That's really good! I'd been wondering if one of us among the A3D denizens was going to showcase superfly.
Posts made by ArgonCyanide777
RE: Mutual Funds investment online | buy mutual funds online
RE: Adding mesh/new genitalia to genesis 3.
I suppose it is possible with Blender but I don't really know. There are older ones such as gmax but this is limited and obsolete.
Though Zbrush did just debut with their "core" version of the program which is very reasonably priced as a sculpter program that is more streamlined (i.e. does in 2-3 steps what others might take 5 steps to do). You will need some kind of tablet peripheral better than bamboo + the cut to size 1/8" thick polycarbonate sheet to keep the stylus from scratching the face of it. I'd suggest Huion h-600 pro as a middle of the road alternative to a more expensive (albeit better) Wacom but to each their own, get something that is comfortable to work with and works in a way hat doesn't frustrate you like touchy or inconsistent distance sensing of the stylus distance and movement.
As far as what you're looking at doing, yeah that's geografting. Learn more about UV meshes, rigging (can be done in blender or others). And you'd also need a bit of texture matching for skin. Unfortunately, I'm about as informed as you on the matter of futanari making. I do think both versions with and without testicles should be done–just IMO.
For what cannot be resolved in the main 3D program, you'll need postworking with an image manipulator (GIMP, corel, photoshop) to compensate for the shortcomings. Look on the bright side: familiarity with a tablet could help speed up the process of postwork if nothing else...
Best of luck on your journey.
RE: Fatcat22able's Art Thread
Hey, we all have our gripes, and the fact you have your back and forth about yours means you care enough to put thought into it. Breaking the norm a bit without going off into bizarre territory that often kills it for any other purpose than being bizarre–good approach.
Mimicking Daz3D but for pr0nz? I sense...The TROLLFACE is strong in this one!
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This looks colorful and ornate, which (I suppose) one would expect from the new generation of content. You bring up a fair point: the faceless male thing is rather commonplace–not something I put a lot of stock nor thought into as a viewer/fan. I'd prefer faceless to hideous, though. Sometimes I like the whole "score one for the ugly dude" notion but these usually have to have a fair bit of comedy or the guy has to have personality. If he's an asshole who looks like an overweight japanese ripoff of Jack Nicholson it'll kill the mood...that or I'll begin thinking how I can get off by pulling a Trevor Philips type assault on that guy's head/ass.
RE: Starting a cooperative to produce 3DX comics
I perhaps don't read the news as much as I should here. That said, I read the link.
I agree, but at the same time realistically speaking if the porn industry is on the downturn and we're a niche of said field, how do we expect to have much of an impact? intently looking at you silently a moment for emphasis
This being besides the question of whether or not we're doing this as a freebie or for pay? To push a point in general: Okay, you're 'making pr0n comics'–what are you going to be doing with it? Rhetorical question, but food for serious thought.
Whatever its direction it must be startup and indie all the way. We as a website may get 'noticed' by the giants in the industry, but we can't sell out to the mainstream for others to profit because our enemies in the industry are those responsible for making it mainstream. Vanguards to slay the old guard giants is my thoughts. It's ironic, I know. I realize that may one day be "us" and the newcomer will be upon us much in the same way, but such is life in the jungle.
My any prior experience relating to this is in direction, stage and set, acting, performing arts productions, amateur broadcasting, and scratching the surface of being a producer and stunts. So not in publishing as you would want to do, but I get the gist in general.
The whole thing about comics is it's merely a step up from the storyboarding process. While the article has relevant points, I think if it's going to be a comic, then it ought to just be a comic: Few words as necessary to get the point across, and imagery CANNOT be allowed to wander off and become excessive either. I might make long-winded posts, but when it comes to production, things need to be concise in order to be effective. Period.
Why? If it's pictures only, then you get an image gallery like those on g.e-hentai.org and similar; if it's all text then it's a novel, with optional images outside of it if the maker so elects... Where you must incorporate elements of both you have to sacrifice a bit on both. This is because you must draw in the readers in a way where the words do some explaining and the images do the rest. It must be in harmony and balanced. If you get redundancy or repetition, then it lacks prioritization; on the flipside if the story is disjointed, inconsistent, or just full of holes, that points to incoherence, incompleteness, or a lack of internal critique in the "proofreading" process.
RE: Genesis 2 in Blender?
I wasn't sure, myself, but in the other thread you said Daz basically sucks for animations. What were the issues you found?
There is no inverse kinematics in DAZ. What is inverse kinematic? Basicaly if you have feet of the model touching the ground, and move the pelvis, inverse kinematics (IK) will figure out how to move the joints so that the feet keep touching the ground at the same spot. Which is kind of a big deal in sex scenes, since usually the feet / hands remain stationary while the hip moves.
Another thing is that in the vanilla installation there are almost no animation controls. The ones which are present are so bad that I consider them a slap in the face. You basicaly need to spend $40 on keymate and graphmate just to get the most basic of animation control.
I read a forum post somewhere, that the company
releasing daz is actually trying to discourage people from using the program from animation and it would explain a lot. It is really baffling how little is needed for daz to be a decent animating platform.
Sounds like their proprietary strategy is "working" for them.
Thought something was fishy about keymate and graphmate, yet they advertise their free software as having animation 'potential'. That is baffling, but at the same time you and I both know they're…not happy about their stuff being used on porn. So the reverse kinematics not being implemented (at least not freely) would seem to align with this.
Nuke has also said they have products which are limited in versatility. Agreeing, I'm beginning to notice how they cut corners even for the non animated. Since long-timers say this is nothing new, I'm not counting on these being fixed.
I think runtime and other characters can be ported to iClone and I do have a demo of iClone3. Seen them advertised on daz and other sites.
RE: Genesis 2 in Blender?
Hi, sounds very interesting. My idea was to use blender for animating, so that I could export the resulting animation into Daz. There were some promising results, but there are some bugs and limitation both on Daz and Blender side, which were preventing me from importing the animation into daz perfectly. Having the full work figure work in Blender would be great, right now I am trying to animate in daz and it is exhausting…
Well, I can see this was several months ago when you posted this. I wasn't sure, myself, but in the other thread you said Daz basically sucks for animations. What were the issues you found?
I recall I started a thread on Morph3D when it first debuted but it got a lackluster response. I know that I get those clickbait ads for this site, and when I saw it was about genesis 3 (which frankly isn't a whole heluva lot different from genesis 2, just prettier promos) I thought this might just be what runtime users were asking for utilizing the Daz content. The recent buzz about utilizing vidya engines for animating seems to be picking up some steam of late.
I'll be honest: I think your best bet for utilizing your Daz/poser characters outside this realm is to export them as .obj and rig them separately in Blender or some other program fit for your destination (presumably for animating). It's a hassle, but so is trying to keep the character as-is and use it in another program.
Though I recall when Iray first hit, Daz advertised they were making it possible to export to Vue and Maya, and also in renderman format. Did that ever materialize–or was it bluff to try to head off poser 11?