primorge opened this issue on Sep 20, 2022 路 92 posts
primorge posted Tue, 20 September 2022 at 2:26 PM
I'm going to start sharing my images, thoughts, and project WIPs here. Also this will function as my Gallery page and sketch book. I've become disillusioned with trying to share these things with people on the Poser Forums, it's been a waste of time for a very long time.
Here, in my own thread, I can be at liberty to do as I please, within TOS guidelines of course, without having to try and fit into all that stuff over there. Consider this my resignation from technical advice, thoughts, and freebie files on the public forums. You'll find those things here now. It's a vanity thread, without the hubris to plaster it across the official forum ;)
With that in mind please consider this a dank, dark cavern lit only by the light of flickering candle and sputtering torch. There's something hunched and shadowy in the far recesses of the cave, working away at something. Ningauble the Seven Eyed from Fritz Leiber's Fafhrd and the Grey Mouser tales comes to mind as I evoke this image.
I'll start by posting some of my old artwork I guess... Media is both traditional, in some instances, and digital. The digital tools consist of Poser, Carrara, Blender, Zbrush, Mudbox, and Photoshop. All of it is Character Creation in one way or another... I'll be inclined to jump through time and context as it occurs to me.
Welcome...
primorge posted Tue, 20 September 2022 at 2:33 PM
Metamorphosis; Poser 8 IBL/AO render. Wings 3D/Zbrush Assemblage.

primorge posted Tue, 20 September 2022 at 2:38 PM
Caterpillar; Pen and Ink on Bristol Board, Photoshop gradients, compositing, and post.

primorge posted Tue, 20 September 2022 at 2:44 PM
Hadal Princess; Poser 8 IDL, Aiko 3, Textures, Morphs, and Accoutrements self.

primorge posted Tue, 20 September 2022 at 2:45 PM
To be continued tomorrow, project work time...
odf posted Tue, 20 September 2022 at 6:09 PM
:thumbsup:
-- I'm not mad at you, just Westphalian.
ldgilman posted Tue, 20 September 2022 at 7:55 PM
The Caterpillar is most excellent, I really like the detail and time you put into it.
primorge posted Tue, 20 September 2022 at 8:37 PM
A process oriented post.
I'll do this quite a bit with texturing, morphing, rigging and modeling. Whatever I happen to be working on at the moment. In this instance painting subtle breast veins. A minor detail being added to an existing texture for V4 created by Jess Herbert. I find her textures to be most excellent for pin up and illustration type characters, very little baked specular and shadow and very pure looking. As this character is for my own personal use I'm at liberty to change things at will. But more on that later... and character images/renders further into my posts timeline.
I begin by exporting V4's chest actor out of Poser. I leave all export options unchecked. I import it into Mudbox, scale it to 3000 (the scales are radically different and the brushes in mudbox work much better at a more native scale), and add a diffuse white material with no specular. I then switch to the painting layers tab. Mudbox functions much like Photoshop and live bridges with Photoshop, it's very convenient. Mudbox prefers UDIM but thoughtful chopping and welding of target meshes with stacked UVs is possible to paint across seams. UDIM UVs figures are no fuss painting.
I import the character's base torso texture, add a painting layer above that, select a brush and choose a dark blue color. For painting this the work doesn't need to be incredibly precise, though mudbox is very capable of detailed and precise work. For more precise blood vessels I have converted abrs that I've collected.
I just draw out some rough vein like strokes on my transparent paint layer and begin using the blur tool to blur them quite a bit...

I then go in with the eraser and trim and fade parts of the blurred strokes.

Once I'm done doing this for all the paint stroke layers I've created, I usually do quite a bit of layers and merge down gradually, I lower the opacity on the merged layer until it's barely visible. I delete the underlaying base reference texture. Here's the merged vein layer against the model's white diffuse material. The effect is very subtle, barely noticeable against the base texture.

I export channel to psd, this brings up photoshop and the layered file. The layered file consists of a template layer for that geometry, all of the paint layers (only one in this instance), and a diffuse color background...

At this time I also have the torso texture file open, which contains all my edits on separate layers. This is my archive work file. I duplicate the vein layer over to my archive file.

As you can see the effect is very subtle, it will be more or less visible, almost subliminally, depending on the lighting and/or HDR I'm using.
End of today's little demo.
primorge posted Wed, 21 September 2022 at 10:15 PM
A process oriented post; Adventures with (conforming) Dentures featuring Antonia.
ODF's Poser figure Antonia is on the cusp of a 1.3 update. I plan on making some creature morphs for the release. Just some head morph stuff with some texture maps. I know that I'll need to create quite a few teeth morphs to go along with the character morphs.
Unfortunately Antonia's teeth are relatively low poly in comparison to a figure like V4. Also the gums and teeth are not a seperate mesh, again, as they are with V4. This makes creating fangs and teeth scaling rather difficult. If I stretch the teeth too much the textures from the gums will smear into the teeth and moving and scaling the teeth and gums separately is not possible.
As a solution to this I've decided to create some higher res conforming dentures based off of Antonia's existing geometry. The idea is to create an extraction of the jaw actors, separate the teeth from the gums without creating holes in the gums, integrate the separated teeth deeper into the separate gums, giving all a level of subdivision, and retaining the original UVs.
I start this process by importing the Antonia 1.2 obj from the Geometries folder.
I open the grouping tool, select the upper jaw actor, and spawn a prop from this which I name UpperJaw. With this new prop extraction of the actor I use the grouping tool to add a new group called teeth, the polys are which are added by adding the teeth material to the new teeth group. This will help later for masking. I repeat the process for the Lower jaw actor. Naming conventions aren't really important at this stage...

This leaves me with prop versions of both the upper and lower jaws with separate groups for the teeth.


I want to export these out as obj to be modified in Mudbox and Wings3d...
I choose include existing groups and maintain material names. I can edit these obj files in a text editor to manipulate groups and material names and existence later if needed. But more on that when the rigging starts.

