusable and you have to terminate it? Or do you mean nothing happens. Because nothing is supposed to happen. When you run the script, all it does is load some library functions and install some buttons in your Poser Python buttons window. Many people never bring that window up and they think VSS has failed. It does stuff after you load the VSS control prop and use those buttons.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
paramount posted Thu, 11 December 2008 at 5:09 AM
Hi all...
bagginsbill: Thanks for sharing your wisdom and directions/links concerning GC. My own simple mind thought Gamma was something to do with brightness, and your post here has shown me the more complex layout of optaining, and experimenting using Gamma Control. Its a usage I've not considered before, even in photography, but you have shown me the importance of the end results, and I'll go over your post links again and again until something clicks. Much appreciated from a humble, virtual begginer...
Morkonan: WOW!!! Just look at that outfit and the work that has obviously gone into the creation of it! AND you've added the SHADOW Logo - terrific! Plus, I'll bet you've had pains and high moments putting those boots together - but the overall look is truly outstanding, if you'll permit me to say!!! You've virtually created and brought to life my long-time childhood heroine: Lt Gay Ellis...
I was wondering, you see the ribs of the bodysuit on the left and right arms are differently aligned, do we know what causes this, if its OK to ask!?! Only I noticed that my renders show the same rib alignment...
Loving the journey...
AJ
bagginsbill posted Thu, 11 December 2008 at 7:08 AM
The rib alignment is probably due to the orientation of the arms in the UV map.
If it looks like V4's map, one arm is horizontal and the other arm is vertical. Actual neither is perfectly aligned with either axis, but slightly rotated. What this total lack of respect for orientation means is that consistent procedural effects are extremely difficult. Any basic effect shader that creates a "uniform field" will appear to be rotated 90 degrees on V4.
Of course, if you're "painting" directly on the figure with some modern 3d painting tool, none of this matters.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
JoEtzold posted Thu, 11 December 2008 at 2:48 PM
Wow, look's really great ... 
And that boots are not so bad ... it's for sure the outdoor work(wo)man's version with buildin steel caps ... but there have been hangar's and heavy tool's and vehicles so it's saving the cute toe's ... ok, ok, V4's toe's are not so cute as they could be but need's safety too ...
Only seen problem is not your's ... comparing to other figures V4's feet seem's to be to long ... making especialy round shoe looking a bit oversized ...
Your problem with the flying off belt buckle might be the origin. If the part's of 1figure have different origins sometimes if scaling all together they drift apart. I get this effect also sometimes in C4D.
The problem with the fabrics on the arm's is the u-v orientation. Look's like a bug not a general feature cause the legs are correct. If both arm's had different material zone it would be no problem. Switching U and V component would solve it on the right arm. But as I remember both arm's share one mat zone. Only quick solution for V4 creating a new mat zone for the right arm.
JoEtzold posted Thu, 11 December 2008 at 3:09 PM
B.t.w. it seem's that the UFO forehead hair style comes to vogue ... if I look at pitklad's first hair creation in the poser forum here ... 
That this case was really for the makeup ... huh ... that addiction to future but possible realities ... but that's the difference between european and american scifi ... or does someone remember Uhura or at least Janeway working on their makeup's ... not to think that Spock is wearing something like a moustache-trainer to keep his ear's spiky while sleeping ... :laugh:
Might be he as even all that little nice elves would have problems nowadays there it's forbidden by law to arrest dog ear's and e.g. all the shepherd dog's have flabby ear's instead their fine upright ones ... tz, tz, tz, ... poor Mr. Spock ... :rolleyes:
paramount posted Fri, 12 December 2008 at 3:15 AM
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Morkonan posted Fri, 12 December 2008 at 3:48 PM
Quote - There's no problem with having VSS installed in multiple copies of Poser.
What do you mean by "hangs"? Poser locks up and is unusable and you have to terminate it? Or do you mean nothing happens. Because nothing is supposed to happen. When you run the script, all it does is load some library functions and install some buttons in your Poser Python buttons window. Many people never bring that window up and they think VSS has failed. It does stuff after you load the VSS control prop and use those buttons.
"Hangs" in that I have to terminate Poser7. So, I haven't had a chance to use it yet. :( I haven't tried it with Poser6 yet which I also have installed. I'll check it there as well. (I didn't mean to go offtopic here. I'll try to post the bug in a more appropriate thread if necessary.) It's probably something specific to my system. However, I'm fairly sure it isn't "Operator Error" as I've followed several different procedures dictated for loading it properly. /shrug
Morkonan posted Fri, 12 December 2008 at 3:59 PM
Quote - Wow, look's really great ...
And that boots are not so bad ... it's for sure the outdoor work(wo)man's version with buildin steel caps ... but there have been hangar's and heavy tool's and vehicles so it's saving the cute toe's ... ok, ok, V4's toe's are not so cute as they could be but need's safety too ...
Only seen problem is not your's ... comparing to other figures V4's feet seem's to be to long ... making especialy round shoe looking a bit oversized ...
True. I may be able to narrow them down in the front before I UVMap everything this weekend.
Quote - Your problem with the flying off belt buckle might be the origin. If the part's of 1figure have different origins sometimes if scaling all together they drift apart. I get this effect also sometimes in C4D.
This is what I thought as well. I'm going to edit the centers and see if that corrects the issue. If not, I'll try a different scaling method. If all else fails, I'll scale it in Poser (which did not have a problem with the buckle because of the way it handles built objects like that) and then export/import it there and re-rig it for conforming. Whatever happens, I'll eventually solve the problem.
Quote - The problem with the fabrics on the arm's is the u-v orientation. Look's like a bug not a general feature cause the legs are correct. If both arm's had different material zone it would be no problem. Switching U and V component would solve it on the right arm. But as I remember both arm's share one mat zone. Only quick solution for V4 creating a new mat zone for the right arm.
I don't think it's possible to remap V4 in a Material pose without causing the user some difficulties, is it? Hmm..
You know, could it be possible to build two material settings for the arm within the same Material pose? They don't actually share the exact same portion of the mapped textures after all. The left and right arm textures are on different portions of the texture map, if I recall correctly. One would just have a extra set of maps in it that over-rode one portion of the UV and a new, reversed, setting to switch orientations just on that certain portion of the UV? So, for one part of the map it would go one way, and using a transmap on the other portion, the other material UV setting would be in the opposite orientation.. Do you think that is possible?
(I'm sure I'm not using the correct terminology here. But, if we can use transmaps and computations in Material settings, couldn't we just override a portion of the material settings using a transmap with an overlay that laid on top of it that just had a reversed orientation?)
Morkonan posted Fri, 12 December 2008 at 4:06 PM
Quote - ...Of course, if you're "painting" directly on the figure with some modern 3d painting tool, none of this matters.
I've thought of doing that but, honestly, that's quite a bit of work to get it fine tuned. Even then, the texture is going to stretch with the mesh somewhat and it may not look as good in certain poses. However, it's always an option. I just don't have anything decent for topological painting. Hexagon can do it but I don't think the results would be quite as exceptional as needed. The free version of Blacksmith 3D doesn't have the resolution necessary and I haven't seen anything out there for free that will do more than paint some colored lines.
I started trying to do some layout lines in 3D painting on the mesh at first and then going directly into the map with a texture. It's "possible" to do something like build an initial, undeformed, straight texture and then overlay it, follow some seam guides and then deform it. However, too much deformation would make certain portions of the texture markedly different in appearance on the finished model. That isn't good..
Some of this may be solved with a V4 second-skin bodysuit. I don't have the V4 Bodysuit released by DAZ. But, I can generate one using scripts. The problem there comes in redistribution and I'm not sure I could redistribute it. It's not simply a topo but a vertex-by-vertex copy... not something I think DAZ would like to see in a freebie.
Morkonan posted Fri, 12 December 2008 at 4:12 PM
Update- Mapping everything this weekend and finishing the transmap for the displacement materials. I had to take care of some other things the past couple of days so I'm behind schedule. But, that's no surprise. :)
I'll try to tweak the boots a bit more and take a final stab at a morph for Koz's free Bob hair. Maybe, just maybe, I'll have the time to throw in two extra-special surprise bonuses I've been toying with. :)
After this project is done, I've already got another freebie project lined up and waiting! It's a "Post Apocalyptic" series. :) Armor/gear for Michael, the Freak and V4... all different and not just the same mesh with fitmorphs! (A much bigger project but one I'm looking forward to just the same!)
JoEtzold posted Sat, 13 December 2008 at 1:03 PM
Quote - - I don't think it's possible to remap V4 in a Material pose without causing the user some difficulties, is it? Hmm..
That's correct. That mean's remapping and the new "right arm" have to go in the obj file as material group. Ok, using RTEncode or such the changed mesh could be distributed. But I think it's mostly worthless, even if some people would love such "corrected" uvmapped mesh, but normally no one will load a special V4 only for use of one outfit. And for other use it's senseless cause no existing texture map would fit to the right arm.
Quote - - You know, could it be possible to build two material settings for the arm within the same Material pose? They don't actually share the exact same portion of the mapped textures after all. The left and right arm textures are on different portions of the texture map, if I recall correctly. One would just have a extra set of maps in it that over-rode one portion of the UV and a new, reversed, setting to switch orientations just on that certain portion of the UV? So, for one part of the map it would go one way, and using a transmap on the other portion, the other material UV setting would be in the opposite orientation.. Do you think that is possible?
I'm knowing what you mean and first approach was to say yes. But with a second look the transparency channel could not help. Even there it's 2 pieces in the uv-map it's one material in the poser mat room. So the effect have to be split in the displacement channel. All except the displacement is direction independent.
I have asked Bagginbill for assistence to have a better lace on the left and right leg seams.
He has made a fine example for having a procedural texture on only a small part of the complete material area. In his example the special pattern runs along a line build by the fractal sum.
And now I'm fiddeling with the problem to have that pattern not run along somethere but exactly along a given line in the uv-map. If that works it should be combined with other material in the rest outside of that line.
But as you see it's the same problem as for the right arm. Each time we have a area to be taken from uv-map for one pattern and to be combined with a other pattern outside that area.
In one case we have leg seams and rest of the leg and in the other case we have right arm and rest of the body, here simply the left arm.
So it's not trivial ... might be only not for me. I'm on the way and hopeful nevertheless and if the one problem is solved the right arm should work the same manner. I would say "stay tuned ..."
bagginsbill posted Sat, 13 December 2008 at 3:03 PM
Actually if you make two versions of your pattern, one horizontal, and one vertical, as shaders it is easy.
You then plug them both into a Blender.
You make a mask for where you want pattern 1 = black, pattern 2 = white.
You drive the Blender.Blending value with that mask.
So all you have to do is design a good pattern for the arm that is bad at the moment - using different mU+nV to get a good line. (I assume you used m=1, n=0 for the existing case that is mostly horizontal)
Once you have the new pattern you combine with the old one using the Blender and mask. This is similar in technique to a transmap - the math is identical. The only difference is we treat one pattern as the "background" and make the other pattern the "transmapped" texture on top of it.
But I call this a blending mask.
Photoshop would call it a "layer mask".
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Morkonan posted Sat, 13 December 2008 at 8:05 PM
Quote - Actually if you make two versions of your pattern, one horizontal, and one vertical, as shaders it is easy.
You then plug them both into a Blender.
You make a mask for where you want pattern 1 = black, pattern 2 = white.
You drive the Blender.Blending value with that mask.
So all you have to do is design a good pattern for the arm that is bad at the moment - using different mU+nV to get a good line. (I assume you used m=1, n=0 for the existing case that is mostly horizontal)
Once you have the new pattern you combine with the old one using the Blender and mask. This is similar in technique to a transmap - the math is identical. The only difference is we treat one pattern as the "background" and make the other pattern the "transmapped" texture on top of it.
But I call this a blending mask.
Photoshop would call it a "layer mask".
That's exactly what I was trying to describe. A way to simply incorporate both materials using a mask to separate them from being displayed on the wrong regions (over each-other). It's done with textures all the time and is easy to do. (Tatoos/second-skin clothing, etc.) I didn't think the principle was any different with generated materials with the exception of having the engine compute the materials on the fly which would have to be adjusted for the different regions.
I don't know a lot about Poser's material room but it seems relatively straightforward. I just haven't played with it enough to learn to develop good techniques.
JoEtzold posted Sun, 14 December 2008 at 10:12 AM
Yeah, something like this was in my mind ... only overlooked the blender node ... :sad:
The rest should work with simply changing the u- and v-component for the material and this only for the displaxement cause all other isn't unique in direction.
This should also work for your problems with the poke through's between the breasts but is on the second bodymap.
Have some trouble with the leg seam's (BB please look to the other thread).
So might be I do something for the second skin first ... on tomorrow or later ... cause I have first to clarify (again) something regarding some unfriendly guy's named Lehman and Brother's ... by profession seem's they are being banksters ... :cursing:
That's why I'm loving Startrek for example ... never seen a POS or ATM or credit card or something annoying there ... worst they have been faced with was low energy for the food replicator ...
Morkonan posted Sun, 14 December 2008 at 5:08 PM
Quote - Yeah, something like this was in my mind ... only overlooked the blender node ... :sad:
The rest should work with simply changing the u- and v-component for the material and this only for the displaxement cause all other isn't unique in direction.This should also work for your problems with the poke through's between the breasts but is on the second bodymap.
Yeah, that's the solution I'm using for the poke-throughs on displacement. I'll check the solution for switching the u/v on the texture for the arms using a blender node/transmap as soon as I can. Lots to do but, fortunately, a lot of it is around the two surprises I'm putting into the full package.
I need to stop adding things though. :) That is one of my personal failings - I tend to keep adding levels of detail in any project I work on whether it is just for fun in 3D or not. There comes a time when the designing and engineering has to stop and the project has to ship out the door.
Quote - So might be I do something for the second skin first ... on tomorrow or later ... cause I have first to clarify (again) something regarding some unfriendly guy's named Lehman and Brother's ... by profession seem's they are being banksters ... :cursing:
That's why I'm loving Startrek for example ... never seen a POS or ATM or credit card or something annoying there ... worst they have been faced with was low energy for the food replicator ...
Kirk never had to worry about bouncing a check or getting his pay cut. He also never had to pay for the multitudes of his own shirts he tore up. :)
JoEtzold posted Mon, 15 December 2008 at 3:31 PM
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.
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.
So finding the adequate Type VII boat I thought it would be a good idea to build something like the sluice for some bye-bye scenes. OK, but only the sluice ... there should be some surroundings ... got the idea to have something like a fortress alongside the sluice ... a big angular wall with windows in it and some gun ports at the roofside and a stair so it could be used also for the napoleonic era.
Then there is never a sluice without some port bassin and a mole at sea side. So the building could also look nice in a today's yachting scene ... thought back to my memories of the yachting harbour's from mediterranian ports like Piraeus/Athens.
At last I decided to have a small lighthouse at the end of the mole.
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.
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 ... 
On other hand in my example it might be better for a distance image to use one of the landscape renderers and to use poser for it's natural task to pose people and make rather close images. So you need only for example the tower of the submarine for a good image with people that could be recognized as such. Ok, and a bit from the bow/stern if looking forward/backward.
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.
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 ...
I'm really curious about the surprizes you are promising ... oh, forgot it's x-mas the time of surprizes ... :rolleyes:
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.
paramount posted Mon, 15 December 2008 at 6:51 PM
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Morkonan posted Tue, 16 December 2008 at 12:32 AM
Quote -
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:)
Hiyas paramount! I really am sorry about the delays. Just when I think I have some time to finish I get pulled away! But, I promise I'm going to be done as soon as I possibly can. I spent some time on the "extras" this weekend and I suppose I could have finished packing up the other stuff using that time instead. But, the extras really add a good touch to it all and I wanted to offer something a bit more anyway.
I love deadlines. I love the sound they make as they go whooshing by...
paramount posted Tue, 16 December 2008 at 7:59 AM
Hey...
You guys just take as long as it takes... After all, I'm simply a End Product bystander here, watching you guys create my 'desired' Moonbase Girl dream outfit - with extras! My smilies were in response to the suggestion of additional items of a secret nature!!! That simply got the exitable juices flowing yet again... Its been great watching the progress here, even if most of the technical points have flown breezily over my newbie head. But I'm determined that after this thread completion to hopefully venture further than the Pose, Material, and Cloth Rooms of Poser 6 - even if somewhat tentatively at first .![]()
I loved 'Das Boot' (c1981) also, Jo... Think it was shown on UK TV around last year or so. The movie really worked in that it presented you with something of the feelings, emotions, agonising's of what it might be like to exist in such claustrophobic watery environment, with the threat/thoughts of a sudden and dramatic implosion hovering over you for the most of your time below the level of the sea!!! Don't think I could have lived through such calamities personally... T'was bad enough taking to the rock some numerous years begone now, when I never did really have the head for the heights. Can remember only the once (thank the Lord) when the dreaded vertigo paid me a kindly visit, following fifteen hours climbing/clambering to nudge me in my then over-confident ribs!!! I frooze for maybe ten minutes solid - and can still remember the smell and feel and touch of the nearby rocks today as it was then... So keep dem submarines well away please!!!
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Searching out that 'Das Boot' just now happened me upon the new release of the next 'Underworld' movie to hit the screens this coming January. I know it's not in the same calibre/class as Da Boot, but I just love them dastardly heroines kicking the tough-guys ass, especially when suitably attired. I also loved the Matrix run of movies (oh Trinity you kick ass), but 'Underworld' has that dark gothy punchy quality about it that sends one reeling back into our genetic past!!! Role on Underworld: Rise of the Lycans, with Rhone Mitra instead of Kate Beckinsale... Rhone isn't as peachy glamourous as Kate, which should more suit the gutsy part she has to play...
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Anyway, apologies for going all movie-chatter here today...
Good luck with the next stage of R & Development of the incredible Moonbase Girl Outfit - and extras...
AJ ![]()
JoEtzold posted Tue, 16 December 2008 at 2:18 PM
There was not only the original cinema movie. It gave also a long version in 4 parts, round 8-9 hours in total. Ok, from point of action rather long but gave lots more of that atmospere cause without finding/working on targets the biggest enemy on such boats was boredom. And boredom in that situations mean's that your mind get lot's of worse fantasies.
I'm personelly be glad that I never used to get any experience in war situations. But I think if I can't omit I might stay better on a submarine than e.g. a destroyer or battleship. On second one's you might have a illusion that in worst case you would be rescued which indeed only happened to a few sailor's. So it's really only a illusion. On the subs the consequences are much clearer so you are able to be aware of them. One of my former colleagues did his military duty on a german submarine (today, not WW II). He was really lucky cause in his time they made a trip to the caribean eilands ... for a NATO / US manoevre or such ... So he had had lots to tell including cock-and-bull stories ... :ohmy:
And if you did some trip with a sailing yacht and suddenly got a storm in a cold lousy night, you know quickly that on sea the difference of working above the water level or below is not very big ... and very time rather wet ... :sneaky:
Quote - - 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. :)
That image is really not bad ... good atmosphere. Might not be good for submarines cause to near to normal buildings instead some more industrial environment. But it would be great for a old fashioned yachting scene. So from the time of the big J's and America Cup.
Needs only to delete that ugly loudspeaker poles on the right harbour side ...
But it's not only a point of background picture and matching textures/buildings etc. from front to background. The light must match and shadows could also be a problem ... in strenght, in direction and so on.
But a really big point is the image quality. In that harbour picture the left side is a bit blurry and especially firefly with it's "filtering" quality tends to to blur lot's more ... not only background images as also normal cloth texture. So it's tricky ...
Instead of using figures as static props I have more often rendered partly. Working from back to front and taking the result again as a background for the next part. For stills if observing correct shadows this works fine. OK and besides of stills ... I'm not sure if poser is really useful for a animation. I've tried once a very small one but was not very impressed. On otherhand running pictures are not my intention, think Smith Micro could work on a lot theme's in poser in front of making updates to animations part.
And that brings me back to SHADO ... The file in the link above is not a TXT file but a real ZIP, cut off the last extension.
I have reworked the simple silver wool mt5. It's without any transperency and a bit more darkened than before.
It is the base for the 2 material collections to be used directly on V4. Tis collections only touch the material groups covered by the bodystocking. So, please load first a character texture of your choice for make up, head, hand or feet. After this you only need to load the material collection to overwrite the neccessary parts.
As ever ther is one collection only using bump for distant shots and a second one with DISP at the end using also displacement for closeups.
JoEtzold posted Tue, 16 December 2008 at 2:24 PM

