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2021 March 10
I used Shade3D and Poser 12 to create low-poly balustrades in the style of the ancient Chinese. I also made a modern cyber version. I will work on the cyber version material shaders a bit more.
2021 March 21
Genesis is an inter-gender figure in the sense it is a base which could then be morphed into male or female form. It is quite an old figure, but it still works with both Poser and Daz Studio software. I could not find suitable facial hair for the male version which is geometry rather than painted texture with displacement applied. Well, I made my own rather crude version.
I started very nicely in Blender3D but when it came time to get the Particle Hair converted before added bevelling, I just could not get the hair splines conversion done. It just wasn't happening in Blender 2.9. Very annoying. So I made some dynamic facial hair in Poser software, saved it as HR2 or hair content, and converted it using Kawecki's Dynamic Hair Converter. I loaded the facial hair into Daz Studio and adjusted the pieces to fit Genesis. I used SF-Design's Universal Hair Shaders for iRay and I made the smoothing values the highest (in the Surfaces tab options).
The hair looks pretty rough and is not really a top-class job, but will do for my project.
Aaaand... After all this work - I find that I do have geometry facial hair for the Genesis figure in my Daz content folders !! GRRRR !!
This updated added 27 April 2021
I have a thread at Renderosity forums showing my sculpting of a kawaii Singapore otter using only the Poser morph brush and the hi-res ball prop.
https://www.renderosity.com/rr/mod/forumpro/?thread_id=2960683
03 May 2021 update
My thread at Renderosity forums showing my sculpting of a raindrop splash corona in Poser 12 software. Again, I used the hi-res ball prop but the morphing version this time.
https://www.renderosity.com/rr/mod/forumpro/?thread_id=2961048
My main hardware for 3D CG corrupted and crashed. I lost a lot of data, but I have managed to recover some of it. The hardware was pretty old anyway, so it wasn't unexpected. Anyway, not my first rodeo, I mean, crash and burn.
While I wait for the new system to be delivered and live on stale bread and water for the next 3 years (spent quite some money buying the new PC), I created a 3D project which is Augmented Reality In A Virtual Space. It looks like this,and there is more to come...
With Clip Studio Paint EX and assets from Clip Studio Assets, I created layers of images which I will use as transmaps in my 3D scene rendering software.
Using Shade3D, I created an open-ended cylinder matching the dimensions of the transmaps I created.
My formula is:
Width = (2 x 22/7 x 1)
Height = (2 x 22/7 x 1)/2
Which is effectively identical to my equirectangular images, but that's just a matter of personal preference.
Far Left: Wire mesh view of cylinder in Poser 12 software
Near Left: I created the Cycles Root Surface shader trees and rendered a test using Superfly rendering engine.
360 HDRI image courtesy of Joost Vanhoutte
I have also placed my rendered images under My Images section fo this website:
https://sites.google.com/view/grumpyoldfartssite/my-images-1/my-images-11#h.voodha4h195u
15 July 2021
I generated a Vroid Avatar using Vroid Studio. I made a copy of the VRM file and renamed the extension to GLB. I imported it into Blender3D and went into the UV edit mode. I exported the images of the various parts ( found inside my temp folder somewhere). I copied these images over to my working folder, for usein shader trees later. I exported an OBJ version of the avatar from Vroid Studio. I organised the geometry groups in Shade3D (easier for me to do this in Shade3D than in Blender3D). I exported the parts as OBJs. I iprted the OBJs into Poser 12 and created PBR shaders for them.
Using only the body part, I created groups for the geometry using Poser Grouping Tool, and made these groups compatible with Poser rigging style. I rigged the geometry, then saved a rigging oly CR2. I brought in a fresh body OBJ and went into Setup Room and applied my rigging to it. I exited Setup Room and applied Joint Parameter corrections to the rigged figure. I parents all the rest of the face parts to the head of the rigged figure. That more or less completes the rigged figure.
I did not rig the face parts. I did not rig the hand parts.
Generating the Vroid Avatar in Vroid Studio.
Exporting as OBJ - Vroid Studio automatically poses the Avatar in T-Pose.
Checking the geometry in Blender3D. I use the UV editing mode to extract the image files.
Checking the imported OBJ in Poser 12 software - I check the original Trigons version verses a Quads version (done in Bender3D). I didn't think the quad verison was that much better to work with - still assymmetrical. So I went with the tris version.
I re-organised the parts inside Shade3D (I simply find it easier to do this in Shade3D than Blender3D.) The front head parts will be treated as parented props in Poser 12 later. I will rigg the body in Poser 12.
I created PBG shaders for the face parts and the body, inside Poser software.
The rigged and posed figure in Poser 12, after manual bone rigging and Joint Parameter correction using weight-painting.
Same view after rigging, but with shaded mesh.
Closeup of head after rigging.
Here are my results.
