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The Historical Closet Thread
Posted: 16 June 2012 12:28 AM   [ Ignore ]   [ # 46 ]
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Awesome, Rosemaryr.  I will need to check them out.

Thanks for the comments, Rosemaryr and Baglet. 

The interior is Opus Magnum by Faveral.  Unfortunately, I overwrote another scene with the same set where I’d added pillows and a blanket I’d created in MD2.  At least I still have the cushions and blanket, but I’d spent sooo much time getting the lighting and reflection from the mirror just right.  Well ... it will just have to go in the never was bin because I’ve too many things in my head to attempt to recreate a lost scene!

I keep trying to wrap my head around creating clothing in silo, but it just doesn’t feel natural.  Perhaps, if I had never sewn clothing in real life, it might be easier to create clothing with a modeling program.  Then again, most of what I want to do can be done in MD2, and it just keeps getting better.

Baglet - 15 June 2012 03:45 PM

The Balzo and Grillanda headwear props for V4 are now at ShareCG.


Renaissance Headwear V4


Four mats for the Balzo, three for the Grillanda. Poser mc6 and DS mats.

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Posted: 16 June 2012 10:52 AM   [ Ignore ]   [ # 47 ]
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Satira Capriccio - 14 June 2012 06:32 PM

After seeing the Renaissance Male Clothing For Genesis, I wanted to make something similar for M4.  So ... after a couple weeks, I finally completed it.  The trunks are a bit more deflated than the Genesis version (his left hand is too close, so inflated, they were pressing against the ruffle on his left hand).

I enjoyed fun making the outfit, but shoes are a bit more challenging in MD2.  Not that they can be seen in this image!  The outfit includes Hosen, Trunks (with the panes only attached at the waist and legbands), doublet, sleeves (I ended up sewing them to the doublet after all though), neck ruff, sleeve ruffs, soft cap, handkerchief, and shoes.

Absolutely stunning, Satira.  Is there any way yet that I can beg or pay you to convert this to something that can be used in DS4?  Or are we still hamstrung by lack of technology?  I love those trousers…  Does the fact it was created in MD account for the crazy mapping on the Genesis version?  I can’t even create custom mat zones as it’s all in triangles and there are no straight lines.  long face

Why am I not getting notifications on this thread?  *sighs*

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Posted: 16 June 2012 12:07 PM   [ Ignore ]   [ # 48 ]
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Leander2010 - 16 June 2012 10:52 AM

Why am I not getting notifications on this thread?  *sighs*

I think the forum’s notifications are a bit borked just now, Leander.  As far as I’ve seen, you should just end up with one lump generic notice of “Someone has posted in the Discussion Forums”  as your only clue that (one or more) thread you’ve participated in now has a new posting.

 

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Posted: 16 June 2012 12:33 PM   [ Ignore ]   [ # 49 ]
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That’s sweet of you to explain, Rosemaryr - although I wasn’t really expecting anyone to answer; it was more of a rhetorical beweeping of my outcast state, as I know there are still, shall we say, a few glitches.  grin

I forgot to say last time - Baglet, awesome Renaissance headgear!  More goodies to play with; what fun.

Leander

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Posted: 16 June 2012 12:57 PM   [ Ignore ]   [ # 50 ]
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Leander2010 - 16 June 2012 10:52 AM

Does the fact it was created in MD account for the crazy mapping on the Genesis version?  I can’t even create custom mat zones as it’s all in triangles and there are no straight lines.  long face

That’s one of the problems with MD created objects at present. They are trying to come up with a way to make quads but clearly it is proving hard as they’ve been doing it for many, many months. It’s much harder to generate quads automatically than it is triangles - so says my resident expert.

I was hopeful that the Genesis set could be improved with textures and assuming that the Genesis MFD expansion would fit onto males for better sleeve parts. But the UV maps don’t look good, especially the top of the trunk hose. The whole set has very few material zones. You can improve of the UV maps that MD makes and create new zones with the free UV mapper so it’s not impossible. Good thing it was only $1! I’ve never seen an item generate such complaints - see this thread .