As you see the 90 degree wrong uv-direction on the left arm is solved. For that the jpg in the texture directory is neccessary.
I have only blacken the left arm roughly. It covers the complete arm and more around. Also a bit of the hand is black but thisis no problem cause the hand's are separate material groups. So no need to use this map on hands.
JoEtzold posted Tue, 16 December 2008 at 2:41 PM

This might be the only version there you have to change something in the breast region if getting poke throughs to your jumper.
The bumped version normally should stay covered without problems.
In both versions it might be neccessary to shorten the material in the neck region. But as seen here that upper part is the material group skin torso.
If this is to long at the neck we need to do something similar black-white to that region like for the arms.
But than this have to be "blended" with the normal skin material and that depends on what the user is prefering. So it is not a out of the box solution.
But you should first have a look if your jumper might cover that part completely. Then no need to do blendings.
I think it look's quite nice ... though a bit I miss that little transparent look like with the bodysuit. The material there looked a bit more fluffy but that's impossible with a second skin.
OK, it is possible to build in that fluff with a lot's more complicated shader. But better to have the processor working on the whole image than to have lot's of detail seen only with the microscope in biggest closeup's ... :rolleyes:
JoEtzold posted Tue, 16 December 2008 at 2:58 PM

That's not finished ... more or less a brain map ... but it's a Type VII B or C tower which needs some more finishing, smoothing and texturing ...
JoEtzold posted Tue, 16 December 2008 at 3:14 PM