Now that I have my jaw props exported I need to do some sculpting. The idea is to completely flatten and sink the integrated teeth mesh parts down into the gums, neatly, so that there aren't big holes left after the teeth extraction. I'll use the sculpting tools in Mudbox for this...
Inside Mudbox I add a level of subdivision, freeze the gum group polygons (mask) so they're not effected by the brushes as I flatten the teeth polys. I use very large low intensity flatten and smooth brushes, alternating as needed, to do this... Frozen polygons shown in blue. I occasionally switch from base res to subdivision1 and back as I smooth the gum cavities..


I repeat this process, on both upper and lower jaws, until I'm satisfied and export this out for import into Poser and Wings 3d. Here's the teeth flattened models in Poser. I'll give it a higher level of subdivision in the next steps, for now the base resolution is fine.

Now it's on to the teeth separation. For this I'll use Wings. In wings I want the original unflattened props to extract the teeth, lengthen the base of the teeth down into the flattened gums versions and export these out as joined objects for further sculpting. It's a bit of work. I'll just skip ahead all of this tedious stuff.
So what I have now is a completed lower jaw actor with separate teeth. UVs are intact, and I've increased the resolution by one subdivision level. I regroup the model, collapsing it to one group merged, by editing the obj text. I import this new lower jaw actor into Poser to take a look at it with existing textures applied. In this case I'm going to use Saintfox's textures that are included with Antonia. I have some other textures of my own creation but that will come later. The upper teeth/jaw actor still needs to undergo the process I just glossed over but that will be done once the lower jaw is wrapped up.
I'm already aware that there are some problems before I even bring the model into Poser. Nothing serious, it's about what I expected. The teeth material UVs are peeking a bit on the gums. Though I merged the original teeth material with the jaw/mouth interior material there's no escaping the original UV island placements... you can see the texture peeking on the gums here in this image.

I can fix this by taking another trip to Mudbox. I'll clone bits of the original texture over to another layer which will create a transparent overlay with the fixes which I can merge with the original textures. Here is the fix results...



Wireframe showing the separated teeth recessed into the intact gums

To be continued tomorrow, wherein I'll finish the upper teeth, create donors for both upper and lower jaw actors and convert these props into conformers...
primorge posted Wed, 21 September 2022 at 10:24 PM
Gallery offering of the day...
Entella; Pencil in sketchbook...

primorge posted Thu, 22 September 2022 at 4:52 PM
On the subject of teeth; A lost freebie link.
A SaberTooth morph for the HiveWire Tiger. Forum request. Morph will only work properly if applied to the HW Big Cat with Tiger morph applied. See included ReadMe. Poser only.

primorge posted Thu, 22 September 2022 at 11:19 PM
Adventures with (conforming) Dentures featuring Antonia: Part 2
Picking up where I left off, I finished remodeling the upper jaw prop and teeth. Here are the finished objects...


Now it's time to turn these into conforming figures. In preparation for this I use Netherwork's Creator's Toybox Scripts to generate a blank figure of the Antonia 1.2 cr2 as an optimized donor.
Here's what this will do...

Here's a copy of the Antonia 1.2 Blank Cr2 if anyone is curious...
Prior to creating the blank I made sure to edit the obj files of the jaw props so that they both contain a single group named matching the exact internal name of the target bone the polys will be attached to, jawUpper and jawLower.
With the Upper Jaw prop selected I enter the Set Up room.
I navigate to the library and load the blank cr2.
I'm presented with a hierarchy of bones I want to donate to the prop. In this case I want the head and jawUpper bones. I select these and only these in the hierarchy. Poser insists on attaching parents, generally from the hip, or in Antonia's case the waist. For head conformers I find the parent hierarchy isn't usually needed. For body stuff it's best to include the hierarchy from the hip. it's ok I can delete those extra bones for this. After the Skeleton is loaded I use the select tool and methodically select and delete all parents up to the head bone.
I exit the set up room. The relative rigs appear like this for both new conforming figures, both contain the head bone and their respective jaw bones... the large bones are the head.



Back in the Pose room I do some preemptive tidying up. I rename some dials, specifically the external names for XYZ rot dials to Bend SideSide Twist. I turn off bends in properties for the jaw actors. I check all conforming option checkboxes in body properties. I rename the figures from Antonia 1.2 Blank in the hierarchy to their proper new names. I apply my modified SaintFox textures.
I save the new figures to the library. I choose use existing geometries. I open the cr2s in a text editor and double check that file path references and some other things copied properly to the saves.


Next I'll load my new conformers, conform them to Antonia and test everything out. They conform great. I toggle the visibility of Antonia's existing jaw actors off and my new high poly dentures work seamlessly...
Continued Tomorrow; Wherein Antonia finds herself with some new teeth morphs and has a frightening encounter with Pazuzu from the Exorcist.
primorge posted Thu, 22 September 2022 at 11:26 PM
Gallery Offering for Today; Not Rats! Poser and Photoshop...

odf posted Fri, 23 September 2022 at 6:52 PM
I'm really enjoying Antonia's denture adventures so far.
-- I'm not mad at you, just Westphalian.
primorge posted Fri, 23 September 2022 at 7:53 PM
I have something interesting coming up in the wee hours ;)
primorge posted Sat, 24 September 2022 at 5:06 PM
Adventures with (conforming) Dentures featuring Antonia: Part 3
Sculpting Fangs1 morph

Finished morph with textures

Now to make a character to go along with the Fangs. I've chosen 'Captain Howdy' from the film the Exorcist
I start by sculpting the base resolution morph

I then create a displacement map after subdividing the mesh a few times. Not really high frequency, just some forms to add interest...

The baked out map...

I then paint the diffuse texture map...

I assemble my materials and set up my lights. I render this with a single spot and an area light. I also model a crucifix and place it in the scene as a light emitter so that it shows up in the eye reflections. Firefly IDL.
The result...
Antonia: Captain Howdy.

