Scott's World of Junk -- Real Junk at Incredibly Low Prices!

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Comments

  • TigerAnne said:

    Ooooh, I like it. Very sexy, but classy still. I love the lighting here!

    Thank you! :)  There's a stoy behind the scene that got me there.  I tend to make up stories when I'm doing this stuff just to stay a bit connected.  

    Scott

     

  • Hi Scott, nice renders very talented but where is the girly 80's rocker band you started with?wink

    The final version looks really good.  The angle helps hide the fact that the cushion doesn't squish.

    The calf muscle should squish too unless she is currently in the motion for a leg rollover.

    I can imagine a combination of DFormers and the Smoothing Modifier applied to the cushion, colliding with the figure could archive this squish. If the cushion dosn't have enougth geometry to deform you can add the SubD Modifier and turn the resolution levels up until it is subdivided enougth Edit > Object / Figure > Geometry > Convert To SubD / Add Smoothing Modifier.

    For the calf muscle I would apply the Smoothing Modifier to the genesis figure itself, let it collide with a cylinder in the shape of the other thigh and get a DFormer in this area to scale it up a bit to maintain the volume. Then export an OBJ that can get imported with MorphLoaderPro and Attenuated by a DFormer WeightMap Influence to apply the smoothing modifier squish only at the desired area. Before loading the posed figure morph with MorphLoaderPro turn off smoothing and the DFormers and use the Reverse Deformation. Now you should get only the calf muscle squish morph without any pose or character shape.

    Hey!  Thanks for commenting!  :)  The 80's rocker is still in the mix!  I haven't forgotten. :)

    The cushion has no mesh.  Are you saying I can make mesh for something without mesh?   If so, I'll try it out.

    Scott

     

  • Here's one with something Val on the Female 3D Art Club suggested.  Same character, I just made the emissive cabinet really emit. :)

     

     

    Erin sitting at bar with emissive.jpg
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  • wsgentrywsgentry Posts: 572
    edited September 2018

    While I'm at it, here's another one of Erin...

    Scott

    Erin walking in bar.jpg
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    Post edited by wsgentry on
  • Looks great with the emitter on!  And I love that outift!  I doubt my husband would let me wear it though lol.

  • LOL, Sonja.  Y'know the cool thing about those clothes is this:  I used everything from the d-Force Frill dress except the rings. It all works  I did change two things, though... the color of the Frill and the Color of the bag.  I think the clothes are classy/sexy.  My wife would love it, too.   The outfit fits in with the story I was thinking of when I did "Erin".    See, Erin is a late 20's early 30's housewife.  Her husband was out of town for the last two weeks on a business trip.  She decided to drop the kids off at grandma's and have her husband meet her in a nice bar.  In the meantime, she arranged for a suite at a hotel for the weekend and got a makeover.  The look in the seated render is when she first sees her husband enter the bar and the look in the walking render is when her stunned husband realized he was looking at his wife!  She's pleased she was able to stun her husband!

    I redid the walking render last night (with emitter) while sleeping, but a reboot overnight killed that. :(  I'll restart the render later today and post that.  

    "Erin" is the first character that I did extensive mods on to get that late 20's early 30's look.  It took a lot of trial and error.  I'm gonna put "Erin" in different situations as time goes on. 

  • Here's Erin again with the emissive on, she's walking.

     

    Erin walking with cabinet light.jpg
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  • I once did an experiment with fitting a sphere over a cube to descripe the shrinkwrap you can archive and discovered that you can add SubD levels to anything (like the sphere I created already with enough subdivisions) and let it collide with the Smoothing Modifier - the higher the iterations and the SubD levels the better. Yeah but I forgot that DazStudio needs to have an already subdivided mesh in the first place.

    I don't know if it would work on the original bar stool including the cusion by just converting to SubD (thinking at least the Subdivision Algorithm had to be changed to Bilinear to the subdivided mesh holds its shape) but it would be possible to export-import with MorphLoaderPro an OBJ with the subdivided version of the mesh, then add the Smoothing collision export-import this shape again and in the Attenuate By settings let only the cusion Face / Material Group whatever be part of what morph you import.

    Morph Loader Pro doesn't morph to a shrinkwrap effect???

    Some references to recent other discussions about Smoothing Modifier collisions:

  • Syrus_DanteSyrus_Dante Posts: 983
    edited November 2018

    ...sorry double post.