In this example ... ok, rendered without shadows for time reasons ... I have 1 V3 leftside and a V2 on that chair and 8 Posettes, all including clothing. Not to forget the boat and that nice little fish ...
So also some peoples more is possible. I have tried the same with a additional V4. That will work too.
Ok, I have omitted using the V3 morphs in this. On this distance they are not really neccessary but that's a matter of perspective.
So with these older figures some things are lot's easier ... in technical view ...
For the costal line yesterday I have found a nice water + foam material by bagginsbill. In the middle and round the boat the water looks not bad but at the costal line it's horrible ... but comes time, comes shader ... :laugh:
Morkonan posted Tue, 16 December 2008 at 6:08 PM
Quote - ...I have reworked the simple silver wool mt5. It's without any transperency and a bit more darkened than before.
It is the base for the 2 material collections to be used directly on V4. Tis collections only touch the material groups covered by the bodystocking. So, please load first a character texture of your choice for make up, head, hand or feet. After this you only need to load the material collection to overwrite the neccessary parts.
As ever ther is one collection only using bump for distant shots and a second one with DISP at the end using also displacement for closeups.
Great! Thank you very much!
Your point about the transparency detail being available on the materials for the bodysuit is well taken. I suppose such transparency could be put in as a map using an offset of the original map for the material. So, basically, a transparency map that is just a reverse of the bump map.
But, there is the question of necessity. Such details in an overlay for a "second skin" might be nice but, it may also unnecessarily lengthen render times in situations where closeup transparencies aren't needed. In order to best serve the user, a material pose with transparencies on and off for the "second-skin" would really be called for. Eventually, we'd end up with a lot of different material poses that many people may not use. I think it's possible to do but, it may not be needed.
I don't think the material for the second-skin will extend above the collar of the jumper. If it does, another transmap cutting off the offending area is fairly easy.
I've also been thinking about adding a bump-map overlay for any V4 texture that produces "cuffs" around the wrists. That would be very simple to do since all that would be needed is to put an overlay on the hand material which produces a "cuff" right at the seam between the hand and the forearm. A simple line along the seam there would work just fine, I think.
Concerning the photo/sub project - I thought you were looking for something that was suitable for a "ships boat" (small boat belonging to the sub) and passengers waving to someone at the docks/wharf. I agree, the picture I offered isn't suitable for a full view of a submarine model.
In Poser, the biggest problem I come across in loading multiple figures has to do with textures. Simply put, good textures take up a LOT of processing power and with multiple figures all of those loaded texture sets start to cause "slowdowns" and cache problems. Admittedly, Poser is trying to do a great many things at the same time. However, I haven't seen a whole lot of programs that are worse at handling their own memory caches than Poser is. But, I don't deal a lot with such things so Poser may be one of the better applications in its class for handling cached information.
I have a somewhat older PC so my processing power gets stretched quit frequently by Poser in complex scenes. In very complex scenes with lots of objects and textures I have to reduce the preview and go without full texture previewing except for fine-tuning. Of course, it's not guarranteed I can render a complex scene either. :) More often than not, Poser doesn't want to render them and will end up crashing. I'm planning on getting a new system this month so, hopefully, that problem will be taken care of.
JoEtzold posted Wed, 17 December 2008 at 3:38 PM
Quote - - Your point about the transparency detail being available on the materials for the bodysuit is well taken. I suppose such transparency could be put in as a map using an offset of the original map for the material. So, basically, a transparency map that is just a reverse of the bump map.
Somehow I have lost you. Equal if procedural material or a texture map it stretches directly on the mesh. So having transparency means the mesh becomes transparent. In this case using a second skin on V4 you will make V4 itself transparent. This might be good for a render of the ghostly hour but only there.
In other case using a separat bodysuit the bs-mesh will become transparent looking like fluffy wool in our example. But the original V4 mesh underlying the bodysuit will stay opaque and it's own color is more or less visible by the transparency of the bodysuit. So in this case we have let's say 2 layers like with a real clothing on a girl or boy.
In case of a second skin it's like bodypainting on a girl and making her skin transparent is like x-ray. But with the difference that a real girl show's her inward but V4 has nothing under the skin.
In the same way a bump is only a vision of shadow and light on same level of the mesh. On otherhand the displacement map changes the levels depending to it's texture. With high displacement you might distort the mesh.
So there are no different layers for bump, displacement or transparency. They all work directly to the mesh. They have no offset between each other.
Quote - - I've also been thinking about adding a bump-map overlay for any V4 texture that produces "cuffs" around the wrists. That would be very simple to do since all that would be needed is to put an overlay on the hand material which produces a "cuff" right at the seam between the hand and the forearm. A simple line along the seam there would work just fine, I think.
Technical ok, but a bit the same as above. With the bumpmapped material a bump will do it. If using the displacement that seam should be displaced. And than it could produce well visible distortions where it raises above the normal hand mesh level.
A other point is that the forearm group is relatively long. So better that cuff could be placed at the end of the forearm than at the hand. But even there I would suggest to have the cuffs a bit higher towards elbows. Having them directly at the border between hand and forearm means they are lying directly in bend/twist zones between that 2 limbs. This will mess up in certain poses and/or morphing's of the character parts.
Quote - - Concerning the photo/sub project - I thought you were looking for something that was suitable for a "ships boat" (small boat belonging to the sub) and passengers waving to someone at the docks/wharf. I agree, the picture I offered isn't suitable for a full view of a submarine model.
Oh, sorry, that was a misunderstanding. U-boats has been much much smaller vessels as for example today's nuclear submarines. They only used rubber dinghi's if ever neccessary.
Boarding normally is done alongside the mole or dock. But rendering a rubber boat is not very impressive. So in my opinion not worth the rendering effort. Especially cause that rubber is normally black or dark grey, the u-boat hull behind is grey, the water around (harbour !!) is muddy ... darkbrown and the people are wearing grey cloth ... so a very unique grey symphony ... ok, might be with a outstanding white point ... the captain's cap but only starting the journey, not at the end ... :lol:
No, that's to dark for me. Doing this with some buildings as environment give the possiblity to use some more colors.
Quote - - In Poser, the biggest problem I come across in loading multiple figures has to do with textures. Simply put, good textures take up a LOT of processing power and with multiple figures all of those loaded texture sets start to cause "slowdowns" and cache problems. Admittedly, Poser is trying to do a great many things at the same time. However, I haven't seen a whole lot of programs that are worse at handling their own memory caches than Poser is. But, I don't deal a lot with such things so Poser may be one of the better applications in its class for handling cached information.
I'm with you in point of the caching or better the garbadge collection of that memory. Not the menu entry "reload texture" is needed mainly but there should be a entry called "free up all texture memory".
In my experience poser holds all textures as long as possible. So if I try out some different clothings with different textures while building a scene, it's best to save the result and restart poser completely to get rid of all unneccessary things first before rendering.
For sure textures are a problem but less to processing power than for memory. Independent of the size of a jpeg on harddrive if using real color (24 bit) you need 3 bytes each with 8 bit to have 1 pixel. So a 1500 * 1500 pixel bitmap means 51.5 Mb. If using higher resolution, e.g. 3000 * 3000 pixel, we talk about 206 Mb. Normally this makes only sense if you don't use a jpeg but a tga or bmp for example. Jpeg is not a lost less format, so you have quality loss even with 100% jpeg quality. Having that on 3000 * 3000 pixel means only to see that loss better. But poser has to stretch that giant map on the obj-mesh and to hold it in memory ... for each figure, cloth, prop, background and so on. Also the obj data including morph's data reside in memory. That fill's up nicely ... :sleep:
Also the filtering default setting "quality" is normally bad. The processor has lot's to do and the outcome is only blurry, worst than 50% jpeg compression. So only with hair that could be fine. For all other textures set filtering to "None".
On other hand using procedural shaders mean's calculating them to the object data on the fly while rendering. This is not memory consuming but makes the processor(s) warm up heavily.
Most work is neccessary using raytracing and having lot's of transparencies and/or reflecting materials and/or displacements. You could see this everytime rendering "stops" at hairs or glossy metal, e.g. swords. Ok, it doesn't stop really but poser has to recalculate lot's for that bucket.
But this is the point I normally never use shadowmaps with the light's. First I find the result's of that more badly than worst raytracing. Rather seldom that shadows are placed where they should and I found that especially shadows on the floor don't happen. Towards a wall it's better.
But second and most important point also that shadowmaps are bitmaps that fill up the memory depending of the resulting render image size and the number of used light's.
So normally a image rendering well with raytracing often breaks if using shadowmaps. In P7 normally it doesn't break completely but is ommitting shadowmaps if memory is low. You get the picture but only with partly shadows. Also not good.
So surely apps like C4D have better ressource management but comparing to the prize and the number of companies having had their hands on poser, it's really, really not too bad.
Programming graphical programms isn't the easiest. Databases, text editor and such stuff is no big matter. But for example up today microsoft is trying to do something with graphical programming and the outcome is normally somewhat between useless and rubbish including vista's desktop.
Personally I don't know why people needing this ressource wasting ... ok, ok, diagonal flying windows might be a good efffect in a showroom but if I have seen it once or twice I don't see anything new. But for work I need a square window in front of my nose and not somewhere in upper corner bended und twisted ... :cursing:
So in my opinion MS should build their operating systems as a base level with all neccessary ressources applications will need and a simple commandline interface. This would be well for all that nasty but neccessary and useful tasks like backup, data transfering or even rendering tasks. No need for the graphical overhead, all power and ressource to the task.
And then as second part a graphical environment, the desktop, for the user to work with.
Letting out all that other gimmicks and small "helper's", e.g. zipping. A experienced user will need a real programm for that task and not the buildin crutch. And there are lot's of as paid or freeware all better than MS stuff.
On other hand that stuff will not help unexperienced user's ... they think it work's but normally making more breakage than good.
So my advice to MS would be concentrate on the operating system and let the environment doing people which have more special knowledge of that. And might be try to licence that third party stuff if needing to sell a "complete" system.
So the approach of DOS/W98 was not really bad as also seen with linux/unix ...
Quote - - In very complex scenes with lots of objects and textures I have to reduce the preview and go without full texture previewing except for fine-tuning.
This might be not mainly a problem of poser but of your gahics card. As far as you use hardware support the preview in poser is done by OGL directly with the card. Also a point where Vista is useless cause MS kicked out their OGL support. It was not best of breed in XP or even W2K but it was there.
But for OGL you can really forget all that directX rubbish used for most gaming graphics cards.
What really is essential for this OGL rendering is the bandwidth of the card connected to the motherboard. Only the expensive top level cards have well bandwidth. Have a look to the NVidia website and their technical fact sheets.
So if you are not using the pc for gaming it's a super idea to buy a top card from one or even two generations back. So we talk about card's round 1 year aged. But opposite to the newest generation also these older top level card's are rather cheap AND they are doing their job in best manner.
So building my Dual Core a year back the NVidia 8xxx was brand new and heavy prized. I build in a NVidia 7900 that was one of the top models of the 2 year back generation but cost's only like the base models of the 8xxx. But it has double bandwidth compared to that newer one's at reasonable pricings and that brings the push to the preview window. Never having any problems to stay in full textured mode.
Morkonan posted Wed, 17 December 2008 at 5:58 PM
Quote - > Quote - - Your point about the transparency detail being available on the materials for the bodysuit is well taken. I suppose such transparency could be put in as a map using an offset of the original map for the material. So, basically, a transparency map that is just a reverse of the bump map.
Somehow I have lost you. Equal if procedural material or a texture map it stretches directly on the mesh. So having transparency means the mesh becomes transparent. In this case using a second skin on V4 you will make V4 itself transparent. This might be good for a render of the ghostly hour but only there.
What I mean was using a transparency to block out a portion of the procedural texture. Then, as you correctly point out, you'd have to put in another procedural (or texture map) to make up for that on the skin of the model.
Quote - In the same way a bump is only a vision of shadow and light on same level of the mesh. On otherhand the displacement map changes the levels depending to it's texture. With high displacement you might distort the mesh. So there are no different layers for bump, displacement or transparency. They all work directly to the mesh. They have no offset between each other.
I understand. But, you can affect how those are expressed in certain areas using processing nodes before they are applied to the mesh itself. At least, as far as I know. I'm relatively new to this but, you can extensively modify the procedurals before they're ever applied to the mesh itself in the rendering process. That is what I mean - You apply transparency nodes to isolate the effects you want in certain regions before those materials are linked into the channel. So, the main body texture could have several procedurals hooked into it with different transparency nodes blended in and the transparency channel isn't touched. (My apologies for not knowing the proper terms here. That creates some difficulty in explaining my meaning at times. :) )
Quote - Technical ok, but a bit the same as above. With the bumpmapped material a bump will do it. If using the displacement that seam should be displaced. And than it could produce well visible distortions where it raises above the normal hand mesh level. A other point is that the forearm group is relatively long. So better that cuff could be placed at the end of the forearm than at the hand. But even there I would suggest to have the cuffs a bit higher towards elbows. Having them directly at the border between hand and forearm means they are lying directly in bend/twist zones between that 2 limbs. This will mess up in certain poses and/or morphing's of the character parts.
Good point. In a displacement map, they would definitely run the risk of distorting the mesh if not enough room was left for movement of the limbs. For a bump map, it may not be that big of a deal. Then again, such a detail in the texture is really only good for closeups anyway and, for that, you'd want displacement if at all possible. So, it would be best to plan on using displacement to begin with for that kind of detail and just let the user reduce it to a bump-map if they desire.
Quote - Oh, sorry, that was a misunderstanding. U-boats has been much much smaller vessels as for example today's nuclear submarines. They only used rubber dinghi's if ever neccessary.
True. I was a big curious as to why I though you meant a wooden ship's boat as being with a U-Boat. It would be extremely hard to get in and out of the submarine even if they tried to load it in the torpedo loading bay. :)
Quote - Boarding normally is done alongside the mole or dock. But rendering a rubber boat is not very impressive. So in my opinion not worth the rendering effort. Especially cause that rubber is normally black or dark grey, the u-boat hull behind is grey, the water around (harbour !!) is muddy ... darkbrown and the people are wearing grey cloth ... so a very unique grey symphony ... ok, might be with a outstanding white point ... the captain's cap but only starting the journey, not at the end ... :lol: No, that's to dark for me. Doing this with some buildings as environment give the possiblity to use some more colors.
True. If you were doing a night scene though, that black, inky image of the rubber dinghy against the moon's reflection on the water might look pretty good though. If you had crew, crouched down in the boat, and some reflections here and there, you could make it look ominous or even desperate, depending on how you presented it. I'm no art-critic nor am I a professional artist though.
Quote - I'm with you in point of the caching or better the garbadge collection of that memory. Not the menu entry "reload texture" is needed mainly but there should be a entry called "free up all texture memory". In my experience poser holds all textures as long as possible. So if I try out some different clothings with different textures while building a scene, it's best to save the result and restart poser completely to get rid of all unneccessary things first before rendering.
I agree completely. One thing I do is use a separate program to free up my memory cache on the fly while working in Poser. Luckily, Poser doesn't seem to have a problem there and will reload textures on its own during rendering if it can't find them already in memory. However, over multiple renders this causes a problem sometimes and it's best to restart Poser and let it figure out you've been "erasing its mind" the whole time. :) I'd rather have Poser force a reload of textures when I am actively using it (during Rendering) than have it sit there and hold onto all that memory just to save some texture-loading time during rendering while I am trying to work with it.
Quote - Also the filtering default setting "quality" is normally bad. The processor has lot's to do and the outcome is only blurry, worst than 50% jpeg compression. So only with hair that could be fine. For all other textures set filtering to "None".
I agree.
Quote - So surely apps like C4D have better ressource management but comparing to the prize and the number of companies having had their hands on poser, it's really, really not too bad.
I agree there as well. Poser is a really good tool set for what it is designed to do. There are other rendering packages out there that are much better but, Poser is just fine for most hobbyists and many artists.
Quote - Programming graphical programms isn't the easiest. Databases, text editor and such stuff is no big matter. But for example up today microsoft is trying to do something with graphical programming and the outcome is normally somewhat between useless and rubbish including vista's desktop.
I wouldn't know about Vista... I don't ever intend on using that. I use XP-Pro and will use that until the next Micro$oft O$ comes out. :)
Quote - So the approach of DOS/W98 was not really bad as also seen with linux/unix ...
I agree. There's a lot of unnecessary, bloated junk that comes with Window's OSs these days. I want Micro$oft to make operating systems but would rather someone else make all the front-end gadgets.
Quote - - In very complex scenes with lots of objects and textures I have to reduce the preview and go without full texture previewing except for fine-tuning.
Quote - So if you are not using the pc for gaming it's a super idea to buy a top card from one or even two generations back. So we talk about card's round 1 year aged. But opposite to the newest generation also these older top level card's are rather cheap AND they are doing their job in best manner.
Good points about OGL. I also don't tend to buy the newest cards on the market but, instead, by one or two generations behind. There's a huge difference in cost-savings and performance differences aren't always big enough to justify the extra expense, especially if I'm upgrading from a much older card.
I desperately need to get a new system. It's not money that is the issue, it's the time I feel is necessary in researching various components. So, it may take me a month or so to figure out exactly what I want, thirty minutes to order it and four hours to assemble it.. But, it's a task I really need to undertake because the system I'm using now is several years old.
Anyway, getting back on topic:
I'm still working on the project, still polishing it up and making sure everything works right. When I get ready to post it, I'll probably PM you and the other's who have shown interest here so far with a link to a "beta" version so you can test it on your machine before I post it at ShareCG, if that's ok with you. No obligation to test, of course.
paramount posted Thu, 18 December 2008 at 6:01 AM