Sweet dreams.
odf posted Sat, 24 September 2022 at 7:19 PM
Pretty!
-- I'm not mad at you, just Westphalian.
primorge posted Sat, 24 September 2022 at 7:27 PM
Gallery offering; SuperGirl(Woman): Character WIP V4
This is a current ongoing project that I will revisit in this thread...
Renders are Firefly IBL and IDL





primorge posted Sat, 24 September 2022 at 7:30 PM
primorge posted Sun, 25 September 2022 at 9:24 PM
A simple TShirt modeled for V4 that I made today. It's has not terrible UVs and nipple geometry. It's an obj file, maybe someone can use it as a dynamic piece. I'll probably rig it as a conformer as practice and test out Dimension3D's Morphing Clothes utility to see how well it copies V4's morphs ++ to it. For personal use only please. As if everyone doesn't already have 30 TShirts for V4...




primorge posted Tue, 27 September 2022 at 6:24 AM
Gallery offering; a couple toon character renders. Glidman's No Name Doll and Nursoda's Kali. I use that Lada Hair by Nursoda quite a bit, it's one of my favorites...

Kali Pissed

primorge posted Tue, 27 September 2022 at 9:34 PM
Mysterious Freebie:
A high resolution plane Poser Figure; 62496 Polys, UV Mapped, Single Actor origin 0 0 0


Not what on earth use could this have and why a figure?
primorge posted Wed, 28 September 2022 at 7:09 PM
Just finished modeling a new eyeball. In this case I wanted a completely "water tight" Eyeball and cover entirely of quads, I need it for some things I'm playing around with. All of the other eyes I've made have high valence tri poles...
Cover

Eyeball

Combined rotational views, there is a 16 edged pole at the back but it's quads and being that it's at the back I figured it would suffice. UV mapping this eye will be a bit tricky... the edges need a bit more snugging but essentially this is the final geometry at base resolution.



primorge posted Wed, 28 September 2022 at 7:49 PM
Gallery Offering; here's 2 images rendered in Carrara with GI
Variation 1 on Scenes from the Gaol; Cararra, post Photoshop. Model by me. This render ended up with some self shadowing poly artifacts that I ended up keeping and incorporating in the image.

Venus Object; Carrara, Post Photoshop. Models by me. Just a weird fragmented figurative piece/ Study...

primorge posted Thu, 29 September 2022 at 8:37 PM
Just a question to the maybe one or two lurkers who happen to stumble by...
Is a cornea material zone incorporated into the cover an important thing for a Poser eye? I'm inclined to think it isn't as all of the reflections and specularity can be done by the cover material alone. Just curious if anyone had any thoughts on this.
The reason I ask is because I see that the daz figures generally have a cornea material, including Genesis, whereas La Femme simply has an eye surface material that encompasses the cover...
primorge posted Fri, 30 September 2022 at 6:43 PM
Finished UVing and started texturing my new Eyeball model shown earlier.
I went with a UDIM mapping with the Eyeball occupying the 0-1 tile and the Cover the 1-2 tile...

I managed to map it so there is a minimum of distortions overall, there's a tiny bit of stretching but nothing that will show on the textures themselves or at least not noticeable. Here's the main Eyeball with a UV checker applied, green indicating the iris material


The Cover

Wires Eyeball

Wires Cover

Templates


I also started the texturing process. For this I'm repurposing some eye maps I made for the Nova Poser figure; as I created those textures with each element on a seperate layer in a psd, it was easy enough to rescale and reposition everything to fit these UVs and then fix seams with the 3d painting tools in Mudbox. I mostly used the clone tool there.
Here's an example texture for the Eye...

A turntable preview animation out of Poser, one level of subdivision

This new Eyeball should be optimal for my upcoming projects, seamlessly and over all mapped. All that needs to be done is a bit more texturing. I'm very happy with how this turned out...
primorge posted Fri, 30 September 2022 at 7:05 PM
Gallery Offering; a page from my unfinished (though finished in storyboard form in a large lined paper notebook) comic book 'FILTH'. Medium is Pen and Ink on Bristol board. Gradients much later added in Photoshop.
Much of my early comics work I can't show here (stuff I did in my twenties when I used to smoke a LOT of pot) as it would be an extreme violation of TOS. I was early on heavily influenced by underground comics...

primorge posted Fri, 30 September 2022 at 7:06 PM
And I forgot the nudity advisory yet again :(
odf posted Sat, 01 October 2022 at 6:26 PM
Am I getting a bit of a Manara vibe there, or is it just that I haven't been reading European or indie/underground comics for way too long?
-- I'm not mad at you, just Westphalian.
primorge posted Sat, 01 October 2022 at 8:25 PM
馃憤
primorge posted Sat, 01 October 2022 at 11:45 PM
Returning to a character sculpt that I left unfinished years ago...a female Orc, Snarla. One of my old Dungeons and Dragons characters immortalized in polys for V4. The skin should be fun to paint. Was also thinking of creating some simple vulture motif jewelry for her, a nose ring and earrings. The character was a Barbarian class with a pirate background and path of the totem warrior (Eagle substituted with vulture, same specs).
http://dnd5e.wikidot.com/barbarian:totem-warrior
I already have her costume elements that I bought a while back
https://www.renderosity.com/mod/bcs/sexy-savage-armor-v4-a4-g4-/88199
https://www.renderosity.com/mod/bcs/power-barbarian-v4-a4-g4-elite-f4/90863

Maybe I should make her tusks/fangs a little longer?
And yes... She has gigantic battle impractical boobs that have proven the downfall of many an overconfident Frost Giant.
primorge posted Sun, 02 October 2022 at 8:27 AM
Gallery Offering; years ago I started using a high resolution plane to make relief sketches in Zbrush, sort of like a 3D/2D sketchbook. I would store the various "sketches" with the plane as morph targets as pages in a sense. A lot of times the sketches would just be random shapes and 3d textures; surfaces and scapes and such. Sometimes I'd do more fully realized things, actual representational reliefs. I ended with quite a mass of morphs for the plane, unfortunately I lost the project (not to mention years of work on other things) when my hard drive on my old PowerMac G5 died. It did save a few images from stuff I did with the plane though...



