The older generation: Victoria 2/3, Michael 2/3 and their children renders

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  • richardandtracyrichardandtracy Posts: 8,034
    edited March 26

    Must admit I've only used one version of Poser (P4) and came over to DS before LF was thought of, might explain why I didn't recognise the shape of the character. I like..

    With regard to fitting G8F clothes on V3, the shapes are nowhere near close enough to use the clothes directly (even with smoothing modifiers), and I went through quite a process finding out how to do it (you can see my learning process starting on page 18 of this thread). I then wrote a step by step tutorial so everyone else could do it too. The turorial is aimed at A3, because I had already done it with GV3 and it was easier to get illustrations as I did another character, and Ethin was wanting an A3 version demonstrated. The tutorial is here: https://www.daz3d.com/forums/discussion/655676/tutorial-making-triax-figures-from-old-parametric-characters/p1, and is 68 pages long, but there are lots and lots of illustrations of every step, with screen shot snippets showing every menu option highlighted as you go through.

    Anyway, after the tutorial, your modified TriAx V3 can wear V3, M3, A3, H3, F3, V4, M4, G3F, G3M, G8F and G8M clothing and hair through autofit and smoothing modifiers if need-be, can morph into any Generation 3 shape you have (V3, M3, A3, H3, F3, SF3, GND2, GV3 & IV and any V3 character morphs you choose to add to the character - that's quite hard work, though), and [hopefully] has an Iray shader skin too. It needs to be noted that, as a modeller is not used to create the Autofit clones, they're not perfect but do work when combined with smoothing modifiers and simulation of the clothing. 

    Hope this inspires you a little.

    Regards,

    Richard

    Post edited by richardandtracy on
  • SemicharmSemicharm Posts: 414

    I'd tried something similar with other figures, but it was a serious PITA to get the poses set right to create the clones. BTW, why export the Poser base figures as obj? The original obj files for the figures are already in the zero pose. 

     

  • richardandtracyrichardandtracy Posts: 8,034
    edited March 26

    Erm... Because I didn't try to extract the obj from the cr2 because.. err.. it has a different extension & additional info. In all honesty, and without flummery, not having tried it, I don't know if it'll work. Will have a bash at it (tomorrow if things don't fall apart like they often do). (Why do I always seem to learn shortcuts after they'd be useful? Hrrumph.)

    I have got poses close enough for the autofit clones, and they're in the thread or the installation package for the tutorial. Not perfect, but close enough to be usable. In an effort to do a bit better after the tutorial was published, for the G8F clone, I actually bought SY's V3 & M3 autofit clone set, and then reversed it to get a G8F shape for V3. That one is a bit (but not hugely) better, but the fingers are a bit dodgy for things like rings.

    Regards,

    Richard.

    Edited to add. I know now.. (it is a bit of a 20-20 hindsight wink) It means the same process can be used for all morphs and autofit clones, be they G8, G9, V4, etc or Generation 3 unimesh. It  means you learn 1 process, not 2.

     

    Post edited by richardandtracy on
  • SemicharmSemicharm Posts: 414

    richardandtracy said:

    Erm... Because I didn't try to extract the obj from the cr2 because.. err.. it has a different extension & additional info. In all honesty, and without flummery, not having tried it, I don't know if it'll work. Will have a bash at it (tomorrow if things don't fall apart like they often do). (Why do I always seem to learn shortcuts after they'd be useful? Hrrumph.)

    CR2 files rarely contain any geometry. They reference a separate OBJ file, usually in the Poser "Runtime" folder, under "Geometries" and "DAZPeople". The base geometry without any pose or morphs can be imported directly with the OBJ file there. If you're not sure where the Runtime folder for your Poser format files are, you can also get the figure's OBJ file from the figure ZIP file.   

    I'm not a complete expert in all things Poser, but I know almost of the formats and can edit them by hand when I need to. Older versions of Poser didn't save some things correctly, so I learned to fix them myself. 