    Post edited by Syrus_Dante on
  • Yeah, there's no geometry in the stool at all.  It's just a stick figure with a texture.  Thanks for all the links and the example.  I appreciate it Syrus!  I'll check out what you suggest this weekend.  Kinda rough week at work so far. 

    Scott

  • wsgentrywsgentry Posts: 572
    edited September 2018

    One more render...  This is a G3 Female character.  It started off as Hillary (same character as in an earlier render), but I did some mods and this is what it turned out to be.  Lots and lots of DoF.  Cropping was suggested by Val in the club.  I'm learning a lot there!  The G8 Conversion is next to the the G3.

    girl sitting lots of dof.jpg
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    Girl Sitting G3 to G8 conversion.jpg
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    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572

    And another one...

     

     

    Shawna sitting.jpg
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  • wsgentrywsgentry Posts: 572

    Bailey.  I did this to show the new "Natural Eyes" product.  I think the eyes are great! 

    Scott

    Bailey.jpg
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  • wsgentrywsgentry Posts: 572
    edited October 2018

    Here's the completed render, cropped and done up as suggested by club members. This character, Bailey is a keeper. It's Godin's Djenna from the other site. In the full resolution version there are freckles across the nose and just below the eyes. I changed the eyes to a different blue eye from the "Natural Eyes" product at Daz. Hair is dForce long hair and the color is a natural sun-bleached blonde from the "Hair Lustre" shaders product. I also applied a shine to the hair from "Hair Lustre", as well. Clothes are from the recently released "Rodeo Drive" outfit from Daz--I got the expansion texture pack, too. No post in this render at all--pure iRay. 

    Other than using Photoshop, which I can do for this question, is there a product that shades tear ducts properly?  If so, please let me know!

    Thanks!

    Scott

    I've attached a revision with the tear ducts pinched.

    Bailey meeting Eric at restaurant.jpg
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    Bailey Lac's pinched and longer lashes.jpg
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    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572

    This is Erin, again.   This was a test, so the background isn't an HDRI, it's a simple photograph.  Sun is used for lighting at noon 6/21/2018.   I was playing with dForce Wind nodes.   There are three wind nodes used here, each aimed differently.  One is aimed to the hair on the right, one aimed to center, and one aimed to left.  Getting this effect took a long time.  

    It took a long time because Bang Bob hair for dForce did not like low wind levels or high wind levels.  Hair would strip in places, so not only did all the adjustments for falloff, etc., have to be adjusted, velocity and placement had to be right.   I suspect I could have altered some dForce settings found in the hair itself, but decided not to.  

    Scott

    Erin outside walking dForce wind applied cropped.jpg
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  • IceDragonArtIceDragonArt Posts: 12,548

    I like your recent girls. Really like the girl on the lounge chair, and the one that is facing the back of the chair, the draping of the dress is fabulous.  The long hair suits Bailey and the eyes are lovely.  No idea on the answer to your question though.  And you are far more brave than I am using wind nodes in Dforce.  Her hair looks very natural though!

  • wsgentrywsgentry Posts: 572

    Thank you, Sonja! :)  I'm glad you liked what I did.  I'm nowhere near your level, though.   What I do I think is rudemental in comparison. 

    Bailey is a strange character.  Something I've never seen before.   Frankly, Bailey looks just a bit off from a distance, but when you look at the full resolution render, Bailey looks so much more natural and way younger.  There are freckles on the cheeks and bridge of the nose that I never knew were there--great job by Godin. 

    The dForce thing with the hair on Erin is odd.  I had to position the three nodes very close and aim them very carefully or else the hair would not react.  Val in the club has noticed the same thing.  With the two side nodes I had to crank the velocity up to 45mph to get the small reaction you see in the render. 

    That said, I'm still going to play with dForce. :)

    Thank you again, Sonja!  :)

    Scott

  • wsgentrywsgentry Posts: 572

    There are some funny things about dForce wind nodes and how they interact with dForce compatible hair; in this case Bang Bob hair.   Below I've included an image which shows the placement of the three wind nodes.   Note how close the outer nodes are and that the middle node actually intersects with the figure.   This was the only way I could get a suitable wind effect on the bangs--windspeed was turned down to 3.5mph.  Any other adjustment, postioning, changing diameter of the node, falloff point of jacking up the windspeed caused the bangs to be destroyed and left gaps in the hair.   The funky thing is the outer nodes, in order to blow the hair sufficiently, had to be positioned that close and have their windspeeds increase to over 50 mph in the new render, below.   Funky. 

