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From: FlyerX
Subject: Re: Human Figures?
Date: 8 Jan 2007 04:09:18
Message: <45a20a3e$1@news.povray.org>
FrogRay wrote:
> Hi all
> 
> I am wanting to create reasonably realistic human figures to include in my
> pov-ray scenes.  By realistic I mean that the proportions of limbs and body
> are correct - I'm not too worried (at this stage) about fine details such
> as face, hair fingernails, etc.
> 
> I am using a program called Art Of Illusion which has quite a good mesh
> modelling tool.
> 
> What I am wondering is whether it is worth the time and effort to use a
> mesh-modeller such as AOI or whether I would be better off purchasing
> something like POSER.
> 
> Has anyone had much success with AOI ? (I don't think I've seen it
> mentioned)
> 
> 
> Also, I have heard that you don't own the copyright to your own
> objects/models created with POSER.
> Can someone please confirm or clarify this for me?
> 
> Thanks Heaps.
> 
> 
> 
FrogRay,

Get DAZ|Studio
http://www.daz3d.com/i.x/software/studio/-/?

and the free 3rd generation figures from
http://www.download.com/3000-20-10579249.html?part=undefined&subj=dl&tag=button

some free skin textures here:
www.renderosity.com

Then use PoseRay
http://mysite.verizon.net/sfg0000/
to convert the DAZ|Studio models to POV-Ray scenes.

good luck,

FlyerX


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From: Chris B
Subject: Re: Human Figures?
Date: 8 Jan 2007 04:52:19
Message: <45a21453$1@news.povray.org>
"FrogRay" <nomail@nomail> wrote in message 
news:web.45a1def586b9393cec780c250@news.povray.org...
> Hi all
>
> I am wanting to create reasonably realistic human figures to include in my
> pov-ray scenes.  By realistic I mean that the proportions of limbs and 
> body
> are correct - I'm not too worried (at this stage) about fine details such
> as face, hair fingernails, etc.
>

Hi,
In addition to considering Poser and DAZ Studio you may also wish to take a 
look at my POV-Person library, an Alpha version of which is at 
http://www.geocities.com/povperson/. This can achieve reasonably realistic 
posable figures (depending on your criteria for 'reasonably realistic' :-). 
The proportions of limbs can be adjusted as can be seen in the 'crowd' 
example on the POV-Person home page where the proportions have been 
randomised to give a bit of variety.

> I am using a program called Art Of Illusion which has quite a good mesh
> modelling tool.
>

Body parts in POV-Person can be replaced, so if you wanted to model a 
particular feature in AOI and incorporate it into one of the existing 
figures you can do that. Most of the faces in POV-Person are currently mesh 
objects, so if you wanted a new head on a POV-Person body you can just 
replace an existing one.

> What I am wondering is whether it is worth the time and effort to use a
> mesh-modeller such as AOI or whether I would be better off purchasing
> something like POSER.
>

This really depends on what you're trying to achieve, how quickly you want 
to achieve it and how useful the skills you'd learn will be to you in the 
future.

> Has anyone had much success with AOI ? (I don't think I've seen it
> mentioned)
>

I've never tried it.

>
> Also, I have heard that you don't own the copyright to your own
> objects/models created with POSER.
> Can someone please confirm or clarify this for me?
>

I had heard that too, but I've never seen that confirmed anywhere. I did 
look through a Poser manual a long time ago to try and work that out, but 
couldn't find anything on the right to redistribute 3D models generated from 
Poser. I concluded that there probably would be licensing issues with 
distributing a POV-Ray scene file along with a model converted from a Poser 
model.

For POV-Person I can confirm that you can modify and reuse anything from the 
POV-Person library, because I've written it all from scratch.

Regards,
Chris B.


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From: Gilles Tran
Subject: Re: Human Figures?
Date: 8 Jan 2007 07:24:22
Message: <45a237f6$1@news.povray.org>

web.45a1def586b9393cec780c250@news.povray.org...

