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On 26/04/2011 12:00 PM, Jim Holsenback wrote:
> Hmmm .. looks like I got a different version that what's in this image,
> but no matter as long as the model is left a <0,0,0> I can position. I
> might be able to overcome the need for more subdivision with a
> light_group on the model ...
So you want the other model. (The first one is Vicki 4, that the mesh I
posted. the second one, with the globe, is Jessi.) The clothes are
different and are designed for each individual model. If it is Jessi
that you want I'll upload the PoseRay generated Mesh and material files
with image maps. I'll upload the clothes meshes separately so that they
can be changed. Do you want the clothes to be affected by a wind/her
walking and is so from what direction. Give me the story in your minds eye.
I like the idea of an orb rather than the
> logo object. I might leave the orb a simple reflective sphere, but maybe
> generally speaking I'm happy with what you've got so far ... maybe tad
> smaller with the orb, but that can be easily tweaked on my end ...
Percentage of current Orb and how heavy? The body pose will change with
the weight she is carrying and the hand pose with the size of the globe.
This realy needs to be done in Poser.
> and on 2nd thought maybe the obj->poseray->povray version would be better
> for me ... I'd like to leave the artist aspects up to you
That is the way Thomas does it. I import it into Bishop3D which uses its
own version of the Mesh and Materials. I suspect that it is not as
optimised as FlyerX's version.
--
Regards
Stephen
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On 26/04/2011 10:41 AM, Jim Holsenback wrote:
>
> I'd already downloaded 1st version ... let give that a test drive and
> I'll give you any feedback that I have (if any) that way I'm not having
> to ask for changes later ;-)
There are always lots of questions. Is she walking or still, In awe of
the orb, looking at the camera etc.
You would think that it would be easy to say "use your own judgement"
but it's not. I might have her smoking a holy pipe or scratching her
nose before she walks out into the square. OK I would not do that but
the amount of translucency of her dress is open to question. I see her
being dressed in pure white. (I'll need to change some image maps for that.
--
Regards
Stephen
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On 26/04/2011 10:42 AM, Jim Holsenback wrote:
> On 04/26/2011 05:27 AM, Stephen wrote:
>> On 26/04/2011 8:26 AM, waggy wrote:
>>> Especially the stereotypically misogynist box canyon of female
>>> impersonators.
>>
>> Hmm!
>>
>
> lol ... I guess I'm not the only one trying to wrap my head around that one
Waggy has a point about the uncanny valley.
--
Regards
Stephen
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On 26/04/2011 10:36 AM, Jim Holsenback wrote:
>
> They only thing that stuck out to me was the size of the orb/sphere ...
> as long as I'd be able to find/play with that mesh by itself
> (scale/finish/transform) I'll leave the fine details up to you ...
I imported parts of the scene into B3D to get an idea of scale and
positioning. I'll leave the model at <0,0,0>, What handiness do you
want? (It can always be changed by scale -1 * x
> maybe the obj file might be better format
I got your second thoughts. No point in struggling with PoseRay if
you've not used it before.
--
Regards
Stephen
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On 04/26/2011 08:32 AM, Stephen wrote:
> On 26/04/2011 10:42 AM, Jim Holsenback wrote:
>> On 04/26/2011 05:27 AM, Stephen wrote:
>>> On 26/04/2011 8:26 AM, waggy wrote:
>>>> Especially the stereotypically misogynist box canyon of female
>>>> impersonators.
>>>
>>> Hmm!
>>>
>>
>> lol ... I guess I'm not the only one trying to wrap my head around
>> that one
>
> Waggy has a point about the uncanny valley.
>
Is was wondering if it would've been better if the character was a
lumber jack with the logo slung over his shoulder like an axe ;-)
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On 04/26/2011 08:30 AM, Stephen wrote:
> There are always lots of questions. Is she walking or still, In awe of
> the orb, looking at the camera etc.
> You would think that it would be easy to say "use your own judgement"
> but it's not. I might have her smoking a holy pipe or scratching her
> nose before she walks out into the square. OK I would not do that but
> the amount of translucency of her dress is open to question. I see her
> being dressed in pure white. (I'll need to change some image maps for that.