Hey...
Hope its OK to drop my latest learning render effort into this space here...
Whilst in this Moonbase Girl (Sci-Fi) theme, I'm experimenting trying to build an environment where our Cult Sci-Fi heroine Lt Ellis and her equally decisive compadres can roam and hopefully kick some dastardly alien butt...
Yesterday I started playing with some alien landscape surfaces, sprayed in a starscape, placed some items plus V4 here and there, and got to practising with half a dozen or so spots...
I was trying to arrive at a point/render/finish where the marooned heroine appeared to be in the vacume (vacuum) of space with no air around her and a long way from home...
It took an hour of selected area rendering alone to arrive at the desired single spot lighting position for the visor, which for me is the drawpoint of the image... ...I know the left arm is virtually invisible (as my other half kept telling me) in the render... But each time I vaguely lit the arm, the total effect of the character being in a distant and desolate vacume or vacuume, was lost - oddly enough.
No post work involved
Total work and render time 4-hours...
Hope you like just a bit my rendering beginnings...
Please scrutinize at will...
Terrain and backdrop: 3d real-o-rama space
Planet: MCPlanet RNDA freebie
Suit for V4: Suit 004 Posermatic
Space Rocket50; Awful Soul
AJ
JoEtzold posted Thu, 18 December 2008 at 2:24 PM
Morkonan,
on most completely with you ...
Such tricky pre-procedural materials I'm just trying with a lot help by bagginsbill. It's for the seam's along side the legs. Would not be the easiest but could bring some reality to that parts.
Black rubber boat in the moon light ... for sure a worthwhile theme ... but I tend more to do this with a yacht. Normal rubber boats are a bit shiny and giving reflections. But all that war materials are pushed extremly to completely without shine or reflections ... today as in the last century ...
So from point of reality if they did a good job, it would be a picture of a glossy moon over the sea with a big dull point with no given contour ... a happy yachting crew with some bottles of beer and might be one overboard makes more fun ... :laugh:
War is never funny so I think in these pictures there should be a sense of black humour like in example this u-boat lost im time and meeting Cesar's triremes ...
Quote - - I desperately need to get a new system. It's not money that is the issue, it's the time I feel is necessary in researching various components. So, it may take me a month or so to figure out exactly what I want, thirty minutes to order it and four hours to assemble it.. But, it's a task I really need to undertake because the system I'm using now is several years old.
One month to figure out is the maximum ... otherwise the components are date out again ... :huh:
I did a search for a new monitor in July/August but come not to a buy. Now I looked again for the actual prizes and didn't find most of them I once had written down. All things back to the beginning and again ...
If you didn't mount a pc for longer times be warned. Things have become more difficult to have the components matching ... not connecting, ok mostly, but working together.
One year ago with my new pc I took by tradition a asus-board. All worked harddisk, network and even memory ... no problem ... but for the hell the sound chip came not to life ... wether with XP nor W2K ... ok, normally no big need for squawking compartment but paid is paid. So it has to work even if to be switched off. Gave the board back to the shop, they sent to asus to examine ... all that nice guarantee stuff ... after round 8 weeks all was back with the information that board is fine, use the newest drivers. Ok, thats the first I do with new IT equipment loading lot'S of drivers from lot's of sites. So nobody knows why but it didn't come alive. I lastly managed with the shop to change that board ... but their have been times this was lot's easier ...
Fine, fine, no problem to make a beta test ... saithere to find and here we go ... 
Hi paramount, nicely done ... congrat's ...
Not to criticize your master ... I think the shadows are correct and the left arm is laying in the dark and therefor not much visible.
B.t.w. what gloves did you use ... gloves is a everlasting theme, not mauch there in market, especially in freebies ...
I hope the vacuum is not to empty ... cause she might have problems with her helmet not matching her suit ... 
Apropos helmet, the lighting of the visor this very nice but I miss a small highlight/glance on the helmet above the visor.
The only iritating is that diagonal darkblue strip on the blue planet. Is that part of some rings or a mismatch in the texture ... very strange ...
For the effect of floating silently through the space it might be easier to have their legs/feet visible. Mostly with wrong shadows people are floating over the ground there they stand on it. But here this could the right impression. Especially if bending their knees some 20/30 degrees backward and spreading her legs for a small V.
Is that starship just exploding? It's not so clearly or am I on the false highway ?
paramount posted Fri, 19 December 2008 at 3:19 AM
Hey, Jo...
The gloves come with the Suit-004 by Posermatic... The suit/outfit can be used for numerous scenarios: Sci-Fi, motorcycle, or just being cool... There are a few areas on the suit (notably at neck and down by lower tummy sides) where the flesh it bare and quite deliberately so, so one has to mat the most of the torso if using as space type pressure suit. I matted the helmet black - I think - and changed the usual rubbery material of the suit with spandex finish - as this takes to lights much the better. I tried with slight spot highlight around various parts of helmet for a bit, but kept removing this as the look/appearance inside the visor - like slight hard-breathing misting up - kept getting distracted. Yeah! That's a ring system around that freebie planet. I should have - now you point it out - composed that so the division line wasn't so confusing and irritating to the eye. The character is supposed to be walking - just - on the surface of the moon/planetoid/whatever, and yes indeed, her distant space craft has crash landed - thus marooning her. The exploding/burning space craft looks pretty whimsical, I feel, due to me having a lack of Poser pyrotechnics at hand. They look quite good close up, but at about 30-metres or so out, they lack that certain firey punch....
...The starfield looks pretty nice though I feel... ![]()
AJ
JoEtzold posted Fri, 19 December 2008 at 12:23 PM
The starfield is seen sharp ... not trivial according to poser's "quality" texture filtering ... :biggrin:
Yeah, I've seen that the suit normally isn't designed for space. Even with black skin coverage it's seen that the jumper and the pants are 2 parts not covering complete body.
That outfit is really not bad but I'm a bit sparse in spending money. So normally only for the main figure and clothing that is very versatile and including lot's of pieces. In that area of clothing I have the bodysuit for most purposes. And than there are lot's of good free stuff to be combined to that. So last I've bought some clothings from Jasmina, not only but also cause having gloves and stockings in the bundle.
All other thing's e.g. props, environments and even textures I don't spend my money normally. I'm really satisfied with the freebies. Ok, often they are not conforming to morphed figures but with a bit tweaking or better spend the money for thing's like wardrobe wizard, all is on the right way. It's a bit of "the way is the target" ... let's have fun fiddleing around ... :laugh:
The point with the helmet highlight was that there is that blue reflection at it's backside. So there is some (environmental) light from behind or around the figure. On other hand such glow of the visor is coming from the planets light ... from front. And therefor I missed that front highlight a bit. Of course seeing to the lower end of the helmet, it's a bit shiny. There is a small reflection.
Are the planet rings a separat material group. If yes, I suggest giving them a different color as the planet. There color could be influenced more by the sun's color (which ever) than the planet's color, right ?
Is that yellow point in the middle of the explosion the carrier of the material ? I would try to make him invisible and than rotate that explosion to the same axis as the starship.
It first time looked a bit like a fountain or geyser in that upright position.
Though it'S not so easy with eyplosions in space. Normally it's only a flash and than broken thing's fly to all directions due to the behaviors of vacuum. So a long burning fire on a starship wreck is not the reality. Fire need's oxygen and there is not much in vacuum.
Might be a interesting variation to heavily overlight the starship with a white glow around. There have been shader's for that ... have to consult my runtimes. And than having some circles around the ship. That might simulate the first moment of explosion.
The idea is interesting ... let's see if I give em a try ... :unsure:
Explosions are more something for animations than to stills. In stills a wreck in a rock or sand dune might be easier. But that's a question of the main subject. In this case with V4 in front such a wreck in the back is not very detailed. So to see it's run into the rockies is difficult. Therefor some light effect is the right possibility ... for sure.
JoEtzold posted Fri, 19 December 2008 at 1:55 PM