The plane figure I shared earlier in this thread will be the start of a new Plane Sketchbook. I chose to use a cr2 this time so that I can more easily take advantage of GoZ subdivision morphs, difference morphs, and pmd injection. I'll document here in this thread my sketches (morphs), conformers created as add ons for the plane, and various other things involving the new sketchbook, as they occur...
primorge posted Sun, 02 October 2022 at 4:54 PM
DoomsDayPlane Sketchbook
First page: Anima_10022022

texture

primorge posted Sun, 02 October 2022 at 9:51 PM
Clean House Freebie...
A Norwegian Black Metal Style Corpsepaint for La Femme.
https://en.wikipedia.org/wiki/Black_metal
The makeup is on a transparent layer. It merges well with just about any existing face texture. Import the file into an image editor and copy the makeup layer above the existing texture and merge down, save out a flattened copy and apply image map to skinface and lip materials.


primorge posted Mon, 03 October 2022 at 8:02 PM
Clean House Freebie
A makeup for La Femme inspired by Edward Gorey's The Insect God. The makeup is on a transparent layer. It merges well with just about any existing face texture. Import the file into an image editor and copy the paint layer above the existing texture and merge down, save out a flattened copy and apply image map to skinface and lip materials.


primorge posted Mon, 03 October 2022 at 8:45 PM
Gallery Offering
Lilith and the Serpent; Earthenware, Ceramic Underglazes and Glazes.
A small ceramic piece I made when I was a student at the San Francisco Art Institute, I guess about a foot high, maybe smaller. The gallery I was contracted with at the time was having a fund raiser event and asked if I'd donate the piece. I didn't attend but apparently it was a popular item. Wish I had taken better photos of it, but I feel that way about a lot of my older work.. much of which is who knows where and undocumented.


primorge posted Tue, 04 October 2022 at 11:53 PM
Gallery Offering; 2 more ceramic pieces... this time a couple of "decorative" plates I made. Earthenware, Glazes, Underglazes, Lustre Overglaze. Both private collections NYC and San Francisco...
Baphomet Charger

Angel of Plenty

bwldrd posted Mon, 10 October 2022 at 3:33 PM
So let me be a nuisance here and ask, are you still working on your sera project and missus update? :)
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Consider me insane if you wish, but is your reality any better?
primorge posted Mon, 10 October 2022 at 4:06 PM
bwldrd posted at 3:33 PM Mon, 10 October 2022 - #4446312
The Sera's Secret stuff is basically done. I just need to go back to it and redo the textures. Because of the way the limbs are on the same tile as the torso I'm afraid the textures will have to be 8k for the body. In any case I tried contacting Futepen for permission to redistribute a remapped obj. I never recieved a response. So expect that to be actually finished and released eventually. All told its like 100 morphs, quite possibly more, textures, and a conforming tongue. As far as Missus goes I'm on the fence with that one, I started remodeling the figure but I'm not quite sure where I'm going with it. It's on my agenda though. I work full time and have about 10 different irons in the fire and growing. Missus is an elaborate project on the morph and modeling front.So let me be a nuisance here and ask, are you still working on your sera project and missus update? :)
Plus Antonia 1.3 just had a more or less stable release that I'd like to make some things for that.
I expect I'm going to completely stop working on other peoples figures and concentrate soley on my own things.
At the moment I'm tidying up some La Femme character morphs that I've been playing with for a long time, so expect my next freebie and set of renders to concentrate on that. I should be done that sometime this coming weekend, I'm in the render stages for a set.
I've been working 6 days a week so things are a bit difficult to work on as I'm basically exhausted.
In any event I'm not going anywhere so projects are continuing. Sorry no more definitive answers to your query.
primorge posted Mon, 10 October 2022 at 4:19 PM
Once you start seeing Sera images appearing in this thread you'll know a link is coming ;)
bwldrd posted Thu, 13 October 2022 at 10:16 AM
TY for the follow up. Yah, don't burn yourself out, good state of body and mental health first :)
I was just wondering as I have a hard time keeping up anymore on who's doing what, etc.
--------------------------------------------------------------------------------
Consider me insane if you wish, but is your reality any better?
primorge posted Fri, 14 October 2022 at 11:34 PM
Freebie: Demetra


An abbreviated version of my default La Femme character morph, Demetra. It's a custom head morph with some custom expression dials fit specifically for this character. I refer to this as my Default La Femme because this is the specific morph I usually have on her whenever I've shown images of La Femme on the forums.
The morph is loosely based on the visage of the actress Demetra Hampton as she appeared in the role of Valentina in the late 1980s Italian erotic fantasy TV series of the same title. The series was based on Guido Crepax's comic, later parts of which were featured in the fantasy magazine Heavy Metal.
https://en.wikipedia.org/wiki/Valentina_(1989_TV_series)
https://en.wikipedia.org/wiki/Valentina_(comics)
These morphs will work on either LF Base or LF Pro and require no additional morphs to be present, however if used on the Base LF I suggest you use the included hide brows morph to hide the transmapped brow geometry and transmapped textures that she loads with (or simply disconnect the transmap in the material room). The included brow morphs for Demetra are intended to be used with her face texture brows and will not work with the transmapped brows geometry.
Though there are no included textures (the ones I use for this character are customized merchant resource based) she looks ok with the ones that load with LF Pro. The brows on that texture are a bit too high up on the forehead for this character IMO. I've also included an Iris Convex morph to minimize the concave appearance of LF's Irises, which I find give Demetra's eyes a more pleasing appearance.
Because this morph changes the positions of the eyes and interior mouth parts (match centers to morphs stuff) it's suggested you use the included expressions I've made specifically for this character, especially the blink dials. She also looks as intended with her custom mouth open and smile morphs included. The morphs should all be dialed from their main parm group in the Body actor.
See the ReadMe included with the Runtime zip.
The dials...