 

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Posted: 16 June 2012 06:43 PM   [ Ignore ]   [ # 51 ]
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Thanks Leander. 

It’s may be more work, but I create separate fabric pieces which may result in friendlier UV mapping, since each material zone would then be easily mapped.  I’ve attached some screenshots to show what I mean.  Let me tell you, designing the sleeve pattern as strips instead of one pattern piece had me thinking I’m a wee bit crazy.  (I also included a screenshot of Oswyn’s shoes.)

I have opened the MD generated UV maps in the free UV mapper, but it’s all rather greek to me.  Which is one reason I use separate pattern pieces instead.

Unfortunately, I don’t know whether this outfit would even be all that workable with Poser’s clothing simulation.  I actually do all the clothing simulation in MD2 and export the object already posed.  I love being able to pin folds rather than watch in agonizing slow motion as a dress slides off V4’s shoulders and puddles around her feet in the Poser cloth room.

As wonderful as technology is, it is just so dang frustrating it’s also ends up being so limiting.  When (see how optimistic I can be!) MD2 gets quads, I may try conforming this outfit.

Leander2010 - 16 June 2012 10:52 AM
Satira Capriccio - 14 June 2012 06:32 PM

After seeing the Renaissance Male Clothing For Genesis, I wanted to make something similar for M4.  So ... after a couple weeks, I finally completed it.  The trunks are a bit more deflated than the Genesis version (his left hand is too close, so inflated, they were pressing against the ruffle on his left hand).

I enjoyed fun making the outfit, but shoes are a bit more challenging in MD2.  Not that they can be seen in this image!  The outfit includes Hosen, Trunks (with the panes only attached at the waist and legbands), doublet, sleeves (I ended up sewing them to the doublet after all though), neck ruff, sleeve ruffs, soft cap, handkerchief, and shoes.

Absolutely stunning, Satira.  Is there any way yet that I can beg or pay you to convert this to something that can be used in DS4?  Or are we still hamstrung by lack of technology?  I love those trousers…  Does the fact it was created in MD account for the crazy mapping on the Genesis version?  I can’t even create custom mat zones as it’s all in triangles and there are no straight lines.  long face

Why am I not getting notifications on this thread?  *sighs*

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Oswyn_Hosen.jpg
Oswyn_Trunk.jpg
Oswyn_Sleeve_Pattern.jpg
Oswyn_Shoes.jpg
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Posted: 16 June 2012 07:33 PM   [ Ignore ]   [ # 52 ]
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Leander2010 - 16 June 2012 10:52 AM
Satira Capriccio - 14 June 2012 06:32 PM

After seeing the Renaissance Male Clothing For Genesis, I wanted to make something similar for M4.  So ... after a couple weeks, I finally completed it.  The trunks are a bit more deflated than the Genesis version (his left hand is too close, so inflated, they were pressing against the ruffle on his left hand).

I enjoyed fun making the outfit, but shoes are a bit more challenging in MD2.  Not that they can be seen in this image!  The outfit includes Hosen, Trunks (with the panes only attached at the waist and legbands), doublet, sleeves (I ended up sewing them to the doublet after all though), neck ruff, sleeve ruffs, soft cap, handkerchief, and shoes.

Absolutely stunning, Satira.  Is there any way yet that I can beg or pay you to convert this to something that can be used in DS4?  Or are we still hamstrung by lack of technology?  I love those trousers…  Does the fact it was created in MD account for the crazy mapping on the Genesis version?  I can’t even create custom mat zones as it’s all in triangles and there are no straight lines.  long face

Why am I not getting notifications on this thread?  *sighs*

I would second this. Yours is much nicer than the free one from DAZ which has no material zones and all the detail is in the texture. I had actually been thinking of playing with it in Hex to add more details to it but yours would definitely be better.

A note on quads. When I was messing around in MD there was a way to convert them to quads…IIRC it was using blender, which makes my brain melt or Hexagon. Sorry, it was a while back and at the moment my head is full of real life…to much stuff happening at the moment.