    I have got poses close enough for the autofit clones, and they're in the thread or the installation package for the tutorial. Not perfect, but close enough to be usable. In an effort to do a bit better after the tutorial was published, for the G8F clone, I actually bought SY's V3 & M3 autofit clone set, and then reversed it to get a G8F shape for V3. That one is a bit (but not hugely) better, but the fingers are a bit dodgy for things like rings.

    Regards,

    Richard.

    Huh...I thought I had all of clones for older figures. I'll have to see if I can get it while it's on sale. 

  • richardandtracyrichardandtracy Posts: 8,034

    You know, I'd have wrongly staked my life on the CR2 file holding all the data. I was sure when I first looked at it with P4, all the geometry was in the CR2 file, however you're right from looking at the GV3 download file from today and some old V3 clothing zips I have from 2005. Blow me, learn something every day. 

    I think I know where this misunderstanding came from. I did a lot of work in 2005-7 on writing a 3D Finite Element modeller, and I added a Poser Prop (PP2) format exporter to the modeller (even then I was wanting to make models to add to my Poser 4 library). The PP2 format has the facility to have all the model defined in the PP2 file as something that is effectively an embedded .obj file. I think I mis-remembered and assumed the CR2 was the same.

    I'm still using the same modeller (with a good few enhancements) as 50% of the interface between SolidWorks and DS. Ho hum.

    Regards

    Richard

  • SemicharmSemicharm Posts: 414

    Other formats such as Blender and FBX use embedded geometry, so it can be confusing if you're not familiar with Poser. DS has separate figure and geometry files, along with morphs and UV maps. 

    Do you have any experience with the "clothing converters"? They claim to be better than clones, but they also have "Ultra Templates" that's supposed to be better than basic DS clones. I'm not sure if it's worth investing in those. I have a bunch of stuff for Genesis3 but started picking up stuff for Genesis 8 and 9. 

    BTW, it's been ages since I'd heard of SolidWorks. Never used it myself though. I've tried modling, but I'm apparenly more of a CAD person. 

  • richardandtracyrichardandtracy Posts: 8,034

    I don't have any experience with clothing convertors, sorry.

    I have used the RS G3->G8 character convertor sucessfully and failed utterly with the V3/V4->G1/G2/G3 convertor (Genesis Generation X2). The best thing I can say about the resemblance was that 'It vaguely reminded me of the original character'.

    I have written pose transfer scripts to transfer a pose from one character to a different character of a different generation. Consequently, actually managed to get 2 way pose transfer between V3 & G8F. It's what allowed me to convert the poses from G8F to V3 mentioned in the post here

    As for SolidWorks, hmm. I work for a company that needs everyone to have a wide range of skills in the Technical Department. Ideally everyone can do project management, documents, stress, testing & drawings. In practice some are better than others at different tasks. In 2006 we moved from 2D AutoCAD to 3D SolidWorks. I had 6 months working at 2D (which I was very bad at) and then started with 3D design & modelling, which I really enjoy. I can still use AutoCAD and its clones, but I'm not efficient at it.

    Regards,

    Richard

  • SemicharmSemicharm Posts: 414
    edited March 27

    richardandtracy said:

    I don't have any experience with clothing convertors, sorry.

    I have used the RS G3->G8 character convertor sucessfully and failed utterly with the V3/V4->G1/G2/G3 convertor (Genesis Generation X2). The best thing I can say about the resemblance was that 'It vaguely reminded me of the original character'.

    I have written pose transfer scripts to transfer a pose from one character to a different character of a different generation. Consequently, actually managed to get 2 way pose transfer between V3 & G8F. It's what allowed me to convert the poses from G8F to V3 mentioned in the post here

    As for SolidWorks, hmm. I work for a company that needs everyone to have a wide range of skills in the Technical Department. Ideally everyone can do project management, documents, stress, testing & drawings. In practice some are better than others at different tasks. In 2006 we moved from 2D AutoCAD to 3D SolidWorks. I had 6 months working at 2D (which I was very bad at) and then started with 3D design & modelling, which I really enjoy. I can still use AutoCAD and its clones, but I'm not efficient at it.