> Also, I have heard that you don't own the copyright to your own
> objects/models created with POSER.

Poser is not (usually) a model creation tool: typically it is used to pose 
and modify - by moving vertices rather than by creating new ones - a model 
created by a third party. If the original model was created by yourself, you 
own the copyright. If you didn't create the model, you don't own the 
copyright on the model itself, but you own the pose, morph targets, movement 
files etc. that you designed. Of course, when distributing files, you cannot 
distribute what is not yours, only what you created. IIRC, DAZ/Zygote got 
burned very badly a decade ago by an earlier, much less stringent version of 
their EULA). I'm not sure what the exact policy is when it comes to models 
that DAZ distributes for free, though. In any case, the rights should be 
specified in the EULA attached to the models.

G.


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From: Grassblade
Subject: Re: Human Figures?
Date: 8 Jan 2007 12:55:00
Message: <web.45a284f3abc6b29eb94f5e9f0@news.povray.org>
Daz Studio is free??? Wow, thanks for the info I never realised it.

For human models, additionally to all that has been said, you can use
Makehuman (http://www.dedalo-3d.com/) coupled with Blender. They also have
a plug-in for making hair and an interesting yet simple way of simulating
skin and other organic surfaces.


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From: FrogRay
Subject: Re: Human Figures?
Date: 10 Jan 2007 02:10:00
Message: <web.45a49050abc6b29eec780c250@news.povray.org>
Thanks for all the info.
I've had a look at the free models from DAZ and wow! - those meshes are
complicated.  It would be extremely difficult to create something that
lifelike and detailed by manipulating a mesh by hand.  Maybe some people are
that good, but I suspect a modelling tool was used somewhere.
On the other hand - my own hand done meshses aren't too bad considering the
very low number of points they contain.
I'm dowloading the free DAZ-studio now so I'll see what that has to offer.
I'm also looking at the other utilies mentioned in this thread.
Thaks Again


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From: Thomas de Groot
Subject: Re: Human Figures?
Date: 10 Jan 2007 02:53:16
Message: <45a49b6c$1@news.povray.org>
"FrogRay" <nomail@nomail> schreef in bericht 
news:web.45a49050abc6b29eec780c250@news.povray.org...
> Thanks for all the info.
> I've had a look at the free models from DAZ and wow! - those meshes are
> complicated.  It would be extremely difficult to create something that
> lifelike and detailed by manipulating a mesh by hand.  Maybe some people 
> are
> that good, but I suspect a modelling tool was used somewhere.
> On the other hand - my own hand done meshses aren't too bad considering 
> the
> very low number of points they contain.
> I'm dowloading the free DAZ-studio now so I'll see what that has to offer.
> I'm also looking at the other utilies mentioned in this thread.
> Thaks Again
>

Daz says somewhere that the figures for Daz Studio (Michael, Victoria) are 
scanned from real life models.

Thomas


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From: FrogRay
Subject: Re: Human Figures?
Date: 10 Jan 2007 03:55:01
Message: <web.45a4a8a9abc6b29eec780c250@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> "FrogRay" <nomail@nomail> schreef in bericht
> news:web.45a49050abc6b29eec780c250@news.povray.org...
> > Thanks for all the info.
> > I've had a look at the free models from DAZ and wow! - those meshes are
> > complicated.  It would be extremely difficult to create something that
> > lifelike and detailed by manipulating a mesh by hand.  Maybe some people
> > are
> > that good, but I suspect a modelling tool was used somewhere.
> > On the other hand - my own hand done meshses aren't too bad considering
> > the
> > very low number of points they contain.
> > I'm dowloading the free DAZ-studio now so I'll see what that has to offer.
> > I'm also looking at the other utilies mentioned in this thread.
> > Thaks Again
> >
>
> Daz says somewhere that the figures for Daz Studio (Michael, Victoria) are
> scanned from real life models.
>
> Thomas