Love all the things everyone has been working on…

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Posted: 16 June 2012 08:16 PM   [ Ignore ]   [ # 53 ]
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Satira Capriccio and Pendraia:
there is an interesting work-around being discuss in the MD forum at about pages 46 and 47 here:
http://www.marvelousdesigner.com/forum/Content.aspx?ForumNo=7&ThreadNo=48&Page=46

Essentially, you use interior lines (which have an effect on the triangle mesh) to lay out an overlay of quads, and then **UP** the Particle distance to an enourmous amount, say 700! (Instead of decreasing to a smaller setting making a finer mesh).  This creates a very rough quad mesh which can be properly sub-d’d in another program and leave the quad structure intact.

 

 

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Posted: 17 June 2012 03:18 PM   [ Ignore ]   [ # 54 ]
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Great stuff! I’m going to have to post randomly in here just to keep getting notifications, since I managed to lose the thread already.


Actually this isn’t altogether random, since I find that I need a link to a freebie that I am pretty sure was referenced in the old forum.


I suddenly have need of a Phrygian cap. I seem to recall that someone made one and posted it on ShareCG or some such site. I think it was Poser Dynamic, which is why I didn’t download it then, but I could probably use it as a prop, and fudge the appearance in the posing and angles used.


Does anyone remember this, or is my recollection a complete delusion? (Note: pointing me at a commercial product that includes one would certainly do, too.)

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Posted: 17 June 2012 03:49 PM   [ Ignore ]   [ # 55 ]
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JOdel - 17 June 2012 03:18 PM

I suddenly have need of a Phrygian cap. I seem to recall that someone made one and posted it on ShareCG or some such site. I think it was Poser Dynamic, which is why I didn’t download it then, but I could probably use it as a prop, and fudge the appearance in the posing and angles used.


Does anyone remember this, or is my recollection a complete delusion? (Note: pointing me at a commercial product that includes one would certainly do, too.)

Rosemary made them and they’re here:


http://www.sharecg.com/v/51095/View/5/3D-Model/Phrygian-Caps-(French-Revolution-era)

 

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Posted: 17 June 2012 04:34 PM   [ Ignore ]   [ # 56 ]
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Thank you! I was pretty sure that it wasn’t a dream. Now to see if I can make it work in Studio with Lucretia Locks Hair…


It promises to be an epic battle.

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Posted: 18 June 2012 01:45 AM   [ Ignore ]   [ # 57 ]
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JOdel - 17 June 2012 04:34 PM

Thank you! I was pretty sure that it wasn’t a dream. Now to see if I can make it work in Studio with Lucretia Locks Hair…


It promises to be an epic battle.

Do you have Netherworks Hat Head? It squashes down hair to fit hats with either magnets or Dformers.

 

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Posted: 18 June 2012 02:13 AM   [ Ignore ]   [ # 58 ]
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I do have it, but have never learned anything about using deformers or magnets. It certainly *sounds* like it would help.

I’ve moved to Melite Hair, which is a bit smoother over the top of the head, but still quite “full”. Too full to fit under the cap easily.

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Posted: 18 June 2012 02:59 AM   [ Ignore ]   [ # 59 ]
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JOdel - 18 June 2012 02:13 AM

I do have it, but have never learned anything about using deformers or magnets. It certainly *sounds* like it would help.

I’ve moved to Melite Hair, which is a bit smoother over the top of the head, but still quite “full”. Too full to fit under the cap easily.

There’s a simple PDF tutorial included that might get you started. I’ve found Netherworks tools really easy to use. You don’t have to know much about magnets or Dformers as it’s all set up.

 

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Posted: 18 June 2012 12:48 PM   [ Ignore ]   [ # 60 ]
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It looked like you do apparantly have to use Poser, though. I went hunting for it, and found it on the hard drive, but I use Studio exclusively, and couldn’t find anything in that runtime that related to it apart from a couple of Python scripts—which Studio ignores.

Turned out I had a bad install. So will be trying again. Although why the installer didn’t put the files in the runtime I pointed it at is a puzzlement.

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