    Regards,

    Richard

    It's been awhile, but I'd done 3D models in a few "CAD" style programs. I don't have much trouble thinking in 3D and numerically plotting dimensions based on concepts or drawings. If I know somethings 3 meters tall with 0.6 cm bevel on the vertical edges, etc.. no problems. Where I get lost is "freehand" modeling in a 3D space on a 2D screen. Things will look OK in one perspective, but in another it's an abstract monstrosity. LOL I've at least learned enough to use the morph brush in Poser. That's about the extent of my freehand skills. 

    Anyway, I wasn't sure what to get, so a tossed a bunch of clones in my wishlist yesterday. And today they have a wishlist sale.laugh

     laugh 

    Post edited by Semicharm on
  • richardandtracyrichardandtracy Posts: 8,034
    edited April 5

    Glamorous Vicky 3 wandering through Australia (USC2). She has G8F Akhelloos hair and original GV3 clothing by Jim Burton. Pose converted from G8F, but the conversion was less successful than I had hoped and needed a fair bit of manual intervention. Must find out why.

    And after finding from @Barbult how to extend the forest in USC2:

    Regards,

    Richard 

    TriAx GV3 27 R02.png
    1920 x 1080 - 5M
    Post edited by richardandtracy on
  • richardandtracy said:

    Glamorous Vicky 3 wandering through Australia (USC2). She has G8F Akhelloos hair and original GV3 clothing by Jim Burton. Pose converted from G8F, but the conversion was less successful than I had hoped and needed a fair bit of manual intervention. Must find out why.

    And after finding from @Barbult how to extend the forest in USC2:

    Regards,

    Richard 

    Very nice scene. It's always a pleasure to see Vicky in a new scene. I think most of us have a soft spot in our hearts for her.
  • Semicharm said:

    richardandtracy said:

    I don't have any experience with clothing convertors, sorry.

    I have used the RS G3->G8 character convertor sucessfully and failed utterly with the V3/V4->G1/G2/G3 convertor (Genesis Generation X2). The best thing I can say about the resemblance was that 'It vaguely reminded me of the original character'.

    I have written pose transfer scripts to transfer a pose from one character to a different character of a different generation. Consequently, actually managed to get 2 way pose transfer between V3 & G8F. It's what allowed me to convert the poses from G8F to V3 mentioned in the post here

    As for SolidWorks, hmm. I work for a company that needs everyone to have a wide range of skills in the Technical Department. Ideally everyone can do project management, documents, stress, testing & drawings. In practice some are better than others at different tasks. In 2006 we moved from 2D AutoCAD to 3D SolidWorks. I had 6 months working at 2D (which I was very bad at) and then started with 3D design & modelling, which I really enjoy. I can still use AutoCAD and its clones, but I'm not efficient at it.

    Regards,

    Richard

    It's been awhile, but I'd done 3D models in a few "CAD" style programs. I don't have much trouble thinking in 3D and numerically plotting dimensions based on concepts or drawings. If I know somethings 3 meters tall with 0.6 cm bevel on the vertical edges, etc.. no problems. Where I get lost is "freehand" modeling in a 3D space on a 2D screen. Things will look OK in one perspective, but in another it's an abstract monstrosity. LOL I've at least learned enough to use the morph brush in Poser. That's about the extent of my freehand skills. 

    Anyway, I wasn't sure what to get, so a tossed a bunch of clones in my wishlist yesterday. And today they have a wishlist sale.laugh

     laugh 

    I get what you mean about freehanding stuff in 3D. I only have a little professional experience with CAD, but that sort of construction "clicks" in my brain and I can make things. Mostly props and static items needed to flesh out my scenes. But making clothing? Nope. Not gonna happen.