Seem's they have a real big problem ... if staying on board ... :scared:
JoEtzold posted Fri, 19 December 2008 at 2:21 PM
If you want to play with it, rename the file back to zip and unpack. It's the pz3. So all shader's are in there.
The starship is Thunderbird1. You can find it at vanishing point (www.vanishingpoint.biz/freestuff.asp) under thunderbirds. Also there is a poser 5 explosion ... no, no, not poser is exploding, it's a set for use in poser
... haven't tried that up to now.
Then there are 3 poser standard props torus. Sized and rotated to fit to the camera view.
The shaders are mostly from a package by ajax. Found it sometimes somewhere in freebies.
They are used as is with exception at the ships engine room. I added a spot node to displacement with a heavy amount to break up structure.
With a bit more time that spots could be changed to be more spiky and less dense. Than looking more like small explosions or outbreaks.
The shader of the inner ring is fire explosion. As I remember it was included in P5 so might be also in P6/7. Don't know cause I mix all materials not directly and specific belonging to a figure or prop in one separate runtime. It's easier to find and use them with all other parts.
Looking to the picture there could be one more torus covering all others with a shader mostly full transparent and having some small black/dark pieces/triangles. This would simulate broken part flying away.
The background is also only shader, no texture image. I think it came originally also from ajax but I've modified it some time ago. For my needs it was much more blue something like early morning or evening.
But for some minutes with trial and error not to bad I think ... :biggrin:
paramount posted Sat, 20 December 2008 at 10:37 AM
Hi...
Nice explosion, Jo... Methinks Scott Tracy should be wearing at least the asbestos gloves in that lovely TB1. Yeah, I've got the Thunderbirds (1,2,3 at least) and they're really cool items to be had.
I get a bit lost when I see words as: Nodes, Shader, Procedurals etc, etc (Sorry!), but try to follow as best as would have it. I know most of these 'beasties' live in the Material Room, in that more complex section I so far dare not to venture much. The plugging in and out (nodes?!?) is one thing, but those calorific values/numbers look decidedly unfriendly amounts for wee Poser/CGI cadet like me... I've made a planetoidy prop thingy from a tutorial once in there, which was fun, but hold much of the worries concerning extreme electrocution if get wires crossed/shortcircuited!!!
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Still little confused with types of Zips (much sorry again) files... I mostly instal zips which I download to desktop first then use the handy auto Poser Content Room instal option, with 95% success... Some zips (5% only thankfully) bring up the dreaded Copy option in Content Room, which baffles me no end. I use Stuffit unzipper, which Creates either Red, Green or Blue files... Only the Red ones make sense to me - not very computer happy unfortunately... I gets by though...
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I should spend more time experimenting in more complex Material Room and other Rooms, rather than most time organising and listing of newly added Content...
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All great fun though!!!
AJ
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JoEtzold posted Sat, 20 December 2008 at 3:44 PM
Hi Paramount,
adding content from all that mostly lovely freebies (and some paid articles) is the most time consumptive task ever ... :mad:
But on other hand I find it useful to have all ready on disk instead of searching through zip-files for thing's that might be there ... or there ... or somethere ...
One most important tip ... never, never, never unpack anything directly to your well structured and working runtime(s). Everytime have a emtpy runtime structure at hand and unpack to that. Then look through and get rid of all that licence, promo, readme, etc. stuff. In most cases it gives you no or non long lasting advices. In my experience to archive it is waste of diskspace. OK, if you want to be legal in all case of distributing freebies or even images you have to try to hold that licence stuff in archive ready to be found if needed. But I have not found a way to do this with consistence and reliability ... we are talking about hobby and there I never found the way to do such administration wether for my books, photographs or other things ... 
With that included zip it's most easy. This attaching seem's to ignore zip-file. So I added .txt to the original zip file as last extension. Delete this by renaming in windows explorer and you should end with a zip-file (made by winzip) which should bring no problem to all unzippers (e.g. stuffit) which are valid working with zip-files.
The pz3-scene file in that zip can be placed where ever you want. Other than CR2 or such PZ3 is not specific to the poser structure's for it's own place. OK, the parts included in the pz3 should stay at their correct location inside the poser runtime structure. But in this case thats all the standard positions.
If you have XP or higher and the XP included zip-service (which I personelly have shot to the moon cause being rubbish from my point of view) you should be able to drag and push the pz3 to a folder of your choice. No need for a poser specific unpacker.
If you need tutorials to neary almost of the poser topics try
Dr. Geep's poser university (drgeep.com/NPU/NPUWelcome.htm) a really funny but informative place.
As a library to lot's of material room topics have a look to
Acadia's collection, here under www.renderosity.com/mod/forumpro/showthread.php
And as a basic tut of node basic's try this www.castleposer.co.uk/my_tutorials.html
Though written for Poser 5 (I believe) it's correct for all following versions.
Roughly in short:
Shader normally mean's one specific material in whole for one material group (a defined group og polygons). Technically (since Poser 5) it's implemented as a shader tree with the ever existing root node ... the poser basic material seen top left in the material windows in extended version. To each of it's channels, parameter dials or color fields, you might combine additional nodes. Normally each of this again have channel's for taking nodes. The purpose of the node defines what possibilities are given. In theory as far as I know there is no limit combining nodes. In practise at some far point poser will explode but at a much much nearer point it makes no more sense cause all these nodes need'S processor power in render calculation.
So there is a point your render would never end in a reasonable time.
Procedural in this context mean's that the shader is build (mostly) by nodes and mathematical formulas to simulate the look and feel of a real material. The opposite would be a texture map, a image given as jpg or else, giving the color and look of the material. In this case the render engine "only" need's to spead that image according to the U-V-coordinates of the polygon mesh. And of course such image maps can be combined with procedural parts in the shader tree. Huh, so easy while so complicated ... :biggrin:
That stuff can be made very mathmatical, academic, ... or seen as a big playground changing a bit here and a bit there and to see the outcome. Only I would prefer to have a better (bigger) preview window. It's a little bit annoying with each small, smallest change to have a testrender (even if only partly) to get a view to the result.
Have a nice 4. Advent ...
Jo
JoEtzold posted Sat, 20 December 2008 at 4:04 PM
Oh, I've forgotten the rest of that temporarily runtime stuff ...
Then in these temporary runtime it's more easy to check all things having correct path informations and are completely at the right location.
Also I ever change library folders. It might be nice to have the creator as a folder name but that makes things confusion / unclear. For example I sort on clothing (if enough as cloth-bot, cloth-top, cloth suit), footware, lingerie, juwelry, hair, and so on.
With a additional folder Clothkit where all packages belong having in example matching Skirt, Top AND Boot's or Shoe's. So in that folder than creator's or suit's name are allowed as subfolder.
And also using this order I go really crazy with look to the poser creator's themself mixing up CR2's, PP2's and also OBJ's in one library folder. Than this folder is burned into the CR2 making it complicated to place it somethere in the figures folder. They also have been so stupid placing real CR2, named as PP2, in the props folder. A complete mess ... :cursing:
Ok, if satisfied with all, move it to it's final location. I found this the only way to keep slightly somewhat like the master of desaster ... 
paramount posted Sun, 21 December 2008 at 11:47 AM
Hi, Jo...
Well thanks for all that accumulated wisdoms and tut links... Yes that DrGeep is indeed a hoot! To say the least. I've done some of his 'classes' and found them very helpful actually, but suspect there might be probable glitch in my Poser set-up (more than likley due to my own hair-brained attempt at instal 3-4 years ago since, and not knowing at all what I was doing!?!). I have found sometimes doing some tuts that a particular operation/selection/task in that tut has led to non-action in my Poser package, which leads me to consider the existance of a glitch created by ones-self!?! I gets by though...
I do tend to unload/unpack zips (don't shout at me now...) into the standard Poser 'Download' directory/runtime/folder, as it seems to work easier (for me anyways) than having to play about with creating new runtime folders and sending stuff there... Sometimes when I have tried that route, I have not been able to draw the content into a newly created runtime in Poser, and so take my easier route - Poser Downloads. I'm pretty sure my Downloads folder is fit to busting these-a-days, and well expect the contained characters, props, clothing, lights, etc, etc, to burst out and fill my study with shreads and sheards of amazing and colourful Poser-friendly content some day soon... Not too soon hopefully!
I'm gonna go try those tut links now, Jo... And hopefully learn something in the process!!! I've kept most of the downloaded zips in a seperate folder (3-gigs so far. Yikes!!!) somewhere, and will try again to add some new runtimes with them, and see if I can make them appear with their own divisions, as you suggest. Think Poser will appreciate the change, and work undeniably better because of it.
I'll use these pages of your suggestions over and over again, and hope that some of your well founded knowledge/expertise will permiate my dense skull structures at the very least!?!
To you and everyone here during this final countdown to yuldy xmas, have a great time and please be there numerous Renderosity/Daz/Poser etc related goodies in them nice glinting stockings for you all.....
MERRY XMAS AND A HAPPY NEW YEAR TO ALL.......
AJ
JoEtzold posted Mon, 22 December 2008 at 10:37 AM
Might not be a glitch in poser setup but the poser versions have some small differences in behavior. Normally that should not be but as ever shit happens. A real glitch in setup normally is leading to crash rather quickly.
:ohmy: 3 gigs of zip files ... that's a easy backup on a dvd ... :laugh:
I've abandoned to save with cd's (first) and dvd's (later). Now have a external 500 gig harddrive for backup purpose.
Witout several runtimes no chance to survive ... and 24 day's x-mas time is a real stress ... for the unzipper, the harddrive, the backup, and, and, and, ... even if letting out bare textures or toon or kid's thingys ... huh ... :huh:
You see things tend to get more and more complcated. I'm really glad that the pain of sorting the overcrowded main runtime lies behind me. Now the main runtime is completely empty except of the primitives, light and camera geometries and some toon stuff from original package's.
So some different poser version's are able to work with all the stuff. Even V42 is residing completely in a external runtime ... thanks P7 plus SR's.
Only some python stuff need's to be in the main runtime. Didn't do so much with these stuff up to now. So it's easier to have it duplicate if neccessary ...
Was in hope for getting Morkonan's package under the x-mas tree ... let's see ... :unsure:
JoEtzold posted Mon, 22 December 2008 at 4:06 PM

Though, Darth Vader said he might come later. What a mess! Now they are unsure if he comes as Ebenezer Scrooge or as the Grinch ... 
Never mind ...
A MERRY X-MAS TO ALL ...
Joyeux Noel ...
Fröhliche Weihnacht ...
paramount posted Tue, 23 December 2008 at 4:54 AM

Now that's one party I would like to have an invite to... ...plus a few twigs of mistletoe for prosperity maybe!!! Nice vehicles in the background also...
Did some terrific tutorials from your vast list yesterday, Jo... Had great pleasure in learning how to add reflections to surfaces... Not sure I'll be able to use that simple Material Room page anymore - much prefer the nodey more advanced settings option now... Cheers!!!
Oh! Hope you like the Moonbase Control Area I put together for future use using the amazing P.I.C.K. system of construction...
Have a nice one!
AJ
JoEtzold posted Tue, 23 December 2008 at 1:17 PM
No room for mistletoe's ... not in image but in the real poser memory ... :cursing:
Poser was not amused and stopped raytracing the shadows without my explicit allowance ... a act of revolution and so the delinquent got a quick execution
... followed by a friendly resurrection ... :rolleyes:
Why does poser creators think portraits are the only legal images ... :mad:
Though the screen panels looks more like startrek ... so some ages away from SHADO ... but the hall looks really nice. Although (see above) you'r absolutely unable to crowd that room with an acceptable number of people working there ... not without crashing poser.
B.t.w. "crashing" ... hope you did also some of that nice plywood bars under the panel desks ... :lol:
And I enormous missed that round shaped oldfashioned secretary desk of the duty officer ... :biggrin:
Time to make the xmas cards but therefor have to repair a xmas freebie first. Some conforming flaw's in that package ... seem's xmas came to quickly this year not only to me as also to others.
Cheerio ...
Jo
JoEtzold posted Sun, 04 January 2009 at 9:46 AM
Hi again after that comprehensive holiday's ... uffz :tongue1: ... and a new successful year 2009 to all of you ...
Apropos successful ... Hi Morkonan ... how about the ongoing with the suit ... may I offer you some assistance with beta testing or something else ??
paramount posted Sun, 04 January 2009 at 10:05 AM
Hi, Jo...
Nice to see some activity here on this (your both) Moonbase Girl Outfit thread, after much plungering of foodstuffs and maybe not quite enoughs liquid tipples and most certainly TOO much bad jokes and capers during that gone past now festive of times!!!
Hope you guys and everyone here at Renderosity world are about to partake in a Post-Nutcracker year!!!
Good to be back...
PS: I've delved deep into that advanced Material Room world of nodes and such like things thanks to you, Jo, and am finding and much enjoying a new found lease of creativity and learning...
AJ
Morkonan posted Tue, 20 January 2009 at 7:26 PM
Hi all!
Just a quick note:
Sorry for the absence and lack of an update. I was out of town over the holidays visiting my last relative and ended up spending the holidays sitting by her bed in the hospital. She had complications from an old surgery and I took her to the emergency room at 5am Christmas morning. She's out now and fully recovered. But, I was out of town for much longer than I expected and am only just now able to get back into a regular schedule.
I'm checking over what I have and what's been posted in my absence. I really need to finish this up in the next few days.
Again, sorry for the delay. :(
paramount posted Wed, 21 January 2009 at 4:17 AM
Hi and welcome back, Morkonan...
We thought we'd lost you for a while there...
Sorry to hear about your unwell relative and her situation - and on Chrismas morning - but glad to hear she's out of hospital and on the road to recovery! I'm sure it was your looking over her at that unfortunate time that helped her back onto her road to recovery.
As before, you take as long as it takes to get back into the swing of things... Glad to have you back.
I'm getting all excited again now...
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AJ
JoEtzold posted Wed, 21 January 2009 at 11:00 AM
Hi Morkonan,
sad to hear about your trouble. And as ever such things happening in holydays.
But no worries, if real life is calling, it's of biggest importance to react there and not in the fantasy worlds ... even if it's poserverse ... 
So, good to have you back and glad your relative is back on deck ... especially if it is your last one.
Knowing that cause most of my family is looking over my shoulder from somewhere over the skies ... hope they are satisfied with what they see. :unsure:
So take time to rearrange yourself and let us know if you need some assistance ...
Jo
Morkonan posted Thu, 22 January 2009 at 4:56 AM
Thanks for the kind words guys!
I am really sorry for the delays. It's embarrassing me. :) Even with the personal issues I had over the holidays with a sick relative, I don't look to that as a good excuse. It's just the way I am even though it wouldn't be so harshly considered by anyone else.
So, I'll try to get this thing done ASAP. The extra "freebie" which is secret atm took a bit more time. It's done, except for the texturing. I'm sure any UFO fan will love it since it's in a heck of a lot of UFO series screenshots. ;) I should be able to finish the texturing. But, if there is any other delay, I'll just release them separately. (No, it's not a vehicle. There are plenty of 3D Models of UFO TV series vehicles out there. This is something nobody else has ever done that I know of.)
I'll PM anyone who expressed interest in the thread a link for the BETA as soon as possible, just to make sure I don't release a monstrously hideous creation on the Poser community. 48 hours after that, if all is well, I'll release it publically.
paramount posted Sat, 28 February 2009 at 12:35 PM

