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Buildings, material settings and waterplane settings by me. I found it very hard to obtain night-time skyscraper scenes, so I ended up making my own.
I made other night-time fantasy scenes as well... here are some renders made using Poser software.
I created a couple of anime-style cool guys using Mixamo in 2015 or earlier. At that time, there was a way to customise characters using Mixamo. The customisation feature went away after Mixamo was absorbed by Adobe, leaving only the animation and rigging features. I posed and rendered the guys in Poser.
Back in 2015 or earlier, I generated an anime-style male using Makehuman and added his clothing from the MakeHuman software. I imported him in Poser software, and rendered the images.
In 2015, Before Vroid Studio was even in alpha stage development, I purchased Design Doll software from Terawell, because I liked the anime-style figures it could generate. I later found out that the geometry could be edited and made into parts for printing real world Ball-jointed dolls (or BJDs). I went about trying to separate the parts of the generated model using Shade3D. This video documents my discovery and workflow process, with several re-starts and mistakes along the way.
I modelled the robes using Shade3D originally for the Poser L'Homme figure. Inside Poser software (I use Poser 12), I used my technique of a pose proxy figure to change it to an Apollo Maximus ( discussion is here: https://sites.google.com/view/grumpyoldfartssite/home/my-3d-cg-tips-and-how-tos-5#h.ho4vc1kpn35b )
I had so much trouble with the dynamic cloth simulations for the ensemble. I had use the repair algorithms in Shade3D for 3D printing (- except for fixing the non-manifold edges; leave those as is).
Finally, inside Poser Cloth Room, I adjusted the inner robe for a higher cloth density value, and adjust the outer robe simulation settings by trial and error. My final settings involved quite a lot of tweaking inside Poser Cloth Room in nearly all options. I finally obtained this result, with some minor poke-throughs, which can be fixed with Morph Brush.
Model is the L'Homme Figure. Original meshes by me.
daz Studio version
Poser version
Wire view in Daz Studio
LEFT: Shade3D view of hair clip and hair pin modelling by me.
My hairpin in action. Created using Shade3D and shader materials added in Daz Studio. The correct ancient Chinese hairstyle for adult males is bun only, but popular culture has made the ponytail version more widely accepted. Youths can let their hair down but must keep it neat with a clip. Note: My target era is the Xia Dynasty, which is 21 Centuries Before Christ; we are 21 centuries After Christ, so that's a long time ago. They did not have printed textiles nor brocade silks in those days. I must therefore change my clothing textures.
LEFT: Camera settings, render settings, scene composition and 360 HDRI image are my own. Hair Pin created by me using Shade3D. Figure, clothes and hair are 3rd party assets, posed by me).
I used Shade3D to re-model some of the HanFu geometries. I plan on avoiding the real-world wrapping of left front panel over right front panel (had so much trouble with this when doing the Japanese kimonos for the Elizabeth 2 and La Femme figures). I hope I can created appropriate textures that will emulate the appearance of the front ofth HanFu. These textures will plug into the shaders for the HanFu.
In this test image, there are 4 pieces of clothing: Inner top, Skirt, Belt and Outer Robe. They are all made into Dynamic Cloth in Poser 12.
I thought about how to build a base mesh which could correctly emulate the left-over-right front panels of the HanFu (ancient China outfit). I used Shade3D for this experiment. I generated a primitive cylinder with height along the x-axis. I deleted the disk ends of the cylinder, and taking the edges near the centre of the humanoid figure, I extruded the lines, then tilted the extruded circle along the z-axis. I adjusted its position and size until I got approximately the collar location as well as the overlapping flap shape for the Hanfu. I adjusted vertices so that they began to form an approximate shape of the left half of the Hanfu top. I also added faces among vertices of the side to compelte the base. I duplicated the mesh and flipped it horizontally, then stitched the back seam by merging vertices in the centre. I adjust the ovelapping front parts so that there would be no more poke-through. After I was satisfied with the base, I subdivided the whole mesh. I also made a version with long sleeves by extruding the edges of the armhole.
I have completed my modelling of the clothes geometries using Shade3D software.
I did not like the large sleeves, so I tightened the sleeves a little using Poser morph brush (I find this easier to do than tightening the sleeves in Shade3D.)
I imported the 4 pieces of clothing in Poser 12 software: Top, Skirt, Belt, and Sleeveless Long Open Vest. I ran Dynamic Cloth simulations in the following order: Skirt, Top, and Open Vest.
The Belt is simply parented to the waist area of the figure (I am using the L'Homme figure).
Specific notes for the Top: I created a Collar material zone, which contains Constrained Vertices that are not involved in the Dynamic Cloth Simulation. I also created an Under Belt material zone for the Top, which contains faces in the geometry that get pushed under the belt using Poser Morph Brush, and are also added to Constrained Vertices in the Cloth Room. The remaining geometry of the Top is assigned its own material zone and is the part which is involved in the Dynamic Cloth Simulation.
2021 February 17
Custom face created by me using L'Homme 3rd-party morphs, plus my own epicanthic fold eyelid morph. Basic SSS material shaders for L Homme figure adjusted to Chinese skin tones, by me. Hair created by me using VRoid Studio, and hair textures generated with Kame Hair Factory app by... (Update later when I remember (software from more than 15 years ago !). Hair clasp modelled in Blender 3D by me. Xia era clothes modelled by me in Shade3D and finalised in Poser 12 software as dynamic cloth. Background is 360 equirectangular render using Daz Studio Pro and my own camera and render settings. Renders done in Poser 12. Yes, he is something like a fantasy character.
I experimented with creating a pair of "Thai fisherman's pants". Look it up to get an idea, because my 3D model is a bit modified. So, I created the base geometry in Shade3D and finished it in Poser 12. The fit is for the L'Homme figure. The open seams are part of the design.
I loosened the constraints of pants at the calf area and let them hang loose in the dynamic cloth simulation. This is the result:
2021 February 20
I went back into Shade3D software and tried to improve on my Thai Fisherman's pants. I finished it up as a dynamic cloth in Poser 12 software. Model is L-Homme figure. There are no shaders, textures nor detailings yet.
I used Shade3D to create the geometry and finished up in Poser 12 software. My model is the L 'Homme figure.