    Scott

    Erin wind over 50 on sides.png
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    Top View.JPG
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  • wsgentrywsgentry Posts: 572
    edited November 2018

    And another wip... This is an attempt to duplicate a pretty popular billboard.  The billboard was so popular and so, ummm sexy that drivers at the Monaco GP in 2009 were distracted.  I'll include the billboard the original photo and my WIP (still in color as I'm still messing with the expression, head angle, too).

    Scott

    s3-martini_2009--default--600.png
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    Martini in car.jpg
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    Martini girl.png
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    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572

    I decided to scrap the figure I used initially for the Billboard girl and now use the one I've uploaded.  I still have more work to do.

    Scott

    Martini test 2.png
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  • wsgentrywsgentry Posts: 572

    This one is better... gonna see if I can make the face less square.

     

    Martini test 5.png
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  • IceDragonArtIceDragonArt Posts: 12,548

    Thank you for the kind words!

    That is weird about the wind nodes, I haven't had a chance to play with those much.  Have you mentioned it in the Dforce thread?  Lots of useful info there.

    I think you second girl looks much more like the model in the ad. 

  • wsgentrywsgentry Posts: 572

    Anytime, Sonja!  You're an artist!

    I started a thread in the Nuts and Bolts section.  I kept it updated with findings but after a bit, nobody replied--by then I figured out a lot of things on my own.  The issue was with the hair and the high velocities it took to move the hair.  While I figured out a bunch of things, in the end, the person who created the hair should deal with it.  I messaged the creator here but never got reply.  :)  It's all good! 

    You're talking about the less dramatic picture?   Not the last one I uploaded?

     

    Scott

  • IceDragonArtIceDragonArt Posts: 12,548

    The last one you upoaded.

    You might check this thread on Dforce if you run into any future issues.   Its a pretty comprehensive take on all things Dforce.  Although there is definitely something to be said for figuring it out on your own as well.  I think its a balance of how frustrated am I with this right now trying to figure it out balanced with, I have to read it three times before it sticks lol.

  • wsgentrywsgentry Posts: 572
    edited November 2018

    Thanks, Sonja!  When I was recovering from my surgeries, I was all over that thread!  I referred to it often when I was doing my experiments with dForce designed hair and wind nodes.  I actually made several animations and thanks to Val of Dreamlight--he showed how to make a camera follow an animated character--I made the wind node follow a walking character.   I do think dForce hair is an outstanding idea, but it still needs work for animating.  If you look at some of the demo videos (I don't have a link) the hair moves, but it moves together. Also, there are warnings about collisions with objects such as skin, clothes, etc.  I thought I could around those by adjusting settings but had no success to the level I would be happy with.   Also, once the hair is blown, it seldom returns.  Again, more setting tweaking with little success.  I did find out that the dForce simulation engine has some bugs regarding memory handling.   For example, I simulations run back-to-back, after about 5 or 6 caused the simulation to slow drastically and ultimately would crash DAZ. 

    So, all that said, here's the latest mod of the Martini Girl... I made A LOT of changes.  I'm getting closer.  Next step is to try her in a car.

    Scott

    Martini Girl 5.png
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    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572

    Here's one of the model in a car... I haven't really posed the figure, yet.  Inside the car is proving to be a challenge.   I have to remove the doors on most of the cars I have.  On those I can't remove the doors or lower the window, I have to scrap.  So, here goes.

    Martini girl in car.png
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  • SaphirewildSaphirewild Posts: 6,668

    I am sure you will figure it out in the end!!laugh

  • Syrus_DanteSyrus_Dante Posts: 983
    edited November 2018

    Hi Scott.

    Nice Martini Girl looks good so far.

    Beside of posing if I look close on the reference image there is also some subtile expression on her face like how you call it grim look?

    Maybe some inner brows down, raise outer brows, brow compression but very low values there. And her mouth needs some more expression like bottom lip down, mouth corners back, also it looks like she raises her right upper lip a bit while the right corner is pulled back more. And finaly the squinted eyes especaly the bottom eyelids are raised at the inside.

