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Been doing a bit of forum hopping, at least ordered a cool feathered dinosaur elsewhere. I'm not thrilled about installing paied stuff outside of DIM (that's another topic, for another time and forum).
"O" that is looking good. I like it when things fall into place like the morph bit did for you, it makes life so much better.
At least it is good to see your not giving up on that project, and it gives you time to add more goodies (low res version, just as an example, not asking for).
There are outfits that I wish had they versatility, you have put into this (I want that armband on the other arm too, lol).
One of the tricks I worked out is to make the object low res, use the Hexagon's midway Smoothing to see how it would look like when the resolution is increased (using the sub-folder in dynamic geometry).
Once I get a good placement, I kill smoothing without applying and send it to DAZ.
In DAZ I make the object a Sub-D geometry. It gives items a High res appearance and let's me better visualize the build.
So far the Headgear is 4328 polygons including the neck brace. I don't know if that's considered low. I just need to add something to hook the side straps to the neck brace and this build will be more or less done.
Then do some experiments with it to see how brake proof I can make it. By brake proof I mean, if they ever make a troll for Genesis2, it would still work (at least that's the hope.)
I'm probably going to have to make some morphs for the neck brace pad. Then ERC freeze them to joint movements. This will give the neck pad a natural look no matter what direction the head looks.
Hehe, because morphs for a product is a pain to make, the alternate headgear I make will be geo-graft attachments to this base item. The morphs for the first item will work for all items that way. The first item was built with easily replaceable regions.
Hehe, that's the other lesson I figured out the hard way. Plan ahead.
Here is the headgear with the neck brace pad in place plus sculpted side straps. Both with Sub-D on and the raw low polygon count appearance.
Here is a simulation of what I plan to do with the headgear.
The pictures shows the head turned side-to-side. I torqued the the straps on the on the left and right side by 20 degrees then realigned the straps between the wire and the neck brace pad.
Once It matches, I save the morph, then ERC freeze the morph to the Headgear's head bone rotation to the right. Then I do the same for the left side.
This will make it suitable for animation.
At least that's the plan. It theory it should work. I wont know until I've properly lashed the headgear to Genesis2 and built up the proper Rigidity groups.
Been experimenting with other thing so haven't done much today on the headgear.
In this picture I added hooks, removed unneeded polygons, and removed the metal holes.
I used some of the BFI brace lip morphs for the mouth pose.
Just passing threw to see how things are doing, as I wait for the second angle of ArchaeopteryxDR to render. Been doing other things as well, not even related to CG (relocating a WL2K machine in my place).
I like that render with the mouth closed, it shows the potential of poses. I am so looking forward to this, whenever TPTB decide I can purchase the package.
Well till then, I'm off to see if there is something akin to "Look At My Feathers", lol. Another conversation for another thread, I'll be around.
Hows it going? Any final draft or progress renders of the headgear? Been busy with other projects, or just life in general?
There are braces in the DAZ store, but they don't look nearly as good as these. I look forward to being able to acquire them.
What Daz probably means by 'no market for this' is that you couldn't use it in a NVIATWAS render and get most men and some ladies going 'Ooooh'.
Of course you could put bracers on a nude Vicky but she'd look out of place in said temple and the sword would definitely be redundant because no self respecting naked warrior with a sword would care about dental health. In fact I'm pretty sure they'd not have many teeth left to put braces on so to speak. So yeah, since nobody ever goes 'Ooooh' over renders where Vicky has any decent amount of clothing on and is not wielding some mean looking weapon or the other I can see why they'd be hard pressed to sell braces. It would probably end up making her not naked enough. :p
On a serious note though the market is sadly dominated by things that either have some sensual (read sexual) vibe to it or in some ways improve render quality to better display all that skin. It's by no means any fault of Daz but rather the fault of all them weirdos who only like to buy things they can make bedroom pictures with. Which is why we never got an 'official' Kids 5 and have to jump through hoops transferring K4 skins and clothing for use on Genesis and G2.
I guess not many people would go 'Oooh' over a 'Toddler in pajamas in a playpen with a dolly (wearing braces)' render... :/
It's been awhile since I posted last. I'd been doing classes and had other more important things that needed to be done.
Shortly after my last post I thought I could improve on what I had done previously.
My first attempt wasn't morph friendly.
My second attempt, though morph friendly, could have been more friendly to attachments.
This is my third rendition.
The bands don't come with the 'base' braces.
I've made two different band attachments, each with 3 color regions. Both Bands sets can be applied at the same time without overlap for a total of 6 bands.
I've made Oring attachments; dual E-chain and Full E-chain.
I intend to divide the Dual E-chains into a total of 6 separate attachments, so you can have single orings and Dual E-chains at the same time on both top and bottom (since the color regions will be divided among the attachments, this provides a way to easily give each o-ring it's own unique color.)
Not everything is shown.
I did this a couple of months ago, I intend to resubmit this before February.
good, good. so not dead in the water at last. I am incredibly happy to hear the news, and from you Basis.
That is looking incredibly good.
I've been thinking about the first set near the beginning of this thread, and was thinking that some of the images may have been a tad gross to some. perhaps redoing them on something like dentures, instead of a gray's anatomy like surgical view, may possibly work better with less shock-value, possibly. It's only a passing thought, that I am unsure of.
any update to this?
i just saw this, and I want it... it's better than the other braces... can you sell it elsewhere, if they don't want to sell it here.
And... no market? Send me a PM, and I'll gladly pay you for it right now.
No market, seriously?
I second this!
Ah, Sorry. I've been busy with doing college courses and other things. I need to figure out where I stand on what I've done and dig up my product stuffs. I do want to publish but I've lost track of where I'm at in development. Plus with Gen3 I may want to see about doing a side transfer. More later...
