Heavy Soldier Outfit
Hera
Posts: 1,958
in The Commons
Just have to worship this item! and Yura who created it. It's awesome, just the right dystopian stuff I never can get enough of!
https://www.daz3d.com/heavy-soldier-outfit-for-genesis-3-male-s


Comments
Yes! I agree. The tubes are the seller for me.
Have to agree it does look impressive - but I passed on it as all the promo images have the figure in pretty much the same pose so I'm guessing that it doesn't pose very well and possible distorts quite a lot.
I like the concept but tend to find Yuras products frequently clip, distort and don't look as well as I'd hope when rendering them in action scenes. I have most of their store. Often the textures aren't realistic enough for me. I have stopped buying.
Agree like the tubes but want to see an action shot wearing the outfit before I'd buy this.
Armored zombie warriors invite you to attack their vital organs! "Get close, please, look how vulnerable I am!" they cry out. Then ... they get you! Then they say "Oh shoot, I forgot about this face mask thingy, just a second to get that offf and .... aw nuts, the guy got away!"
It was discussed awhile ago in another thread about why so many vendors avoid the inner upper thigh...it's not that the vendors are ignoring that area as it's nearly impossible to avoid stretching and distortion there, so it's avoided. Sure, it's hard to make realistic armor because of it, but it's the realities of DS rigging as it currently stands.
Laurie
Hi
As a content Developer myself I can confirm this.
The upper thigh becomes a problem the closer you get to
crotch.
In fact for pants I have found that pushing the upper /inner thigh mesh into the thigh during modeling is the best solution
to avoid "crotch taffy pulling" during legs apart poses
This ,of course causes poke through of the inner/upper thigh
But I just turn off the legs visibility,
it is a compromise I am willing to make for my personal content that does not have to be "inspected" by third parties.
I'm increasingly of the opinion that your best bet with hard leg armor is to actually create a 'legs' figure and just parent it to the pelvis and hide the legs, then copy poses to it as needed.
Or do the leg armor as geografts, which will also deal with the poke-through issue.
Eeeeh, the problem with geografts is that they are absolutely figure-specific, whereas conforming clothing or parented rigged stuff are not.
You really only want geografts if you want a smooth transition between the original figure and the new stuff and have an uninterrupted texture.
(I've been debating stuff along these lines, like weird hands/feet)
Any hard armor is kind of a pain because metal/cermaic plates shouldn't deform as you bend. Breastplates are another issue, even if the Torso isn't always bending as dramatically as the Legs.
I'd just as soon parent specific hard armor almost like Obj (or export as Obj), and build poses around them because in reality, your movement and body shape will conform to the metal/cermaic.
Leather armors and/or skimpwear (both male and female) just make more sense than full plate.
I just kind of accept some distortion on heavy armors in Daz because of the way conforming stuff works. Yura makes heavy armors, so you are going to get some funkiness out of that.
One decent approach to mixed armor is parenting sections to appropriate body parts and then using a maille bodysuit as an underling surface.
And then tweak placement and limits by eyeballing it.
This won't work for fully articulated armor, but, again, I'm increasingly of the opinion such armor should be a separate figure.
You can also have items hide parts of the mesh without actually grafting. while the information for which polygons to hide wont get transferred in all other repects they still transfer just as well as any other item, they can be a good compromise, offering some of the benefits of geografting, with less of the drawbacks
If you want a pretty good example (especially with regards to armor) Cyber Soldier does a pretty good job of illustrating how this can be used to pretty great effect. There is some clipping in extreme poses but no bendy metal and things actually rotate around hinges.
Hmm, I might want to try that with my tentacle thing. I hate locking it into one figure.
They are certainly easier to make, but definitely not sensible if you want to create a realistic battle scene.
Only because folks tend to want to make the figure do things it really shouldn't be able to do when wearing such armor.
You mean you can't do a flying high kick in plate armor?
Sure, weird kicks and yoga in full plate, you have to expect weirdness.
The problem is you can't even turn your forearm without armor twisting like taffy, which rather makes _swinging a sword_ look bad.
In a battle, sure, Heavy Armor. Full plate, mounted on a heavy warhorse... but then again, I don't want 100+ Genesis 3 figures in a scene.
In a duel? Lighter armor.
In a Daz scene? Skimpwear! Bikinis and loincloths!
You could try giving the forearm a uniform weight across its length so that i moved as a piece - though to avoid poke-throught you'd need morps (to simulate the way the real armour piece would work) or to hide the arm (to simulate the way metal beats flesh).
Yeah, I think I'd rig it that way and hide everything but the head or something (when it's actually showing).
You can sometimes select the bones on the clothing (not the underlying figure) and untwist them a bit. (also useful for things like dangly sleeves) you can also use the scaling I do it all the time. super useful.
But yeay if at all possible solid metal bits should be weighted comepletely evenly
Another option might be to parent the armour pieces to rigid follow nodes