Some examples



bolt794689 posted Sat, 15 October 2022 at 2:48 AM
primorge posted Sat, 15 October 2022 at 8:01 AM
You're welcome
primorge posted Sat, 15 October 2022 at 6:58 PM
DoomsDayPlane Sketchbook
Second Page: Maw1_10152022

Texture

primorge posted Sun, 16 October 2022 at 5:40 PM
Gallery Offering; Succubi, Poser and Photoshop
My first forays into Poser, rendered in Poser 3 or 4 I think.
Might be Posette, but I'm not sure. I think the tongue is painted in. There's a lot of post, the lips highlights are definitely painted.
Story behind my getting into Poser was I was completely computer illiterate at the time and studying art at the San Francisco Art Institute; traditional media, painting and sculpture. This was around 2004/2005 I guess. A friend of my then girlfriend, a graphic designer, dropped off a PowerMac G3 at our apartment that he was getting rid of. It came with Poser and Photoshop installed. I started messing about with it, "Holy Crap! Poseable Nekkid Ladies! I could make comics with this! I don't have to draw shadows!" Etc etc. Then I saw a box for Poser 5 or 6 in a store and the figures had transmapped hair, I was mightily impressed. The rest is...
A lot of agony rendering transmapped hair ;)

primorge posted Sun, 16 October 2022 at 10:37 PM
Messing about with Animated Centers and Orientations for Antonia 1.3's eyes. Unfortunately match centers to morph refuses to work with Antonia's eyes for some mysterious reason and to top that off I can't generate a working inject for animated centers so I'm just going to release a modded cr2 with all the morphs I create added. Everything works fine embedded. It will be a default Antonia with the addition of more morphs and a bit of loose end cleaning that odf missed, fine tooth comb stuff, otherwise it will work exactly as default 1.3 so there won't be any conflicts with content that works with the base. Anyway, I'll give updates on my progress with this here, amidst other things I'm doing.


odf posted Mon, 17 October 2022 at 1:37 AM
Very cool! Primorgetonia is taking shape.
Can I have that unsuccessful injection file, if you still have it? I am somewhat reminded of trying to inject weight maps. The maps inject fine, but apparently the necessary joint transformation channels can't be created by an injection pose, so either they have to be in the CR2 or the figure has to be manually prepared for injection. I'd like to see if there might be something similar happening for animated origin injections.
Incidentally, I've had some problems loading materials that use animated material node parameters. The trick there was to load the material twice. Could be a similar issue. Anyway, I'd like to play around a bit and see if this can't be solved. If you don't have the injection file, anymore, no problem. I'll just cook up something myself.
-- I'm not mad at you, just Westphalian.
odf posted Mon, 17 October 2022 at 3:34 AM
Oh, and my stupid question of the day - I think it's been a few days, so I'm allowed one: why do you morph the eyeballs and then adjust the centers to the morph rather than leaving the eyeballs as they are (i.e. load the FBM and then delete the eye actor parts of it) and instead translate and scale the eye actors to fit the morph. There must be some advantage, but I don't quite understand what it is.
-- I'm not mad at you, just Westphalian.
primorge posted Mon, 17 October 2022 at 6:26 AM
odf posted at 1:37 AM Mon, 17 October 2022 - #4446840
I haven't tried creating the injection for this particular successful iteration. The injection I created and tested was for only the eyes scaling up. In that instance as soon as I loaded the morph the eye centers would automatically pop into the scaled up position and be stuck there. In this version the centers are animated to scale up and down in the same dependency. I'm hoping that this causes the centers to behave as they should in the animated origins portion of the inject. When I get home from work today I will test.Very cool! Primorgetonia is taking shape.
Can I have that unsuccessful injection file, if you still have it? I am somewhat reminded of trying to inject weight maps. The maps inject fine, but apparently the necessary joint transformation channels can't be created by an injection pose, so either they have to be in the CR2 or the figure has to be manually prepared for injection. I'd like to see if there might be something similar happening for animated origin injections.
Incidentally, I've had some problems loading materials that use animated material node parameters. The trick there was to load the material twice. Could be a similar issue. Anyway, I'd like to play around a bit and see if this can't be solved. If you don't have the injection file, anymore, no problem. I'll just cook up something myself.
Yes, I can give you any unsuccessful injection files. I'll zip it up and link you via PM later this evening.
Your last suggestion about deleting the eyeball scaling and leaving the head deformations and using a scale to match dial is a very viable alternative. Scaling dials pass well to injection. Matching the exact scales could be a bit fiddly, and because I created the scalings in several steps it's not possible to record the exact scales I used from Blender. Also because I foolishly expected everything to work in injection without any set backs. It's worth an attempt though. In any case it all works as it should embedded in the cr2 at the moment, which for me is a very good step forward. The working version I have now will need a slight blink difference morph adjustment baked or attached as a sub dependency (more than likely at this point) into the head deformations to fix a small discrepancy at full blink.
I'll update you this evening.
I'm not sure why ADP is so excited, in it's current state it isn't injection passable. Only through a live cr2.
primorge posted Mon, 17 October 2022 at 1:30 PM
I'm happy to report that my animated centers EyeScale dials now pass successfully to pmd injection pose :)
odf posted Mon, 17 October 2022 at 2:32 PM
Hooray! Glad you got it working. No need to send me the failed injection file then. If it was just a dependency editor failure, I鈥榲e had plenty of those myself. :-)I'm happy to report that my animated centers EyeScale dials now pass successfully to pmd injection pose :)
-- I'm not mad at you, just Westphalian.
primorge posted Mon, 17 October 2022 at 3:22 PM
I had a hunch that adding a second negative scale dial and having an Over Master driving both with an absolute 0 throttle overtop would correct things. Animated centers are tricky, more tricky than JCMs I've discovered, even more so than multi axis JCMs. The thing is not only are you manipulating the rig via the joint editor but also manipulating a dependency that has values created via offset parms. It's easy to get the steps wrong. That's why I mentioned Antonia not having a memorized state. Return to default would just be a matter of alt clicking values but in Antonia's case the values have to be recorded prior and then entered manually at 0 state. I think the memorized state can only really be set just prior to saving the cr2 because I tried memorizing Antonia before starting the dependency in one test and alt click/restore did nothing. In any case manually entering the values isn't a big deal.
Nerd seems to be under the impression that I didn't know about the return to 0 state, which is kind of funny because I've picked his brain over some pretty complex stuff, when in fact it was the specific offset parms being restored that was throwing me off. Of course there's absolutely no mention of this in the manual. I only figured it out because Nerd offhand mentioned it in the process of explaining something else.
primorge posted Tue, 18 October 2022 at 10:12 PM
Gallery Offering; Portrait of Crib Death, Acrylic on Canvas 2003...