    You don't have to use expression presets or the default expression sliders, depending on the figure you are using Genesis 3 or 8 you have more or less options in the Power Pose pane for to manipulate individual face rig bones.

    In case you don't know see this thread here How to get the new powerpose view for Victoria 8?

    With Genesis 3 you can do similar things by switching to the joint editor tool to select the individual bones and manualy transform the face rig bones with the sliders in the Parameters pane.

    [Quote] Not seeing the need for all those dots

    As I understand it the face rig includes all these litttle bones with a smale infuence radius defined by the weightmap, so that they can get driven in a specific combination and in relation to eachother by the expression pose controler properties. I haven't palyed much with the genesis 8 facerig yet but I have currently inspected its capabilities. And I think its nice to have the control over every face bone individualy without the need to select them in the joint editor first like with genesis 3. With this you could create a completly new expression or finetune some existing expression, maybe if there is something that dosn't look quiet right with a character morph applied to the head.

    I've attached a screenshot of what I did to genesis 8 female after playing with the PowerPose tool for about 5 minutes. You see she is super exited about the face template in PowerPose LOL. Seriously expressions can still get quiet scary if you want to, but all bones have their translation and rotation limits. For example I've also raised Eyelid Lower Inner. Also recently I found that some of the Daz original Face Morphs actualy drive some face bones to shape the head.

    BTW I tweked a face bone on one side then I hit Shift+Y to get the pose Symmetry and Alt+Click resets the bone as usual with properties.

    Post edited by Syrus_Dante on
  • wsgentrywsgentry Posts: 572

    I am sure you will figure it out in the end!!laugh

    I will!  Thank you for the support!

    Scott

     

  • wsgentrywsgentry Posts: 572
    edited November 2018

    Hi Scott.

    Nice Martini Girl looks good so far.

    Beside of posing if I look close on the reference image there is also some subtile expression on her face like how you call it grim look?

    Maybe some inner brows down, raise outer brows, brow compression but very low values there. And her mouth needs some more expression like bottom lip down, mouth corners back, also it looks like she raises her right upper lip a bit while the right corner is pulled back more. And finaly the squinted eyes especaly the bottom eyelids are raised at the inside.

    You don't have to use expression presets or the default expression sliders, depending on the figure you are using Genesis 3 or 8 you have more or less options in the Power Pose pane for to manipulate individual face rig bones.

    In case you don't know see this thread here How to get the new powerpose view for Victoria 8?

    With Genesis 3 you can do similar things by switching to the joint editor tool to select the individual bones and manualy transform the face rig bones with the sliders in the Parameters pane.

    [Quote] Not seeing the need for all those dots

    As I understand it the face rig includes all these litttle bones with a smale infuence radius defined by the weightmap, so that they can get driven in a specific combination and in relation to eachother by the expression pose controler properties. I haven't palyed much with the genesis 8 facerig yet but I have currently inspected its capabilities. And I think its nice to have the control over every face bone individualy without the need to select them in the joint editor first like with genesis 3. With this you could create a completly new expression or finetune some existing expression, maybe if there is something that dosn't look quiet right with a character morph applied to the head.

    I've attached a screenshot of what I did to genesis 8 female after playing with the PowerPose tool for about 5 minutes. You see she is super exited about the face template in PowerPose LOL. Seriously expressions can still get quiet scary if you want to, but all bones have their translation and rotation limits. For example I've also raised Eyelid Lower Inner. Also recently I found that some of the Daz original Face Morphs actualy drive some face bones to shape the head.

    BTW I tweked a face bone on one side then I hit Shift+Y to get the pose Symmetry and Alt+Click resets the bone as usual with properties.

    Thanks, Syrus!

    I've been using facial morphs instead of pose presets, bouncing between actor and morphs and then Head mouth, eyes, lips, etc.  It's all manual.  I'll check out power pose--I've been kind of wary about using it, but I figure this is an experiment so I might as well do things in a non-destructive way.

    One thing that bothers me is the left side hair.  There are no morphs to make the hair tighter on that side.  Also, there are no morphs to make it much shorter.  I have to make do, I guess.   It's a G8 Character:  Aurorae to start.  Lots of morphing to get it like this.   The key for using this character were the eyebrows.   I've adjusted the face to make it less angular, as well.  The characters nose has pretty much been completely redone.

    Scott

    Post edited by wsgentry on
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