  • mmitchell_houstonmmitchell_houston Posts: 2,535
    edited April 22

    Semicharm said:

    Other formats such as Blender and FBX use embedded geometry, so it can be confusing if you're not familiar with Poser. DS has separate figure and geometry files, along with morphs and UV maps. Do you have any experience with the "clothing converters"? They claim to be better than clones, but they also have "Ultra Templates" that's supposed to be better than basic DS clones. I'm not sure if it's worth investing in those. I have a bunch of stuff for Genesis3 but started picking up stuff for Genesis 8 and 9.  BTW, it's been ages since I'd heard of SolidWorks. Never used it myself though. I've tried modling, but I'm apparenly more of a CAD person. 

    WHOOPS. I should have read the whol conversation before posting a reply. Yeah, you know about the separate files. One reason to export from the CR2 file is that it can export geometry which has been modified by morph dials.I have not had much luck with rigged figures, TBH, but I've done some props successfully.

    Poser also has separate files for Figures and Geometry. It's an efficient way to do things, as the morphs and texture references (not the textures themselves) are stored separately, so multiple figures can draw from the same OBJ file.

    Post edited by mmitchell_houston on
  • UkuotusUkuotus Posts: 31

    I wanted to add mine even if this render is still waiting background and maybe bit editing. Michael 3... still has that something. There he is with gorgeous Apollonius character and morph set by Luciferino and Morrighan. ( which was sold elserwhere and no longer available. Am glad that they did bring their stuff back shortly though and i was able to be at the right place at the right time.  * I adores *  Hair is Nana hair. 

    As cool as some of the newer, shinier things are.... sorry, I like using these old ones. I use Generation 3 characters, 4ht generation and Genesis. 

    My biggest nemesies usually are postworking and backgrounds. 

    apollo02.png
    1515 x 910 - 2M
  • richardandtracyrichardandtracy Posts: 8,034

    M3? Wow! Would never in a month of Sundays have guessed that. It's a character I missed first time round. Thanks for reviving the character and producing such a nice render.

    I am useless at backgrounds too, so, wherever possible I use something like UltraScenery to give a woodland scene or one of the many other scenes available. HDRI's from PolyHaven are useful too. And.. I never do post work. Simply don't have the skills.

    Regards,

    Richard 

     

  • SemicharmSemicharm Posts: 414

    I try to do as much as I can in render, mostly to figure out how to do things and make them look better. I'd done photo editing before doing much of anything in 3D, so I'm OK at post-work when I have to. With modern renderers and hardware than can give a decent preview in seconds, I've done much less post-work than I'd used to. 

  • DollyGirlDollyGirl Posts: 2,717
    edited July 26

    So today I decided that I would play with DAZ Studio.

    This is Victoria 3  as Dreampaint and Akahastur's character Urumi. A fairy with somewhat of an attitude, a morph and texture freebie.

    Urumi - DREAMPAINT objets 3D pour Poser page 12 includes the wings, crown and collar, along with the morph and texture.

    V3 SwimSuit by Specs2 (who a long time ago was a PA for this site.) - V3 SwimSuit - Poser and Daz Studio Free Resources Wiki

    V3 cloth is Jepe's Free Sample SheetZ For Victoria 4 (No longer available but the paid version for Genesis 8 is available here.)

    V3 pose is Sexy Poses for Vicky3 -  https://web.archive.org/web/20071215183048/http://www.sharecg.com/v/20456/poser/Sexy-Poses-for-Vicky3

    All of the object materials were either converted to iray or I used iray shaders.

     

    Urumi02-1.png
    1000 x 1294 - 1M
    Post edited by DollyGirl on
  • GreybroGreybro Posts: 2,705

    These take me back.

  • richardandtracyrichardandtracy Posts: 8,034

    Thanks for sharing that, @DollyGirl, it reminds us that V3 was quite something.

    It's such a shame that so many of these V3 items have disappeared. Urumi is the only one on that page (site? - haven't checked them all but many of them) to have been archived. However, the imagination shown 20-25 years ago is beyond what we see now, maybe it was making up for the difficulty of modelling at the time and the enforced model limitations. Dunno.Unfortunately the 'sexy V3 poses' link lands on a Rendo page which then aims its own link at ShareCG, so is another dead end. What a shame.