paramount posted Sat, 28 February 2009 at 12:36 PM

paramount posted Sat, 28 February 2009 at 12:38 PM

paramount posted Sat, 28 February 2009 at 12:39 PM

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paramount posted Sat, 28 February 2009 at 12:42 PM

paramount posted Sat, 28 February 2009 at 12:42 PM

paramount posted Sat, 28 February 2009 at 12:44 PM

paramount posted Sat, 28 February 2009 at 12:45 PM

paramount posted Sat, 28 February 2009 at 12:47 PM

paramount posted Sat, 28 February 2009 at 12:48 PM

paramount posted Sat, 28 February 2009 at 12:49 PM

paramount posted Sat, 28 February 2009 at 12:50 PM

paramount posted Sat, 28 February 2009 at 12:52 PM

JoEtzold posted Sat, 28 February 2009 at 1:58 PM
With a look to the last four images at least, it seems that the central control desk is turnable, if not moveable at all.
Have a look to that monitor at the desk and it's orientation with look to the background. In the last two images it's facing towards the section right of the outside window. In the thirdlast image that window is in axis directly behind the monitor and in the fourthlast image the monitor is pointing to the left section. There the windows will be directly left outside of the image.
So the complete desk including the chair is located on a moveable (??) turntable. This will also declare why the chair seems not to have rolls but is standing flat on the turntable.
Think the second last image will give a pretty look to the dimensions of the total desk at all.
Morkonan posted Sat, 28 February 2009 at 9:48 PM
Quote - Last for now... Hope these help, morkonan!!!
These are great! I hadn't seen some of those closeups of the center desk.
Morkonan posted Sat, 28 February 2009 at 9:50 PM
Quote - With a look to the last four images at least, it seems that the central control desk is turnable, if not moveable at all.
I agree, the desk has to be on some sort of turntable. It's clearly on an elevated platform. I assume that platform can revolve given the evidence in these pics.
Quote - Think the second last image will give a pretty look to the dimensions of the total desk at all.
Yeah, there are some great ref pics here. I hadn't seen some of them and I thought I had scoured several of the more popular fansites.
Great refs!
paramount posted Sun, 01 March 2009 at 2:34 AM
Hi guys...
Glad you like the pics, and that they can be used for these purposes.
With my scant knowledge/experience of the TV and film industry, I would hazard a guess that the said mentioned control desk was completely movable, if not based with several (probably 4) roller casters of around 4-inches in size/diameter. These would enable to whole set (which by looking at the first B&W image in this latest series is a basic 180-degree set) to be moved about for access and setting up - maybe!?!
I hadn't ever realised the control desk was set up in varying positions - if only slightly. Guess my eyes were diverted elsewhere whilst all things heavenly were taking place...![]()
paramount posted Sun, 01 March 2009 at 2:37 AM
PS: I must have just about every image there is to own relating to UFO...
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Sorry...
JoEtzold posted Sun, 01 March 2009 at 8:05 AM
Hi, and yes as a part of the set in reality this desk will be moveable in total. Giving more room for camera movement and actors play if neccessary.
But for the scifi reality and illusion I think it's not intended to be moveable, only be rotating.
As mentioned correctly the room is a 180 degree halfround. So the desk is in the center position of this room and it makes sense to have it turned so that the master could talk to all positions directly.
But as that room isn't foreseen to be endless wide there is no real neccessity to have it moveable from one position to an other in order to help out.
But with a look to poser it's no point of discussion. If the round basepanel isn't combined with the ground floor, you can rotate_y and/or translate_x/_z as you wish. And that independly if the desk is build as a separate prop (I suggest) or as a part actor of a character. So all freedom to the user to work with. I would prefer the desk to be a separate prop and also it's chair should be separat.
Although that might be dangerous in reality ... think of a rapid turn in a crisis, than ratation force might catapult the master out of the console ... :laugh:
Morkonan posted Sun, 01 March 2009 at 4:20 PM
Quote - ...Although that might be dangerous in reality ... think of a rapid turn in a crisis, than ratation force might catapult the master out of the console ... :laugh:
It would probably be extremely important not to set one's coffeecup on that desk. :)
JoEtzold posted Fri, 24 April 2009 at 1:16 PM
Quote - It would probably be extremely important not to set one's coffeecup on that desk. :)
Hi Morkonan, are you lost in testing coffeecup rotation speeds ... 
Hi Tony, pushed this out of archive for further activities ...
electranaut posted Tue, 05 May 2009 at 4:41 PM
Just had to chip in here, as both a keen modeller/vendor and long time UFO fan.
It's great to see some folks having a go at modelling this stuff. For a good long while I've had the intention to start modelling a whole collection of the most commonly featured stuff from UFO, such as the regular sets and some of the vehicles that haven't already been done.
I remember seeing the genuine Straker's car in the flesh, so to speak, at a show when I was a kid and I started modelling it a couple of years ago but got distracted by other things. I may well have another crack at that though, in my spare time (Curiously, I had cause to start to model a Jensen Interceptor for another project and that model- while abandoned for years again- is actually very near completion- I only mention this because there was nearly always a Jensen Interceptor in the car park in the outside shots of the Harlington Straker film studios!)
As for the Moonbase girls, I should think that modelling the wig shouldn't be too much of a problem; it doesn't really move a whole lot so I'd imagine a smart prop would suffice.
I'll keep looking in on this thread to see what else happens with all this and I'll let you know if I manage to contribute something.
paramount posted Wed, 06 May 2009 at 12:20 PM
Hi there, electranaut...
Glad you dropped in on this thread - and please do chip in by all means...![]()
The thread has been going since last year - as you might have noticed - and we have had a few halts to progress due to real world events... Clearly unfortuntate but it does happen from time to time!
JoEtzold got the itchy-looking Moonbase Girls Outfit undersuit going very early on, whilst Morkonan got to work on the silver vinyl outer/leotard and belt attachments part of the outfit. Presently we have not heard from Morkonan for about a month (hope things are OK Morkonan if you are out there!!!), and so final completion has indeed evaded us...
Morkonan was virtually finished on the uniform front (the main reason for the thread), but got started on the Moonbase control room - which was looking fantastic - and so was busy wrapping the whole package up...
And yeah! I think I recall that particular vehicle in the car-park of the HS film studios building, athough I didn't realise that it was a Jensen Interceptor... Oddly enough, just a few months ago, I was looking at and trying to photograph that very building that featured in the UFO series, which is in fact the BBC Elstree studios off Eldon Avenue, Borehamwood, just outside London - and it doesn't look any different at all, less the HS film studios signboards... We also visited numerous location spots where the series was filmed, as well as other UK TV series location spots from that time...
So if you think you might be able to add to the thread, that would be great!
Good luck...
Regards...
Paramount...
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electranaut posted Thu, 07 May 2009 at 8:10 AM
Hiya Paramount!
Thanks for the warm welcome. At the moment, my real modelling skill and passion is vehicles and I imagine I will probably get around to resurrecting my Straker's car model first. Clothing is something I have just started to delve into and when I've got that figured out, I'll probably have a go at doing some SHADO outfits- though you'll have to bear with me on this until I've nailed the learning curve.
Great to hear that you've seen the Elstree studios. I read somewhere that this was now being used for the exterior shots of either Holby City or Casualty (can't remember which) so I guess it still has its uses!
Straker's car and the other one (SHADO car, I think it's generally known as) have fairly well documented histories. From what I last read, Straker's car was in somebody's back garden in a roughish state and the owner wasn't interested in selling it, while the SHADO car had been rescued by a UFO fan in a poor state of repair and the new owner is gradually restoring it. As for those six-wheeled van-type things, I can't seem to find out much. I believe they (or "it," assuming there might only be one) were based on Minis. Whether or not they survive today, I really don't know.
When I had my original idea to put together a whole set of UFO-related Poser items, I e-mailed Anthony Appleyard who often posts freestuff on R'osity and who I knew had done some UFO stuff. He was pretty enthusiastic about the idea and was quite willing and happy to have his models included in the list of resources for UFO/Poser users. He has some very useful and cool links on his site, so for anyone that doesn't know about it here's the link:
http://www.buckrogers.demon.co.uk/
I was fortunate enough a few years ago to buy a UFO annual from a Gerry Anderson fan who was selling up his collection and in it there were signatures from Ed Bishop, Michael Billington and George Sewell, which I'm quite proud of since sadly there's no chance of getting some of these now. I already had a signed photo of Gabrielle Drake after writing to her about UFO so to have signatures of most of the core cast is pretty special to me.
I'd absolutely love it if we could get all these Poser-ized versions of the UFO stuff together into some central repository and hopefully some slick storytellers could come up with some sort of ongoing comic-strip type adventures of SHADO. The real TV series ended on a note that wasn't at all conclusive so by default they've opened up the doors for us all to speculate.
So let's speculate!
paramount posted Thu, 07 May 2009 at 11:33 AM
Electranaut...
Well good luck if and when you do resurrect the Straker car model - that would be FAB!!! I'm on that learning curve myself - still struggling hard unfortunately - but love to get stuck in when I can. JoEtzold, here, has given me lots of help, tips and tricks so far, thus enabling me to render and play with runtimes much, much better than previously. Thanks again, Jo...
Yeah I really enjoyed the Elstree studios adventure tour, which I composed myself, after much researching of all those TV series and movies moments (UFO, The Avengers, The Champions, The Saint, Randell & Hopkirk deceased, On the Buses - it goes on forever...) mostly back in the 60s-70s, when the bottom was falling out of the UK film industry/market due to tax changes and reccessions etc, etc... and when lots of talent were moving to the US, where the lower taxation system was much easier on the pocket, and the ego!!! Yeah that sounds about right concerning Holby and or Casualty, and also right behind that very building are the outside set lots where the current Eastenders series is filmed - not that I am a fan of this particular show...
And yes I've seen some sites with information as regards those SHADO vehicles, and the peeps who currently own them. Must be quite amazing to own an actual TV or Movie prop, and have all the history that goes with it. Oddly enough, I own a full size Dalek - few images here somewhere - but I build the beastie myself over 18-months... So its not an original prop - but equally fantastic to own. I though I saw a page about that six-wheeled vehicle, some time ago, but cannot recall exactly where I saw it... It might have been in bad condition, and the story might have been fairly old anyway...
It would be great to see a whole UFO/SHADO related Poser friendly package - I'd give my mother-in-law free of charge for that... Seriously though I'd pay good money for such an item - especially if it was good quality!!! I'll have to go check on that link, matey! Looks very interesting indeed. Thanks for that!!!
That signed UFO annual sounds great!!! Quite a find in fact... I have the Lt G Ellis 8x10 B&W photograph as dipicted on this thread somewhere - one of my faves! As I've probably mentioned here previously, I was lucky enough to meet Gabby Drake back in the early seventies, when working as a messenger boy in South Kensington, London, and gave her a telegramme... It took a while before I recognised her, as she wasn't clad in silver and had brownish hair and barely any make-up on. Still brought a smile to my face though... She was living ten minutes walk from Kensington Church Street at the time...
I've done a wee bit of fiction writing myself - you wouldn't think it after seeing my writing in general - and actually completed one as yet unpublished novel, so the comic-strip story telling malarkey sounds very interesting also!!! So speculate on...!
Paramount
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JoEtzold posted Thu, 07 May 2009 at 12:32 PM
Hi folks,
Anthony Appleyard did a great job with these UFO vehicles. I think all the more or less space based stuff is complete there. But he didn't do the earth based cars, I think.
Some time ago there was also a thread in the C4D forum here at rendo with a new project building the explorer vehicule. Was looking really great.
I will come back to that UFO stuff, paramount as said :-)
But a the moment I'm a bit busy in repairing a pair of boots for V4 gotten from freestuff. It drives me crazy if such good models (meshes) suffer in functionality only cause creators think a automatic program will do the job alone and it's not needed to have a personal look behind the curtain. Here to be read not looking into the CR2 and smoothing nasty things by hand.
Why does people think giving a pencil and a ruler to a small child will make a architectural plan.
So like the child doodles long time with the pencil learning something about strokes, lines and dashes in front of being able to use the ruler regulary, poser rigging means to have some understanding of that things in a CR2-file. Even if a program will assist in doing most of the job one have to have a look to the details.
And it's really not such difficult to do a fine rigging.
This is the third time I have to struggle with chaos producing boots ... let's see if it's the same reason, I believe it's the IK again.
But it's also a good lesson for doing some own clothing ... in case morkonan doesn't arrive in next time ... :-)
B.t.w. found some more pictures on some site's links given by AA at above link.
So at the moonbase outfit not only the leggins are movable but also it's having long arms or no arms. And also there is a picture of a sweater worn with the mini skirt. In wool cream color, not silver. So I think it is coming to tailor a complete suit. Lets see forward.
Greetings Jo
Whazizname posted Wed, 02 September 2009 at 1:11 PM
Hi...;
Excuse me for digging this back up...; but I can't find the link to the hair morphs for this set. (I re-read the thread; but must have missed it...)
(I used the hair & morphs in a recent image, and some asked about the hair. )
(I did re-read that the hair is not available anymore; and I found a link to some color MATs for the hair; but... ...)
Thanks for any info!
(:
Whazizname posted Wed, 02 September 2009 at 1:13 PM
Oh duh...; in fact the image I created can be seen here:
http://www.renderosity.com/mod/forumpro/media/folder_9/file_438014.jpg
(:
paramount posted Wed, 02 September 2009 at 1:48 PM
Hey, whazizname...
Nice to hear from you again - and great to see this thread alive once more. T'was a shame it fizzled out, but then things do have a habit of heading this way sometimes!
I think JoEtzold was the man who did the hair morphs etc - maybe he'll receive a mail and reply also...
Be great to see someone re-tackle that evasive/elusive Moonbase Girl outfit and control room items one day - I think it would be amazing!!!
Regards...
Tony D (paramount)
Morkonan posted Wed, 02 September 2009 at 6:15 PM
Quote -
Hey, whazizname...Nice to hear from you again - and great to see this thread alive once more. T'was a shame it fizzled out, but then things do have a habit of heading this way sometimes!
I think JoEtzold was the man who did the hair morphs etc - maybe he'll receive a mail and reply also...
Be great to see someone re-tackle that evasive/elusive Moonbase Girl outfit and control room items one day - I think it would be amazing!!!
Regards...
Tony D (paramount)
:)
I'm already on it. I worked on it last night some.
Sorry for the long absence. My last living relative had an accident in March even after just being in the hospital in December!
It took her 5 months to re-learn how to walk. I stayed with her for the duration including two months of her being in the hospital and rehab and another three at home getting more physical therapy, etc..
Sometimes, you just have to do what you have to do. So, I lived out of a suitcase for 5 months in a place that was a 6hr drive from my state. Heck, I didn't even know the town very well when I first got there. But, I learned. :)
I am very upset I haven't finished this project.. In fact, it was constantly nagging me even during the past five months when there was nothing I could do about it! So, I'm wrapping it up as quickly as possible. Did uvmaps for some items last night and some texturing after that. Doing more, as fast as I can while trying to catch up on what "Real Life" is all about again. :)
JoEtzold posted Wed, 02 September 2009 at 6:49 PM
Hey Whazizname, glad you like the hair too ... :biggrin:
It is Paris-Hair for V3 and was found here in freestuff. But right, the last time I checked it wasn't any more in.
My morphs, color and V4-fit for this are at ShareCG in the package found here
www.sharecg.com/v/30715/Poser/S.H.A.D.O.-Moonbase-uniform-materials-Update
Hello back again, Morkonan,
glad to have you back and well doing. But sorry to heard about your troubles and you've done right. Real life is mor worth than virtual puppets in a piece of software ...
5 months out of suitcase ... I feel with you ... I have done that sometimes in business but only week by week for a maximum of 3 months. Each weekend was back and had to do the cloth washing and such. So week end was also dead.
And underweek living in a hotel is funny in vacancies or for some day's but on business it's boring ... everytime your missing something what is normally by hand in your home ...
Hm, I'm glad you will finish this ... so no need for helping out to paramount with the outfit ... :laugh:
Though, I have seen the one or other party outfit for one episode in the given pictures. Maybe I give them a try too or a skydiver outfit for the ladies ...
B.t.w. as I remeber back you had some trouble with the moonbase boots. At the moment I'm making a series of boots in a project over at DAZ-freestuff. So if needed I could do the boots for Lt. Ellis in that project additional ...
paramount posted Thu, 03 September 2009 at 4:00 AM
Hey, guys!!!
Really nice to see you back here at MoonbaseGirlOutfitEtc.com - ![]()
Morkonan, your relative is such a lucky gal to have you to be keeping such a close eye on her, and seeing and helping her through her, hopefully, speedy recovery and recuperation. I'm full time carer to my mo-in-law at our house and she is the kind of person who doesn't appreciate any one thing you do for her, and can be a right cow at times!!! But, as yourself, you soldier on and do what your heart and mind tells you is for the best - hopefully!!! ![]()
So I do understand the side blows to ones ribs life can bring upon us sometimes, and you surely deserve one huge pat on the back for giving so much of yourself to your related loved one!!!
Good luck with any advancement on Moonbasey things and do not feel any upset whatsoever in any way shape or form as and while you do so...
With regards...
Tony D (paramount)
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Morkonan posted Thu, 03 September 2009 at 8:35 AM
Quote - ... B.t.w. as I remeber back you had some trouble with the moonbase boots. At the moment I'm making a series of boots in a project over at DAZ-freestuff. So if needed I could do the boots for Lt. Ellis in that project additional ...
No problems there, I've already finished them. I sat down and made myself learn a good workflow for doing shoes/boots, etc. But, when you're done, I would be happy to include a link to them in the readme file if possible. I'd include them in the distribution but, it's going to be big enough as it is, I think. :)
The outfit is finished, just need to do the textures but, I've already done the Materials for them. Everything has two options - 2D texture poses or Materials nodes. That way, users don't have to use Poser's Materials Room if they don't want to. I think Materials give a better result but, mine is not to reason why someone would not wish to use it. :)
Status:
1) Outfit - Outfit rigged, mapped, Materials done, a few textures still being done. (Includes Jumper, skin texture/leotard, belt, boots, assorted gimcrackery)
2) Set - Constructed, almost done with all maps, materials done for some, 2-D texture maps about 40% of the way through. (Includes Bulkhead, table, control panels, lights, etc..)
(Before I had left, I had a few problems with some object exports that were yielding bad vertex normals no matter what I wanted to do with smoothing. So, I had to go back and correct some of those issues which required reconstructing certain objects from scratch. /sigh Beveling/chamfering edges was not the problem, it was something to do with vertex normal issues similar to what I mentioned in a thread I had started in the Poser forum months ago. I still don't know what it was and I haven't had the time to read up on Wavefront Object file descriptions in order to figure out where the exports were going wrong.)
Anyway, again, sorry for all the delays. I didn't mean for it to turn into this kind of situation.
Whazizname posted Thu, 03 September 2009 at 10:13 AM
"Anything worth having, is worth waiting for."
"Patience is a virtue."
"You can't rush perfection."
"Shut up and play your guitar."
{Hmmm... how did that get in there...?}
Grin
(:
paramount posted Thu, 03 September 2009 at 10:22 AM
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JoEtzold posted Mon, 28 September 2009 at 4:55 PM