I did not find very suitable 3D earrings for males; the commercial and free items did not suit the project I have in mind, so I modelled the geometry in Shade3D software. My target figure is the Genesis 8 Male. I will add the shaders inside Daz Studio.
I tried fitting the earring to the geometry of the Daz 3D Genesis 8 Male inside Shade3D.
As long as I keep to the Daz Studio dimensions of 1 unit = 1 cm, I have no trouble importing the Shade3D OBJ earring geometries into Daz Studio at exactly the same position as I fitted in Shade3D.
I could not get a nice UV template if I combined the earring parts, so I left them as 3 component parts for each earring. This is important for me to manage the different shaders for the parts. I tested using 3rd-party iRay shaders in Daz Studio.
I used the Shade3D Hair Salon function to generate the strip geometry hairs. I made several different beards.
I rendered in Daz Studio. Apart from the beard and earrings, the rest comprise 3rd-party assets.
I used Shade3D to model the parts, then rigged, posed and rendered the figure in Poser 12.
You may see the rendered images here: https://sites.google.com/view/grumpyoldfartssite/my-images-1/my-images-13#h.r37owho5zlfe including one I dedicate to the swimmers in Team Singapore who are competing at the Tokyo Olympics.
30 July 2021
I couldn't find anything suitable among 3rd-party assets, so I modelled one using Shade3D. I applied a 3rd-party Sci-Fi shader to test how my object would look like when rendered inside daz Studio. I modelled it to fit the Genesis 8 Male figure (doing a K-pop boy band project).
Already discussed many years ago in other websites.
This addition to my own website dated 2021 August 05.
1) Generate geometry using Terawell design Doll software. Export the geometry (only option is OBJ format).
2) Separate and re-organise geometry in Shade3D (should also work in Blender3D but I am more used to working in Shade3D).
3) Export the grouped geometry as a whole OBJ .This is because after importing the OBJ into in Poser,the one mesh will have different Material Zones which are needed for downstreem processing).
4) Launch Grouping Tool (we are inside Poser software at this stage) to check that all parts of the one geometry are indeed present.
5) Select the imported geometry if not already selected. Using Grouping Tool, hit the Spawn Props button. Make the imported geometry invisible to reduce confusion - Poser takes a long time to process the invisibility command).
6) All the parts of the BJD should now exist as prop versions inside Poser. Open the Joint Parameter pop-up for each Part, and change the the Centre Point Y parameter to the same value as the End Point Y parameter.
Note: We do not have to worry about Joint Rotation Order for this Real BJD in Poser.
7) Organise the parts to be parented in the normal manner for a humanoid figure - left hand parented to left forearm, which is in turn parented to the left shoulder, and the left shoulder is parented to the left collar and dem bones dem bones etc. Except for the head. I think setting the value for the End Point to be the same as the Centre Point is probably better.
I am limiting the Head z rotations to Zero. When posing the Head, some adjustment to the x,y,and Z translations will be required.
I am limiting the Neck x,y, and z rotations to Zero.
The Chest is merely a geometry parented to the Trunk so I am limiting x,y and z rotations to Zero.
I am limiting (for now) Collar x,y and z rotations to Zero.
The Centre and End points as well as the x,y,and z translations for the upper limbs need fine-tuning. I am rotating the individual limb parts and testing each movement using front and top cameras. I adjust the Centre-End Points (coincident, please always) relative to the limb parts to ensure the rotated position seems logical and sufficiently normal.
I am happy to leave the x,y, and Z rotations and Centre/Edn point settings for the Thighs.
I am locking the y and z rotations of the Shins.
I am locking the z rotation for the Feet. I adjusted the Centre-End Points (coincident, please always) of the feet and applied range limits on the x and y rotations.
I had to tweak a few settings here and there afterward. THe head and feet need som adjustment after posing, but these are small tweaks.
So the completed BJD is basically a collection of prop meshes in a hierarchical parented order, with adjusted Joint Parameter centres and endpoints, and some re-position of parts using x, y and z translations. I have locked some rotations for some parts. This is not a rigged figure. It does not have weighted deforming skin.
Tip: for easy referencing of Joint Parameter Centre and End Point settings, I took screen captures of each Left side limb part I adjusted, then used them as reference when adjusting the Right side limbs. The x translations must of course be in teh opposite direction.
2021 August 06
I used the same procedures but I spent more time getting the positions of the Joint Parameter Centre-End Points more accurately positioned for best posing.
Generated from Terawell design Doll software.
Imported OBJ from Design Doll is processed and grouped using Shade3D software. Export with groups intact.
Import the OBJ from Shade3D into Poser software.
Launch Grouping Tool and Spawn Props to get individual parts of the BJD.
Organise the body parts into a parented hierarchy, and adjust the Joint Parameter Centre/End Points as described for the Male BJD.
Here is the completed female real BJD 2021.