    Regards

    Richard

  • DollyGirlDollyGirl Posts: 2,717
    edited July 25

    Your welcome @richardandtracy. Sorry about the bad link. I agree with you. I think my favorite is another character from Dreampaint, Yarishan. This is her with a second skin body texture by creed3d. The wings, crown, collar and braces came with her. Her skin textures have been adjusted as well.

    A second image of her. In this case, Racy Laces outfit, another freebie lost.

    @Greybro, Yup a blast from the past.

    creed3d-Dragon Scales-V3.png
    500 x 647 - 452K
    Chris Cox-Racy Laces outfit.png
    500 x 647 - 167K
    Post edited by DollyGirl on
  • SemicharmSemicharm Posts: 414

    I was able to track down a working download for the Vicky 3 poses in the archive. 

    https://web.archive.org/web/20071215183048/http://www.sharecg.com/v/20456/poser/Sexy-Poses-for-Vicky3

  • DollyGirlDollyGirl Posts: 2,717

    Oh wow, I tried to get the link out of Rendo but no joy. Thank you Semicharm! I guess I need to update the wiki. Funny I have this set installed and I was looking at the Racy Laces outfit and realized. Hey! that pose is in the package too. Lots of poses, approximately 70 of them. With diligence we can find some of what we have lost.

  • DollyGirlDollyGirl Posts: 2,717

    Hey here is another of V3. I write about it here.

  • SemicharmSemicharm Posts: 414

    Wow. Looks great Dolly. 

  • kenmokenmo Posts: 1,235

    Semicharm said:

    I still bring out the old sets from time to time... dust them off with some new shaders.

    Trick or Treat
    Older figures of various vintages...
     

    Secret Place
    The only thing "new" is Hivewire's Horse.
     

    Fright Night
    One newer figure. I bet you can't guess which one...
     

    The biggest challenges with older stuff are getting them posed well and the lack of proper bump maps to get those subtle specular details.

    Nice renders. I guess this proves you always do not need the latest and greatest technology to create stunning art!  

  • kenmokenmo Posts: 1,235

     

    I get what you mean about freehanding stuff in 3D. I only have a little professional experience with CAD, but that sort of construction "clicks" in my brain and I can make things. Mostly props and static items needed to flesh out my scenes. But making clothing? Nope. Not gonna happen.

    I am no CAD expert, but I do like to tinker in MOI3D. I find it is the easiest CAD app for a newbie to learn. After 20 years or so using a very short period of Wings3D I went to Hexagon, Silo3d and Blender. Then I gave MOI3D a try.

    I  find it much easierr to create hard surface items  (buildings, castles, space ships, engines, etc) then soft surface (organics, clothing, etc). I can create a castle or building much quicker. However the topolgy when exported from MOI3D can be a mess (tris, n-gons, and few quads)  with out good edge loops.which makes it hard to uv map (3D Coat) or texture (3D Coat).

    I find cars the most difficult to model in any apps. Cars, trucks despite being hard surface (which goes against the very definition of organics) are considered organic by many 3D modelers.

    Just my 2 cents for what it is worth. And since I am Canadian, the currency exchange makes my 2 cents worth 1.43 US...LOL....

  • SemicharmSemicharm Posts: 414

    kenmo said:

    Nice renders. I guess this proves you always do not need the latest and greatest technology to create stunning art!  

    Thanks. laugh I used newer renderers and shaders to refresh content for older figures, so the lastest tech still plays a part. Nonetheless, "outdated" figures can still be relivent with a bit of polish.  

  • EthinEthin Posts: 1,343

    Semicharm said:

    Thanks. laugh I used newer renderers and shaders to refresh content for older figures, so the lastest tech still plays a part. Nonetheless, "outdated" figures can still be relivent with a bit of polish.  