primorge posted Wed, 19 October 2022 at 9:38 PM
Busy working on that Antonia Eye Morphs set, it's turning out really well. All of the major hair pulling stuff is done so now I can relax a bit and have fun making some less technical things for it. More on that when I release it into the wild this weekend...
In the meantime another Gallery Offering, a "mixed media" piece...
No Such Thing; Ceramic, Polymer Clay, Acrylic Paint, Photography, Photoshop

primorge posted Sat, 22 October 2022 at 5:58 PM

The Eye Morph pack I was working on for Antonia 1.3.
Most of the dials are self explanatory, but I'll take a moment to explain some of the less clear dials contained in the Utilities parms group...
EyeScale_EyesOpenCloseFix

This dial can be used to fix a discrepancy that occurs when the eyes are scaled to an extreme positive value. Using the fix dial will cause the eyes to reach a fully closed state.
EyeScale_SocketSmooth

This dial will smooth out the area near the lacrimal that sinks in a bit when the eyes are scaled to an extreme value as shown here...

The result after applying the SocketSmooth Dial...

Combo_ZygomaticSmooth

Dialing extremes of Rotate, Depth, Height and scale will result in some mesh compression at the outside edges of the upper cheek bones near the eye sockets.
+
Using the ComboSmooth dial will help to mitigate this. The dial has no fixed working value but should be season to taste to various transforms. The general result will yield this result in most cases, a marked improvement... mileage will vary.

LidsEyeSocketAdjust

Because Antonia has slightly recessed Irises and thick lids, certain ranges of eye movement will cause a slight bit of visible clipping irregularity. Shown here...

Using the Adjust dial will yield this result...

It should be noted that several Poser figures with recessed Irises (La Femme for instance) also suffer from this. Also the clipping will be exacerbated by the IrisLarger dial, the adjust dial does a fair job of remedying this.
I hope pr_EyeMorphs is useful in your artworks, overall I'm happy with the results and this will prove useful in my own projects. If you have any questions about the morphs don't hesitate to ask.
odf posted Sat, 22 October 2022 at 6:14 PM
Lots of attention to detail, I see. Great stuff!
-- I'm not mad at you, just Westphalian.
primorge posted Sat, 22 October 2022 at 7:38 PM
pr_EyeMorphs (Update)
Updated zip. Adds a morph to Utilities that expands the Cornea's Rim to offset clipping with Eyeball in default and morphed Antonia's eyes (CorneaClipFix).
This will be the final update, old zip link is dead.
bolt794689 posted Sat, 22 October 2022 at 10:50 PM
Thank you.
I'm sorry
Aren't you interested in body morph?
odf posted Sun, 23 October 2022 at 1:27 AM
I just downloaded and tried out all the morphs. Beautiful work! So amazing to have all those options for Antonia's eyes without breaking their functionality. :thumbsup:
-- I'm not mad at you, just Westphalian.
primorge posted Sun, 23 October 2022 at 6:18 AM
Cool :)I just downloaded and tried out all the morphs. Beautiful work! So amazing to have all those options for Antonia's eyes without breaking their functionality. :thumbsup:
primorge posted Sun, 23 October 2022 at 6:22 AM
Yes, I create quite a few body morphs. I've released Body morph packs for V4, La Femme, and Nova in the past, including JCMs and Amputation morphs. Some of these were under a different name. In any case body morphs for LF, Antonia, and others will be featured in this thread in the future. Some of them updates of my older releases that are no longer in circulation.Thank you.
I'm sorry
Aren't you interested in body morph?
primorge posted Mon, 24 October 2022 at 1:47 PM
I had considered entering something in one of the Rendo Halloween contests, given my interest in horror and weird art, but then I realized I would probably spend a month meticulously hand detailing something and/or modeling and texturing and arranging only to be competing against a bunch of hour at most word prompt AI art produced by simulacra HR Gigers and whatnot... and be summarily stomped for my efforts. If I were a young man I would be up for the Paul Bunyan style challenge of man versus machine, or in this instance many machines, but hindsight tells me to conserve my time for things of more meaningful effort. As humble and personal and clumsy and human as they may be.
Next offering will be a hair fit for Antonia, just a small thing but for one of favorite Poser hairs.
primorge posted Tue, 25 October 2022 at 11:11 AM
primorge posted Tue, 25 October 2022 at 7:54 PM

Nursoda's Lada Hair Fit Antonia (Modeled here by the lovely Svetlanka)...

The hair can be found here
https://www.renderosity.com/rr/mod/bcs/lada-hair/70068/
Usage:
load the hair
apply the injection pose to the hair
parent the hair's body to Antonia's head
set the fit pose dial to 1
it's important that the hair is parented before the dial is applied at 1
What it does:
Because Lada Hair is an articulated hair figure a standard fit pose morph will not work properly with the hairs rigging. This dial translates the hair into position via a controller, poses the tails, and a applies a fit morph to the cap and strands. This fit pose is self contained and requires no additional treatments such as the V4 skull shape morph. Using the skull shape morph will cause the hair to not fit properly.
primorge posted Mon, 07 November 2022 at 8:34 PM
A Breast Morph set for Antonia 1.3...
See the ReadMe. Any questions about the morphs can be addressed here if necessary..

primorge posted Thu, 10 November 2022 at 11:01 PM
Some preview render WIP images for a character I'm making, Svetlanka, for Antonia 1.3...
Working on custom expression dials
Smile
Frown

SmileOpen

MouthOpen1

MouthOpen2

LipsPucker

LipsPout

SnarlRight

SnarlLeft

BiteBottomLip

BiteBottomLip_Right

BiteBottomLip_Left

TopLipUp

TopLipDown

BottomLipDown

BottomLipUp

CaninesVampire

Canines/Lateral Incisors Vampire (separate dials)

Svetlanka_TongueOut... this dial controls the TongueOut, MouthOpen, TongueUpDown, TongueTipCurl and a dedicated morph simultaneously at staggered values up to full 2 so that a smooth animation without clipping is possible via a single dial spin... the tongue remains fully poseable throughout the duration of the dial animation so it's also rather easy to create a reasonable lick animation. Well, within the limits of the 2 bones that comprise her tongue that is.