As a known picky AND cheap customer, I can say I'm thrilled with this. No market in this case seems to indicate a person who didn't want to check the market and wants to ok known commodities. This will sell.
Excellent modeling!
Still lurking in eager anticipation, for G2F/M or G3F/M. And yes, because of G3F, I myself know exactly what it's like trying to figure out where you left off with a project. I guess I don't have much advice, other then I wish I had made a few more notes on what was what before shifting gears, lol. Then again, there is only so many layers of sticky-notes I can deal with before my desk becomes a jumbled mess, lol.
Take your time, it will be ready, when it is ready. And that is why your set looks so good.
No market...
They still sell fake poop in stores... There is a market for everything that exists, even bottled water and air.
Great looking product. Setup a LOD model and you have an instant winner. (Just a simple texture-wrap on a curved surface, for distant and "small renders".)
For some detail savings, or gains, you can clone the individual objects onto the bones. Not sure if you actually made each individual mount into one giant model, or if you already did that. You just wrap-it up as one complete package, prepopulated with the mounts of your choice. Saving that as the final object/package to sell/use. (That would also give us the ability to hide mounts or change/update with new mounting styles. Just some food for thought, if you do a V7 version.)
deep breathe
gimmiegimmiegimie
gimmiegimmiegimie
gimmiegimmiegimie
gimmiegimmiegimie
thud
damnit - forgot to breathe again
This is awesome, especially if there ends up being a G2m version as well! This would go in my cart right away as I tend to always try to include kids in my scenes if possible, and this would really add to the realism.
Great work!
I did do one thing during the intervening time. I was never truly happy with the textures I've been using. A month or two ago I asked my niece for some unused braces Oring and band. Ran them through a scanner and I now have true textures. (still looking for a good braces metal ATT).
The main sucky part of the new textues is I'm going to have to totally revamp my UV maps. Here's what I got...
Anyone have any suggestions on what Photoshop processing I should do to the base images before I start making Bump maps and the like? For example; should I run it through unsharpen?
Also, I've been taking classes on Digital artwork so I how it will help me with my next attempt and promo images.
With Iray around, Normal is preferred to Displacement, as Displacement needs impossible mesh subdivision on the level of hundreds os thousands of polygons per mm to get a good reproduction of it in a render. Tho, with 3delight Sometimes 'Displacement' is better then bump/normal, sometimes. Tho we really are talking about rather small parts akin to the threads in the cloth patrons I like to play with in Ms Paint. In any case, and especially for close ups, the texture details are needed. At further distances those details are lost. And mixing the maps can be a tad tricky, if not with unexpected results.
For the clear one, looks like a simple gray scale conversion for bump (possibly a neg of, as an alternate try there), with an 'opacity color' (not just strength). For the nitty gritty details, setting the "index of refraction" is going to be a tad tricky (I don't know what it should be for that material). That simple set on the 'Daz default shader' would probably do the trick with minimal face-plant time (pre compute delay). Converting the bump to normal for Iray, is rather easy with a simple converter. like "Awesome Bump". Also Iray dose have an impressive set of 'material types to start with, adjusting one for your needs may possibly be easy with a set of maps from your scans.
http://awesomebump.besaba.com/about/
I say 'bump' for 3delight, as for close-ups, I may want to put them in the displacement channel for many reasons. As you can probably see in the joke above. If you already set up the UV mapping for a tillable shader, you need not change that. Turn a bit of your scan into your own tillable surface set. I used some rather primitive tools (IrfanView, GIMP, MS Paint) to turn a photo of a rock, into a texture map. It is not that difficult to do.
The glitter one, I haven't figured that out yet. it will end up fuzzy close up, and completely lack glitter at distance. I have tried to reproduce similar for Shale, Slate, Phyllite, Schist, Gneiss, Mica, spandex, etc.
P.S.
Backwards textures, vs tricking the eyes. A snip-it from the making of Aliens the movie. They filmed a part of the movie backwards to make it look like the bug (face sucker) was jumping up onto a crate, with the sprinklers going. No one notices for that brief moment that the water droplets are going up, as it is the texture of them falling on the floor that fools the eyes. (thank you James Cameron)
You can take a small bit of your photo, copy it, and flip it over to make a tillable surface, then touch that up in GIMP/PS (using the clone brush) to hide the seams. First in the middle of your map, then slide it over, and once more for the edges. After you add the gloss/reflection and colored opacity, it will be nearly impossible to notice (especially at distance, or if it wraps around a surface like what you have).
I've made adjustments to the Orings UV with the new texture. These is what they looks like now, the Bump and spec are first drafts.
Even at draft level. That render clearly shows something I hadn't thought of. The bracers have more detail then the mouth there in, lol.
I think the textures are about good on most bits. The horizontal part that all the stubs are on, may need a bot more tiling horizontally, tho without some gloss and metal reflectivity of some kind, it's a bit difficult to say fore sure (that or the bump is a bit high on the min/max for that part). errr, is there an environment for reflection to reflect is the other Q. The colored bands look good, again comparing that to the lack of fine-grain detail of the teeth there next to.
I like the colors, it will go quite well with allot of stuff I have.
Improved Oring UV.
First is the old second is the new.
Improved Arc wire UV and new texture.
First is the old second is the new.
The 'new' dose look much better, if only the rest of the mouth looked that good, lol.
The brackets may end up taking the most time to get right. I'm going to have to try some things I haven't done before in Ps.
LOL, maybe I should look for a better close up skin, mouth & teeth texture when I redo the promos. Anyone have suggestions for Gen2 skins?
I think I'm done with the Oring attachments. I think I'll work on the elastic bands next...
These look awesome, Basis! An instant buy for sure when it hits the market. I have been looking for a set just like this for a looong time.