That would explain a lot!
My next question was going to be - how did they actually create the models?
For me, I think it's back to mesh modelling.
I will give PovPerson and MakeHuman a try though


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From: Smws
Subject: Re: Human Figures?
Date: 14 Jan 2007 04:10:00
Message: <web.45a9f235abc6b29ebd0cea630@news.povray.org>
"FrogRay" <nomail@nomail> wrote:
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
(...)
> > Daz says somewhere that the figures for Daz Studio (Michael, Victoria) are
> > scanned from real life models.
> >
> > Thomas
>
> That would explain a lot!
> My next question was going to be - how did they actually create the models?
> For me, I think it's back to mesh modelling.
> I will give PovPerson and MakeHuman a try though

I've been mesh modelling humans too, in Wings3d. Your post inspired me to
post about my progress in p.b.images. I have found fiddling with the mesh
quite enjoyable! I think rigging it for different poses will be a
challenge, though. If you do go the mesh route I'd be curious to know how
you do that.

Good luck!

-Stefan


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From: FrogRay
Subject: Re: Human Figures?
Date: 15 Jan 2007 02:40:00
Message: <web.45ab2ea3abc6b29eec780c250@news.povray.org>
> I've been mesh modelling humans too, in Wings3d. Your post inspired me to
> post about my progress in p.b.images. I have found fiddling with the mesh
> quite enjoyable! I think rigging it for different poses will be a
> challenge, though. If you do go the mesh route I'd be curious to know how
> you do that.
>
> Good luck!
>
> -Stefan

I did have a (quick) look at Wings3D a few weeks back but with so many tools
to look at, it didn't get a fair chance.  It would be interesting to have
another look at Wings3D and compare the mesh modelling tool against the one
I'm using in AOI.  Manipulating meshes is fun, but it can be quite tedious
at times too.
As for manipulating, or "posing", the figures after the mesh is
created...this is something I'm just starting to look at.  I don't know
what Wings3D has but AOI lets you create a skeleton out of bones and then
bind the mesh to the skeleton.  As the bones are moved about, the points on
the mesh will move in relation to the bones. You can also attach weights to
the bindings as well to determine how closely the mesh points follow the
bone positions.

One final note: I have been playing with DAZ studio and using PoseRay to
create objs that AOI can read (it(AOI) doesn't seem to like the DAZ output,
but that could be the options I choose).  The meshes that define the human
figures are very, very detailed.  i.e.  There are more points in a
DAZ-person's leg than there are on an entire figure that I created myself.
I think that their meshes were created with 3D-scanners rather than
hand-manipulation.
It's nice to know that I'm not the only pov-person trying to create people
'by hand'.

BTW: To those that don't know AOI, it has its own built-in raytracer.  It's
quite interesting to generate an image in AOI - export it to POV and then
see the difference in the way lighting, textures, etc are rendered.
AOI is open source and lives at http://www.artofillusion.org/


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From: Iv Pal
Subject: Re: Human Figures?
Date: 16 Jan 2007 02:20:01
Message: <web.45ac7b71abc6b29e5fbd27e0@news.povray.org>
> It's nice to know that I'm not the only pov-person trying to create people
> 'by hand'.

 If you eager to create meshes in such a way , and you have tons of
Gygabytes and fast CPU :) on your workstation  just turn you r sight to the
3d sculptural tools such a ZBrush , MudBox and probably Hexagon. I think
there are another splendid tools, but ZBrush is of my choice , especially
for organic modelling and detailing. More importantly, there is a lot of
information ana tutors about work flow and features, see

Home - http://www.pixologic.com/zbrush/home/home.php

http://206.145.80.239/zbc/index.php

http://www.zbrush.info/site/index.php/ZBrushInfo_Home

Don't be freigtened with the commercial version of ZBrush.  Google and
Rapidshare always can help you to find some free stuff, just search ;)


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