Straker calling ... he's somewhat overdue ... :bored: ... seem's the S.H.A.D.O. communication officer is busy repairing the modern stuff ... :sneaky:
I used the fine V4 Bodysuit texture freestuff from Epithumia over at DAZ.
And the boots are from a package I'm working on at the moment. Though they are ready on shareCG but not in the last version and with the silver material. This will be in the next update. If the package is fully completed in some day's it will be also annonced here. :ohmy:
paramount posted Tue, 29 September 2009 at 3:24 AM
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electranaut posted Tue, 29 September 2009 at 4:43 PM
Got to say that looks pretty cool.
I'm still mulling over doing Straker's car as I mentioned a while ago but I've got sort of bogged down in doing another model for sale at the moment. Hoping it'll be finished in the next few weeks and if it sells okay it'll buy me a little time to indulge in something more "playful" and "for the hell of it." I really do want to donate something to this whole thing.
electranaut posted Tue, 06 October 2009 at 10:27 AM
Okay, that does it- been watching UFO repeats on digital lately. Now I've decided to definitely do Straker's car. Bear in mind it'll take me a little while since I only get access to my modelling PC and software for about 8 hours a week, and that includes the time it takes me to get on with my "proper" modelling. I will start it straight away though, and I'll keep y'all up to speed with progress.
paramount posted Tue, 06 October 2009 at 10:35 AM
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electranaut posted Tue, 06 October 2009 at 4:13 PM
Yeah, I'll get on it. I've managed to find a couple of "blueprints" (read: vaguely useful photos) that should be enough for me to get going. The main project I'm working on at the moment for sale is a car, and a helluva lot more complex than Strakers, so it shouldn't be too difficult. From my experiences in car modelling so far, the exterior body shell isn't too problematic; the tricky beggar is the interior and there's precious little to go on where that's concerned here.
Still, I'll do my best and, as I say, I'll let you know!
JoEtzold posted Tue, 06 October 2009 at 6:52 PM
Hm, as I remember the outer shape was near to some of the Citroen model of that time.
These have been also a little bit futuristic in their interior at there times ... :rolleyes:
So as a idea you could look for some internal picture of these ... if available anymore.
Search for Citroen Pallas, the later versions with more straight design not the rounder earlier design, or for Citroen GS if i'm right.
But otherwise also the interior of modern concept cars could be helpful ... if I remember right there wasn't much detailed inboard views of strakers car ... 
But this car will come handy cause I have one/two party outfits on my work list which have been seen in one episode. Than the girls have also the adequate vehicle ...
Ok, the one is from show but the other I'm not total sure. Thats that red one Linda ... is posing on a car, together with lovely beige boots ... I love this dress and just have done some knots and bow for a other outfit ... so some major parts are done ... :laugh:
Can't promise when these will finish but definitve this year ... :thumbupboth:
electranaut posted Thu, 08 October 2009 at 5:17 AM
Yeah, I agree that there are some stylistic similarities to the Citroens. In all honesty, I think what I will probably do is model as much of the interior as I can possibly see as correctly as I can, but some parts of it- i.e. the parts you don't ever see in the series or in photographs- may well have to be made up from scratch and imagination. Not to worry though, I can follow a theme and those never-seen areas (things like footwells, rear seats, etc) will definitely be modelled sympathetically. I may forego the underside altogether though; though it's glimpsed in at least one ep I can think of it's too vague to model so it may well have a smooth underbelly. Having said that, I'm a fiend for modelling suspensions so you never know, there may be something in it...
And now that I know someone wants that specific model, I've just got to do it, of course!
JoEtzold posted Thu, 08 October 2009 at 1:16 PM
Hm, underbelly is for sure not a big deal. I can't remember for much images showing a upside down car rendered. So smooth and flat is no problem, I guess.
With a look to this scene photo ufoseries.com/photos/strakerInCar.jpg it seem's that also in reality (movie) there was not very much stuff in the rear part of the car ...
B.t.w. look at that silly telescopic hydraulic door opener at the right side ... I think, also in the pre-70th there must have been better ideas ... :laugh:
But if you need help or an example how to get such a thing working in poser, don't hesitate to ask. I have done such a telescope thing with a morph and some combined ERC's to hold all in line and have the impression of a smooth movement ... it's a bit tricky with masters and slaves and dummy slaves and such stuff ... valueparm work 
In that case I would do the door as one actor rotating at their upper fixation. And the telescop is a second actor rotating round it's lower fixation. The telescope is build as total length first and gets a morph for it'sshortes length. And than with a number of time-delayed valueparms both are rotated in a manner to hold the top point of the telescope at the place there it seem's to fixed at the door. So the full thingy is dialed with one master rotating the door down and the telescope inside while also shortening the morph. As said a bit tricky but possible and well working. The number of dummy parms is only depending on the maximum length of linear actions.
Though, with a second look to the image, this telescope doesn't work in reality. It's foot point is located too far outside. If door is coming down the telescope is coming to a horizontal position and for that it have to reside much more inside of the car or the value of power will go up through the ceiling ... 
electranaut posted Sat, 10 October 2009 at 5:13 AM
Cheers for the advice and offers of help. I am okay with ERC for certain things ( I made a whacking great 8 wheel drive vehicle with 8 wheel suspension which is in the freestuff section) but I may well need some help with the telescopics, so I'll remember you for that!
Yes, the telescoping doors didn't work in reality- the doors were lifted and held up by a crew member in the series. That is why you never see the whole open door in any shot in the series; either the front or the back of the door was being lifted up by a person!
Of course, we can fix that
electranaut posted Tue, 13 October 2009 at 4:31 PM
Attached Link: Straker's Car (Old WIP)
Just for the record, here's my previous attempt when I was a Rhino user (I've graduated to another package- a poly-modeller- since then). If I remember correctly, this was about three days worth of modelling. Obviously, I had only just started roughing it out so there was still tons left to do, but I thought I'd post it just to show you that I'm not really crap and to let you know that that the sculpting of it is in the safe hands of a fan who wants to get it right. Anyway I'm a much better modeller now, so once I get under way the new version should be much faster in getting together, once I start to ease the pressure on my commercial modelling aims.JoEtzold posted Tue, 13 October 2009 at 4:43 PM
Hm, really not too bad ... :biggrin:
Ok, may need some engine, seats and the one or other glas ... but the outer shape iswell done. Did you use symmetry for left and right side ?
But three days is a lot of time ...
... good luck with the new try ... 
electranaut posted Tue, 13 October 2009 at 4:59 PM
Oh yeah, there was LOTS to do on it and I wasn't too comfortable with NURBS at the time, so it took longer than I expected. When I get around to the new version, I'll have that much done in maybe a couple of hours. If I get a whole day to have a crack at it, most of the body should be done without any problem.
Forgot to mention: I didn't use symmetry in the normal sense; I mean I didn't model half of it and then copy it over- I modelled both sides at the same time. Stupid, really...
JoEtzold posted Sun, 21 March 2010 at 5:13 PM
Hello together ... :biggrin:
It's time to bring this stuff back on the track. So I have started modelling the control room plus the moonbase outfit and some additional party outfits.
If you are interested the ongoing WIP is described in this thread forum.daz3d.com/viewtopic.php?t=135683 over at DAZ freepository. Sorry rendo, but the audience is bigger there as in this freestuff forum. :blushing:
I never-the-less will post the links to the completeted stuff downloads also here as they are becoming available. Might not been tomorrow or over-tomorrow, good stuff will need good time ... :laugh:
Any comments are welcome, but if they are regarding my stuff directly, please be so kind and do it in the modelling thread.
Stay tuned ... :thumbupboth:
paramount posted Mon, 22 March 2010 at 12:32 PM
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JoEtzold posted Thu, 25 March 2010 at 10:02 PM

