Erin for Dawn by unrealblue
Members remain the original copyright holder in all their materials here at Renderosity. Use of any of their material inconsistent with the terms and conditions set forth is prohibited and is considered an infringement of the copyrights of the respective holders unless specially stated otherwise.
No AI - This artwork was created entirely by hand or with traditional digital tools.
Description
A character I made for Dawn. Essentially, the same character I made for La Femme but for Dawn. Once I bundle it up, I'll release it as a freebie :)
Sculpted in Blender 2.93
In the process:
- I found and filed a OBJ export bug for Blender 3.x. They've 99% fixed it. The bug affected vertex order. I learned a lot about OBJ import and export in Blender (I went through their python and new C++ code). If you are planning to make Poser morphs, it's safer to stick with 2.9 series for right now.
- I wrote a little add-on for Blender. This takes a unimesh OBJ source, and a morphed version exported from Poser and recasts it back onto the unimesh (which can be further sculpted or used anywhere else that exports vert ordered unimesh. The add-on adds a Poser unimesh Morph panel to the scene and it takes about a split second to do.
- Using the add-on and quicker workflow, I could port those totally cool clothing items to Dawn. Each ported to a very high precision (no subsequent morphs), and took only a couple of hours, start to finish.
- I created a bunch of small morphs (like eye size, eye fold, etc). The goal was for the face to work well with things like dawn expressions to produce something realistic and pleasant rather than a dead rictus. The eye morphs are meant to not disrupt the existing morphs like eye close. Once I had those, I actually just dialed the erin character from my morphs. I did a final sculpt back in blender. Viola!
- The hair is courtesy of Ghostship's superfly hair shader. Very nice results. And renders pretty quickly. Total render time for each image, in Superfly at 2048 pixels high, ultra SSS setting it 10 minutes (18 Xeon cores, 128GB RAM; imac pro)
- the skin shader uses physical surface with the single texture being used for the SSS, bump, and specular (BB's shader). Lighting is also Ghostship's along with eye shader,
Production Credits
Mature Image Blocked
Image blocked according to your Max Maturity Rating : Safe
Comments (5)
Nice looking character! Love her smiling expressions! And I appreciate the info on Blender (as well as the fact that you're a Mac user, as I am). I don't have much need for creating body or face morphs, since I still use V4 and can shape her using pre-made morph sets, but I have been considering learning more about Blender for making apparel, so your notes are helpful for that! Will you be releasing your Blender add-on as a freebie? I'm also curious: was there an advantage to using Blender to fit the clothing to Dawn as opposed to Poser's fitting room?
Add will be a Freebie, for sure. Anything that helps people make art!
A great entry for learning blender is to modify existing clothing (I'm finding :)
Advantage is control. A lot of conforming clothing is split mesh. But the fitting root has difficulty with such things. It has no idea of what something is supposed to be, so it uses guesses as to what's important. I've used the fitting room for the clothing pictures above. It produced bad results. This is especially true the farther you are from the standard figure. The results above were precise, solid, usable and did not take very long (assuming you know how) to do. And knowing how is just information.
I'll post an example that's impossible for the fitting room to get even remotely close :)
Nice!
Thank you ^.^
In no small part because of your stuff - always awesome! :D
Love the wink... very cute!