    I just want to say that I heartily agree with this sentiment! (Even if most of the time I use an outdated renderer as well.laugh)

    Aiko 3 + Weight mapped rigging + smoothing modifier + strand-based hair + Iray

  • richardandtracyrichardandtracy Posts: 8,034
    edited August 24

    Ethin,

    That's really good. I love how you now use things like Strand Based Hair with A3. I think Hair & shaders are the two outstanding improvements beyond Autofit since Aiko was introduced. Also, am I right in thinking you've tweaked the default weight maps at her elbows? They look much better that I remember on vanilla parametric A3. Or is it just down to smoothing the mesh?

    Regards,

    Richard

    Post edited by richardandtracy on
  • EthinEthin Posts: 1,343

    richardandtracy said:

    Ethin,

    That's really good. I love how you now use things like Strand Based Hair with A3. I think Hair & shaders are the two outstanding improvements beyond Autofit since Aiko was introduced. Also, am I right in thinking you've tweaked the default weight maps at her elbows? They look much better that I remember on vanilla parametric A3. Or is it just down to smoothing the mesh?

    Regards,

    Richard

    Thanks.

    And just so I'm not giving you a false impression, the strand-based hair is her eyebrows, not the main hair piece. I ended up doing that because the method I use for 3DL that gives me fairly decent eyebrows looked like paper cutouts in Iray. Lol.

    You're right that there's a bit more going on than just vanilla A3. I haven't manually tweaked the weight maps or anything, though. I thought I had converted her to weight-mapped rigging, but the save file doesn't show that, unless I did it after the last save and before the final render. But I definitely have a smoothing modifier applied, which does help the joints some.

    Using Iray probably helps too, since the way it handles surface shading can make the joints appear smoother.

    Beyond that, a lot of it is accumulated experience with Aiko 3. Over the years I've learned where her problem areas are and developed a lot of little habits involving posing, distributing rotations, camera angles, lighting, etc. to minimize them. At this point, much of that has become second nature, so I often don't consciously think about it unless something is being particularly stubborn.

    So it's really a combination of technical improvements and learning how to work with the figure's strengths and limitations. If there's interest, I'd be happy to go into more detail about some of the tricks I've picked up over the years.

     

  • SemicharmSemicharm Posts: 414

    Ethin said:

    richardandtracy said:

    Ethin,

    That's really good. I love how you now use things like Strand Based Hair with A3. I think Hair & shaders are the two outstanding improvements beyond Autofit since Aiko was introduced. Also, am I right in thinking you've tweaked the default weight maps at her elbows? They look much better that I remember on vanilla parametric A3. Or is it just down to smoothing the mesh?

    Regards,

    Richard

    Thanks.

    And just so I'm not giving you a false impression, the strand-based hair is her eyebrows, not the main hair piece. I ended up doing that because the method I use for 3DL that gives me fairly decent eyebrows looked like paper cutouts in Iray. Lol.

    You're right that there's a bit more going on than just vanilla A3. I haven't manually tweaked the weight maps or anything, though. I thought I had converted her to weight-mapped rigging, but the save file doesn't show that, unless I did it after the last save and before the final render. But I definitely have a smoothing modifier applied, which does help the joints some.

    Using Iray probably helps too, since the way it handles surface shading can make the joints appear smoother.

    Beyond that, a lot of it is accumulated experience with Aiko 3. Over the years I've learned where her problem areas are and developed a lot of little habits involving posing, distributing rotations, camera angles, lighting, etc. to minimize them. At this point, much of that has become second nature, so I often don't consciously think about it unless something is being particularly stubborn.

    So it's really a combination of technical improvements and learning how to work with the figure's strengths and limitations. If there's interest, I'd be happy to go into more detail about some of the tricks I've picked up over the years.

    Subdivision with smoothing can do a lot for joints on older figures. I wish there was an equivalent IRL... Like you said, that can't get around some of the more extreme issues. Some artistic finesse is still required to keep poses looking natural. 

    I find that it's usually best to leave joint limits on. Most of the time, if you're hitting the limit you're posing it wrong. Occasionally, it's just not possible to get a pose within limits. Posing well without them requires knowing where you can push the joints or hide issues where the camera can't see them. Newer figures with better rigging are certainly more forgiving in that respect. They often have subdivision and smoothing set by default as well. 

     

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