The complete version later will also include this pure version for your own furniture ideas.
JoEtzold posted Sun, 09 May 2010 at 11:00 PM

The S.H.A.D.O. moonbase controlroom plus surrounding is operational. You only need trained staff and some aliens will be fried ...
Find the download here at
www.sharecg.com/v/41331/Poser/S.H.A.D.O.-Moonbase-from-UFO-TV-movie
and the acompanying thread as written before on DAZ-Freepozitory forum ...
Next to come is the moonbase outfit ... stay tuned :thumbupboth:
paramount posted Mon, 10 May 2010 at 5:21 AM
Wow! Just look at Moonbase re-lived. This is looking really awesome, Joe...! And those colour shades are just too good to be true... And hey, those gals need to be put on a higher stage of alertness - cause you never know who might fly in some day soon...
I'm gonna be biting my nails awaiting the moonbase outfits, Joe...
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Terrific work...!
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JoEtzold posted Mon, 10 May 2010 at 5:15 PM
Hm, on one side these girls are the "working" commitee and not the regular base staff ... these are on training while missing their uniforms up to now ... :lol:
But also so these will come into more stress if reading the monitor correctly ... hope they have the manual on hand and knowing what to do ... :scared:
B.t.w. the lamps of three panels of the regular racks and one panel in the desk section can be easily lit or darked with using a mask for additonal ambient in the shader tree.
Wanted to have more lamps with individual choice but there are to much for an easy way. So most of them are textured generic either on or off. But for stills this is tolerable and even for animation only with texture switching it would be most complicated. So no blinking or beeping environment ... otherwise it would be a movie theatre and these are mostly not free ... :laugh:
I did underestimate totally the complexity of these tiny things. Rooms and such was quickly done but the details has been time consuming. And this is for sure the model with the highest number of material groups I did up to now ... but it was real fun.
Even the trouble with the folding bathroom door is fixed in this last version ... ok, mostly ... There is missing on half-wide part at the door's beginning, a real construction mistake or error by brain. But who will know, may be it's thought as a air circulation feature with nearly closed door ... :tongue1:
So, thanks so much for the comment and yes, stay tuned for the outfits. I guess it will be worth the waiting ... have some idea's for that and have lately found out what's about the "construction" of the legside lace of the moonbase outfit. Only not sure at the moment if to copy this too canonical ... let's see it by the time I'm at that point ... :sneaky:
paramount posted Sat, 15 May 2010 at 3:46 AM

JoEtzold posted Sat, 15 May 2010 at 8:29 PM
:wub:
:laugh:
JoEtzold posted Sat, 24 July 2010 at 8:27 PM

Now your staff is getting the correct clothings ... :laugh:
The moonbase and skydiver uniform outfits for V4 are up and can be grabbed. CR2's and props accompanied by materials (mt5,mc6,pz2) and 2 hair wigs and a look-like face setting.
You may grab the file here at shareCG www.sharecg.com/v/42781/Poser/S.H.A.D.O.-Uniforms-for-V4
For usage of the 2 hair styles you should have or download Yamato's SumireA3 Hair and/or Kozaburo's ReiHair-VC and you need RTEncoder for decoding them.
Now I have to resort myharddrive a little bit and then the girls will get also their party outfits ... like described in the formerly named DAZ thread, see there ...
So stay tuned for the next ... :thumbupboth:
Whazizname posted Sun, 25 July 2010 at 12:15 AM
:w00t:
All hands, prepare for grabbing!!!
:D
JoEtzold posted Thu, 29 July 2010 at 8:32 PM

I have updated the original download file at shareCG. The filename of this newer version is ending on "Upd".
For those who have downloaded the older file without "Upd" up to now (07-30-2010) there is a new update-only download file www.sharecg.com/v/42865/Poser/S.H.A.D.O.-Uniforms-Updater--not-standalone-
Holding only the new cr2's and the changed mtl files (due to annoying messages in Carrara). You may download only this smaller file and unzip it to the locationsof the original files. Let winzip (or else) overwrite these if requested.
JoEtzold posted Wed, 11 August 2010 at 10:40 PM

The pack contains anew headquarter outfit plus a new more canon mini skirt for the moon.
Additional there are 3 tops updated to overcome the trouble with poke through in shoulder area. See the readme for more details.
JoEtzold posted Sun, 31 October 2010 at 12:06 AM

The last pack is uploaded to shareCG ... the S.H.A.D.O. party outfits for V4 ... find them here http://www.sharecg.com/v/44967/view/Poser/S.H.A.D.O.-Party-Outfits-for-V4
As usual complete with poser shader tree materials and also uv-templates for your own texturing.
Have fun with these ...
paramount posted Mon, 01 November 2010 at 7:28 AM
These latest outfits in the SHADOwy theme are truly amazing, Jo... You have brought to life the zany, retro world of UFO to a tee here, on this monumental thread. Thank you very much once again and just to see you go from strength to strength has been absolutely mind blowing to say the least... I do believe this 'initial' thread is approaching 2-years of age now, but well worth the wait...! Well done for stepping into the helm amid the storm, captian...!
JoEtzold posted Mon, 01 November 2010 at 11:41 PM
Thanks so much ...
I'm glad I could help out for the girls ... :biggrin:
I'm now experimenting a little bit with M4 cause for the next theme "The Avengers" a Steed-outfit is on the wishlist.
But cause Steve is working on Foster's car may be the colonel will get also a outfit. May be a multi-person outfit. I have checked the images and nearly all men are wearing the same suit just different colored ... :laugh: ... men are such simple with fashion ... :blushing:
But no exact timing for this at the moment but stay tuned, comes time comes suit ... :laugh:
paramount posted Wed, 03 November 2010 at 10:19 AM

paramount posted Wed, 03 November 2010 at 10:21 AM

And:
Looks like a yellow alert is on the cards...
paramount posted Wed, 03 November 2010 at 10:23 AM

JoEtzold posted Wed, 03 November 2010 at 9:53 PM
Uih, Dalek in trouble ... :laugh: ... and a new episode in the endless theme of impractical armors and clothings. This time: the blowback resistant upright standing boots ... :woot:
The first girl's face remembers me strongly to one of my mate's on the ambulance car year's ago ... 
But the changed colors of the bodysuit are much interesting. A touch of green in there or is it due to the lighting ?
paramount posted Thu, 04 November 2010 at 8:26 AM
Glad you like, Jo... The green hint on Alien Spacesuit material might be one of the low blue value lights on set?!? Or it might be one of the nodie thingy's attached to the nodie tree construct in the mats dept...?!? I toned down the brightness of the Alien mat, to reduce the 'glare'... That's non-tech talk by the way - it's all I can muster! Dalek is exact copy of the full size beastie who lives in my garage - who ventures out to do charity stuff from time to time. The Dalek in Poser is labelled ST Daleks, can't locate exact designer name at present though. Think boots are called Gladiatrix..
Ambulance 'mate' (by look of things) must have been good reason to drive without watching were one was going - as due to much glancing sideways, or thereabouts, if I understand things moderately correctly...!
Smiley face here (don't work?!?)
JoEtzold posted Thu, 04 November 2010 at 11:33 PM
:b_grin: ... just copy the code text than smiley's should work ... most times ...
:a_shocked: Huh, that girl is so deeply in my mind cause she was the only who destroyed my ambulance without my assistance ... :laugh: She pulled out totally the table for the stretcher and I needed 1/2 hour to get that damned thing back in place ... Thank God, there was no patient on car ... :ohmy:
Realize: sometimes (if not in need to carry beer six-packs) girls can be astonishing strong ... :b_funny:
JoEtzold posted Sat, 05 February 2011 at 11:41 PM

Say hallo to Paul Foster's car Falcon and TY to SteveKitt who has modeled that fine shaped mesh in Blender. It can be found here at shareCG http://ShareCG.com/v/48408/view/Poser/SteveKitts-SHADO-Falcon-from-U.F.O.-show
I only completed it with the rigging and the unescapable optimizations needed for Poser plus a little bit of added stuff.
The car comes in it's canon version and a uncanon cabriolet all together with a bunch of poser material for different looks. And naturally the uv-templates for your own coloring purposes.
Cause this is not my mesh the rules are renderings, even commercial, are ok but no redistribution of the stuff as such. Ah, and even commercial content providers are invited to let us know when they use our freestuff in their promos. Freestuff is also timeconsuming work and therefore no excuse for only naming comercial stuff in the advertisement ...
B.t.w. I found that promos with my sandals really nice when I found them accidentialy ...
paramount posted Sun, 06 February 2011 at 5:34 AM
Hey, well done you guys... You really have enlivened the cult UFO TV series to the max, on this and other threads... I've not to date been aware of any other sizable a truly fab qualitied free (yes - free...!!!) package on these or t'other threads around...!!!
SUPERB...!!!
You should be given medals or summit...
JoEtzold posted Mon, 07 February 2011 at 6:26 PM
:b_blush: :b_drool:
JoEtzold posted Wed, 06 April 2011 at 1:18 AM

Say big Thank You to this nice guy for his fine contribution ...
paramount posted Thu, 07 April 2011 at 3:43 AM
A BIG BIG BIG thanks to Gary and Jo for all their continued work on this truly epic proportioned UFO based thread...! You are CGI construct Gods and we bow to you...!
Tony D
JoEtzold posted Sat, 09 July 2011 at 11:27 PM

This time it's Straker's car Hawk with some additional designs. Like the Falcon it's modeled by SteveKitt and rigged/poserized by me.
On top Steve made the Straker pistol which is also added as stand alone prop as also smartproped for right hand of V4 or M4.
Find the package here at shareCG http://www.ShareCG.com/v/53143/view/11/Poser/SteveKitts-SHADO-Hawk-from-U.F.O.-show and have fun ... :laugh:
LtGayEllis posted Sat, 17 August 2013 at 7:17 AM
Just want to say a big Thank You! to JoEtzoid for the stunning work! I've been a huge fan of UFO for decades (hence the name) and it's just wonderful to have such fantastic UFO content for poser! :)