I've excluded a few utility things but this basically sums up her mouth stuff for the moment. I'm Currently working on her brow stuff and then I'll create some controllers that combine the various dials together into full face expression varieties. Then it's on to her body.
bolt794689 posted Fri, 11 November 2022 at 12:34 AM
It's cool.
primorge posted Fri, 11 November 2022 at 6:21 AM
Thanks. Some things need touching up, mostly her philtrum, which is a pain in the ass, but it's coming along. I'll keep noodling away at things until it's good enough... probably my next freebie will take longer than expected to finish, which is fine. Not exactly people beating down doors for this stuff, all this is for my own use really, but I try to make it usable for others. That does impose alot of strictures however, it's all got to work across the board. In combinations. On the fly fixes aren't feasible for distributions, so far though everything mixes pretty well. I've gone to some pains to make that so.
odf posted Fri, 11 November 2022 at 5:32 PM
Thanks for all your great work, primorge! Can't wait to meet Svetlanka in person, although I am a bit concerned about those fangs.
-- I'm not mad at you, just Westphalian.
primorge posted Sun, 13 November 2022 at 11:19 AM
Started sketching out some body stuff for my Antonia Svetlanka character... a custom breast shape, some new nipple textures in process, and a couple of subdivision morphs, 1 level, mostly to accent her ribcage, which is likely to be modified a bit from what's seen here. Sternum needs to be raised some I think. The character body morphs are going to be a bit thinner than antonia... I'm using some variations on specific women's bodies as reference. Preview render capture

primorge posted Sun, 13 November 2022 at 11:21 AM
I've also fit a couple of more hairs to her. I'll show that stuff later in some actual renders...
primorge posted Sun, 13 November 2022 at 11:33 AM
Nudity advisory added here for previous post. Time ran out to edit and add.
odf posted Sun, 13 November 2022 at 4:15 PM
Looks like she's going to be a real beauty.
-- I'm not mad at you, just Westphalian.
primorge posted Sun, 13 November 2022 at 5:12 PM
Thanks odf.
jartz posted Mon, 14 November 2022 at 2:07 PM
Thanks for sharing, primorge. Loving your expressions and morphs. Look forward to them.
____________________________________________________________________________________________________________________________
Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz 路 Windows 10 Home/11 upgrade 64-bit 路 16GB DDR4 RAM 路 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x
primorge posted Mon, 14 November 2022 at 3:54 PM
jartz posted at 2:07 PM Mon, 14 November 2022 - #4449182
Hello jartz. Thanks for the kind words and encouragement. Though the links for the freebies that I've made for 1.3 are no longer active I'm going to repackage everything and upload to the Freestuff here in a more concise manner. It might take a moment to do however. I also plan on updating a few things in those prior packs, so it might be worth looking into those reissues. Svetlanka will be a separate upload, the project is becoming steadily more complex, I expect a base pack and then an expansion with alternate textures that I began painting for 1.2 a while back... after Svetlanka I expect some more morph stuff, JCM pack, a couple non human fantasy characters, some of which depending on if odf makes any significant changes. Barring some disaster I'll keep plugging away at it until I get too burnt out... but for now I'm pretty enthusiastic and full of ideas that can be concretely executed.Thanks for sharing, primorge. Loving your expressions and morphs. Look forward to them.
Thanks again.
primorge posted Mon, 14 November 2022 at 4:12 PM
In the meantime here is a link to a folder that contains all of the packs I've created for Antonia 1.3 gathered in one central place. This will be my personal repository, updated as relevant, henceforth... In case anyone is interested in the content
primorge posted Tue, 15 November 2022 at 9:17 PM
Progress screencaps of Svetlanka's body sculpt. I'm pretty thoroughly testing her shapes as I go along with various poses to make sure everything works in various situations. I'll explain this process as I go further along. She'll have a lot of "options", or at least much more than you typically expect from a character morph. So far I'm very happy with how this character is turning out... being that I'm having a bit of fun with this I'm not in any rush to finish it though I expect she'll be ready to go before overly too long. More detailed images to follow, and some narrative renders too.




jartz posted Wed, 16 November 2022 at 1:53 PM
Looking good! ::thumbs up::
____________________________________________________________________________________________________________________________
Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz 路 Windows 10 Home/11 upgrade 64-bit 路 16GB DDR4 RAM 路 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x
primorge posted Fri, 09 December 2022 at 7:09 PM
Still in the midst of JCM and base texture creation for Svetlanka, a complex character set for Antonia 1.3... just in case anyone was curious why the long silence I've still been steadily at work on this...
below are some quick preview render turntables of my texture progress thus far. The character set will include new textures, makeups, etc and morphs (body, head, expressions, JCMs, controllers, etc) and other options/content. I'll probably post my further progress in a couple more weeks...not really in a rush to finish and share as I'm having some fun with this project, and a ways to go, but it will be a very real eventuality well before the year is done. Forgive the gratuitous nudity, but I wanted to show the entire base texture progress.