From the last shot I posted what I'm going for is the camera looking
through the orb/logo -> <0,0,0> (just the other side of the arch
support) ... At that angle the character's face isn't seen much, but
make her somewhere between amazed and awe struck looking at the object
... walking probably not ... I think that's okay fine as is. Costume,
white probably best for the env we're in, some translucency is good. I
see that it's playing with the light coming through the archway ... I
like that! Check out what Sam did for the leaves (backside diffuse) ...
Oh and long-ish hair preference.
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On 04/26/2011 08:22 AM, Stephen wrote:
> So you want the other model. (The first one is Vicki 4, that the mesh I
> posted. the second one, with the globe, is Jessi.) The clothes are
> different and are designed for each individual model. If it is Jessi
> that you want I'll upload the PoseRay generated Mesh and material files
> with image maps. I'll upload the clothes meshes separately so that they
> can be changed. Do you want the clothes to be affected by a wind/her
> walking and is so from what direction. Give me the story in your minds eye.
ha-ha .. OK yep 2nd model. I think my other follow up set the general
idea, but I'll add that maybe the orb (logo inside) maybe just logo I
want to be just floating above her hands. I'd like to try to get it to
cast some colored light back to her face ... maybe a touch of emission
or something to give it a little glow, or maybe something like you did a
while back with the torch and the Lucy figure.
>> and on 2nd thought maybe the obj->poseray->povray version would be better
>> for me ... I'd like to leave the artist aspects up to you
>
> That is the way Thomas does it. I import it into Bishop3D which uses its
> own version of the Mesh and Materials. I suspect that it is not as
> optimised as FlyerX's version.
I think you were just going with your comfort zone using bishop to see
how it looked in the scene ... I think we're past that so poseray with
object centered with y=0 at bottom of character gives me the best
flexibility, if I'm not making you jump through too many hoops ;-)
Cheers
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On 26/04/2011 12:46 PM, Jim Holsenback wrote:
> On 04/26/2011 08:32 AM, Stephen wrote:
>> On 26/04/2011 10:42 AM, Jim Holsenback wrote:
>>> On 04/26/2011 05:27 AM, Stephen wrote:
>>>> On 26/04/2011 8:26 AM, waggy wrote:
>>>>> Especially the stereotypically misogynist box canyon of female
>>>>> impersonators.
>>>>
>>>> Hmm!
>>>>
>>>
>>> lol ... I guess I'm not the only one trying to wrap my head around
>>> that one
>>
>> Waggy has a point about the uncanny valley.
>>
>
> Is was wondering if it would've been better if the character was a
> lumber jack with the logo slung over his shoulder like an axe ;-)
Ooo! A good idea but then we might be accused of misandry.
--
Regards
Stephen
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On 26/04/2011 1:04 PM, Jim Holsenback wrote:
> From the last shot I posted what I'm going for is the camera looking
> through the orb/logo -> <0,0,0> (just the other side of the arch
> support) ...
OK.
> At that angle the character's face isn't seen much, but
> make her somewhere between amazed and awe struck looking at the object
I'll see what I can do.
> ... walking probably not ... I think that's okay fine as is. Costume,
> white probably best for the env we're in, some translucency is good. I
> see that it's playing with the light coming through the archway ... I
> like that! Check out what Sam did for the leaves (backside diffuse) ...
Since I won't be working in B3D I should be able to do that but it is a
new feature for me.
> Oh and long-ish hair preference.
Now that could be problematic. Poser hair does not translate well into
PovRay. Ne need to find one of the older hair styles that are solid but
doesn't look as if the model is wearing a few pounds of plaster of Paris
on her head. And the hair is generally model specific. But I'll see what
I can do.
--
Regards
Stephen
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"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4db68fd5@news.povray.org...
> We will see. Are you going to make a human figure?
Not sure yet. I wait for your model to develop. I think there should not be
too many humans.
By the way, if you are using Jessi, the Kosaburo hair will fit I think.
There is need though to work on the image maps.
Thomas
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