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Author   Topic : "my little 3d image"
William H. Daniels
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Member #
Joined: 18 May 2001
Posts: 89
Location: Loxley, AL, USA

PostPosted: Sat Jun 09, 2001 9:36 am     Reply with quote
Shahar2k asked: anyone know who is responsible for the original poser models?

Zygote, a company out of Provo, UT. They made a deal early on to provide all of the "out of the box" models for Poser. They now continue that role through a subsidiary called Daz3d. I think that Steve Kondrias is one of the modellers. Don't know about the others. It's a pretty small operation. Their most recent model, not counting the upgrade to Victoria, is Michael. He's not too shabby. The modelling was done from a 3D capture of a real person, so the proportions are better than the stock figures.

Curious Labs now owns Poser and they just recently released a new version with bones and some other upgrades. Given 5 years or more, Poser might actually become a quality product. As it is, the rendering engine sucks, the models are too mannequin-like and the import and export functions are iffy.

It was obvious to me that this was an original, not a poser render because of the angularity of the hip area.

With some work on the face, I still think this could be a great model. Keep up the good work, denizen.
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zeebit
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Joined: 30 Oct 1999
Posts: 75
Location: cincinnati, OH

PostPosted: Sat Jun 09, 2001 9:46 am     Reply with quote
yes meaty cheesy boy, i was talking directly to you.
j/k.
i was merely pointing out what you confirmed after running through a whole list of names parallel to the catmull-clark subdivision algorithm. that being that lightwave doesn't support nurbs. if you notice, the post before yours was asking if it was nurbs or poly-modeling. that is what i was responding to, heh.

hey denizen, are you refering to uv mapping in general, or LW's in particular? cuz, so far as i can tell, it sucks all around.
in maya, you can "automap" the UVs then put it in deep paint and use projection paint which works pretty well, but other than that, setting up UVs is a mission.

but i am a modeler such as yourself, adn wish i didn't have to worry about textures, heh.

keep up hte good work.
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RiLe$
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Joined: 29 Mar 2000
Posts: 83
Location: the ally behind the buildings

PostPosted: Sat Jun 09, 2001 1:11 pm     Reply with quote
Whos putting pictures of my sister out on the internet . Hehe asides my silly little joke the picture is pretty slick. I don't know what it is but the face looks flat. It looks like you spent some time on the body tho. Its overall pretty nice. Btw i really don't have a sister
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denizen
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Joined: 07 Jun 2001
Posts: 22
Location: Rome

PostPosted: Mon Jun 11, 2001 1:34 am     Reply with quote
quote:
Originally posted by zeebit:
hey denizen, are you refering to uv mapping in general, or LW's in particular? cuz, so far as i can tell, it sucks all around.
in maya, you can "automap" the UVs then put it in deep paint and use projection paint which works pretty well, but other than that, setting up UVs is a mission.

but i am a modeler such as yourself, adn wish i didn't have to worry about textures, heh.

keep up hte good work.




yep, I was referring to lightwave cylindrical and also UV mapping. In general, it's a real trouble putting up maps quickly.

however, it's nice that you could understand my pain ^__^

maybe we can try with cel-type shaders 8)


bye!

denizen
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