odf posted Sat, 10 December 2022 at 1:17 AM
Looking great, primorge!
-- I'm not mad at you, just Westphalian.
bolt794689 posted Sat, 10 December 2022 at 2:31 AM
good!
primorge posted Mon, 12 December 2022 at 5:07 PM
Svetlanka has decided that the shortage of eyelash transmaps that are redistributable is an unforgivable annoyance. Hence I am setting out to create my own set of high resolution lash brushes...
I only have a few made but it shouldn't take me terribly long to generate everything I need for her lashes (it's the final missing ingrediate to her maps).
Additionally Svetlanks is going to have a large breasted variant dial set with movement and some shape controls, based off my pr_BreastMorphs set, built in. Here Svetlanka demonstrates her Ponderous Breasts variant with advanced Poser Hang Boob technology. Exclusive uncensored private videos (that include hair and butt jiggle) can be enjoyed by VIP members of her OnlyFans page.
Thanks

primorge posted Mon, 12 December 2022 at 5:24 PM
Apologies for misspellings above, my hideous hare lip is acting up again.
odf posted Mon, 12 December 2022 at 5:36 PM
I bet Svetlanka is delighted with her new superpower of changing her breasts from small to large and back at will. I know I am.
-- I'm not mad at you, just Westphalian.
primorge posted Mon, 12 December 2022 at 6:35 PM
odf posted at 5:36 PM Mon, 12 December 2022 - #4451599
I bet Svetlanka is delighted with her new superpower of changing her breasts from small to large and back at will. I know I am.

primorge posted Sun, 18 December 2022 at 9:43 PM
A solution to calf (shin) clipping through thigh at extreme rotations; a multipart multistage JCM dependency with staggered values... while it's not entirely clip free it mostly is. It also appears decent at all stages of the bend. Now that I have a method for this it will be easier to do the same, and better, for the forearm/shoulder compressions at bends
All of my JCMs work over top and in conjunction with pre existing. As the figure has no known conforming clothing (yet) and appears to be solved by dynamics at this point I feel at liberty to get all crazy with JCMs (and boy have I ever :D)... so far I have maybe more than a hundred I think, I haven't counted. In general many of the things I'm doing with this are experimental endeavors on my part but I'm getting the results I want for bends, mostly.



A cutaway to show the compression and minimal clipping, not perfect but pretty good for such extreme bends against the thigh I think

odf posted Mon, 19 December 2022 at 4:24 PM
Very cool stuff! Despite the second JCM, the clipping is so bad in Antonia that it makes her pants explode in MD.
-- I'm not mad at you, just Westphalian.
odf posted Mon, 19 December 2022 at 6:00 PM
Since you mention the elbows: I think their joint orientations are, umm, suboptimal. The positions, too, possibly, I'm not sure. I've been meaning to go through the joints at elbows, hands and feet at some point and tweaking the settings to fix some issues I saw. So, it's probably a good idea if before you spend a lot of time on JCMs for a joint, you have a look at the settings first and see if adjusting them would make things easier. If that's the case, I'm more than happy to include your changes into a future Antonia update if you let me have them.
As a further heads up, my weight-mapping plans are on ice now. I'll see how things look in Poser 13 first before investing in any big updates. So, no worries about creating JCMs that are incompatible with upcoming WMs etc.
-- I'm not mad at you, just Westphalian.
primorge posted Mon, 19 December 2022 at 6:46 PM
odf posted at 6:00 PM Mon, 19 December 2022 - #4452178
I've already done the neck, torso, hands, thighs, shins, and now I'm working on the elbows as far as JCMs go. Feet will be next. It's a bit late to turn back now. Like a hundred JCMs late lol. I'm really happy with the results for the most part, there's some technical clumsiness here and there but probably only would be noticed by very very few. Of course if you are someone who thinks JCMs are figure pollution than Svetlanka is surely an Abomination.Since you mention the elbows: I think their joint orientations are, umm, suboptimal. The positions, too, possibly, I'm not sure. I've been meaning to go through the joints at elbows, hands and feet at some point and tweaking the settings to fix some issues I saw. So, it's probably a good idea if before you spend a lot of time on JCMs for a joint, you have a look at the settings first and see if adjusting them would make things easier. If that's the case, I'm more than happy to include your changes into a future Antonia update if you let me have them.
As a further heads up, my weight-mapping plans are on ice now. I'll see how things look in Poser 13 first before investing in any big updates. So, no worries about creating JCMs that are incompatible with upcoming WMs etc.
The thing is that I'm making everything against Svetlanka's custom body and face shape... so in a very real sense it is it's own contained thing in Antonia rather than something you would use on default Antonia like a dial spinner add on. If that makes sense. I had to do it that way honestly, it's my head to toe Svetlanka character morph so to speak. Including bends. It's a strange obsessive project I know, an oddity. I don't expect many will "get it". It's not some effort to make a competing thing for Antonia, or even something that's a typical add on. It's an all or nothing thing kinda. It's just the way I make characters... the rabbit hole thing.
Good news is the new textures look good on default Antonia too.
I found a merchant resource for Antonia on clearance (4 bucks) and bought it on a lark. I read the license and it stated that the resource can be used for freebies but must be modified. I was pleasantly surprised by this. It was actually a eureka moment.
The textures needed a LOT of fixing with baked in shadows and specular but I've managed to fix all that, over time, with mudbox. The textures are coming out really nice IMO. I just need to make some lashes (no problem, underway) as the ones that come with the resource are very pixelated, some makeups (easy, and I already have some made), nails colors (stupid easy). The mouth parts are entirely repainted. The eye maps are basically done. Naughty bits and butthole painted and morphed lol. Sorry strictly external stuff, no porn options, depending on your definition of porn, in case anyone is curious.
So yeah, it's coming along, and a lot of fun. Thanks for making 1.3 with the updated topology and UVs (double plus good the new UDIM mapping). Very nice to work with for character creation now... I can't think of another figure I'd rather be working with honestly, especially with the license and now that I've found a redistributable texture set. These are stumbling blocks for most figures, the work and technical stuff (something that most would be deterred by) is the fun part and not a detriment in my eyes.
馃憤
Oh... and a certain someone likes your skirts ;)
odf posted Mon, 19 December 2022 at 11:06 PM
Oh, alright then! Consider what I wrote null and void, no worries at all. I'll just be sitting back and enjoying the sneak peeks of Svetlanka as they roll in.
More dynamic clothes are in the pipeline.
-- I'm not mad at you, just Westphalian.