Oliver HD Megapack - Render & Questions/Comments Thread [Commercial]

124

Comments

  • FistyFisty Posts: 3,416
    edited December 1969

    The promos were rendered in Poser 'cause Fred did them. Some of the jewelry renders inset were done by me in DS.

    I couldn't make something like this that relies on the collision to not have poke through, it has to fit perfectly without any pokethrough without the smoothing on to pass QA for either program... So it has to be a freebie like this. I could have gotten away with it being maybe 1/32 of an inch closer to the head in DS, but not really any point in saving two copies of it to the data folder to do what the expand-all morph already does.

  • barbultbarbult Posts: 24,244
    edited December 1969

    Fisty said:
    The promos were rendered in Poser 'cause Fred did them. Some of the jewelry renders inset were done by me in DS.

    I couldn't make something like this that relies on the collision to not have poke through, it has to fit perfectly without any pokethrough without the smoothing on to pass QA for either program... So it has to be a freebie like this. I could have gotten away with it being maybe 1/32 of an inch closer to the head in DS, but not really any point in saving two copies of it to the data folder to do what the expand-all morph already does.


    Thanks for the further explanations. This hair is nice to have, because it is so different from all the other hairs available. Thanks for including it with Oliver.

    I asked about the promo renders, because I like to be able to see DS renders of character skins. Poser SSS renders and DS renders look very different, and I have been disappointed in the past when DS renders of the purchased character skins look very different from the product promo pictures. Luckily, Oliver looks very good in DS! Thanks for including the AoA SSS skins. And thanks for being active here in the forum to answer questions.

    Will you be updating the product at DAZ to include the handy freebie you added? It would be nice to be able to have it available in the product in the DIM in case of future downloads to a new computer.

  • FistyFisty Posts: 3,416
    edited December 1969

    I will not, as I mentioned before, something like that that relies on the collision detection won't pass QA to be included with the product. This is stuff Fred and I went back and forth about before we submitted it as we're both incurable perfectionist, and unfortunately it won't fly.

    And you should know by now anything with my name on it has good DS mats, I was the only one including them way back when before anyone else bothered. (pissed me off to no end that people 'couldn't be bothered... and now it pisses me off when otherwise perfectly poser compatible products don't have poser mats)

    I think a lot of DS mats don't look nearly as good as the Poser ones because DS is much more picky about lighting. Mine look good because I develop for middle of the road lights as far as intensity and specular and I'm not afraid to push the spec and SSS contributions to get it to look good within those parameters. The trade off is if you use very bright lights it looks too shiny or blown out. We include the portrait light set used for development and an alternate shader that will handle those super bright lights to compensate, other people just do one fairly dull looking option so it works okay in all lights but doesn't look fantastic in any lights. So it's another trade off of development time vs overall quality.

    I don't begrudge other content creators for choosing to only support one program or the other, nor do I begrudge them for making one set of mats that work good enough in almost all situations as that's the easiest for new users to understand and use. But I'm the kind of person that will willingly put in 30% more work to make a product great in both programs even if it only gets me 10% more sales, because otherwise I don't sleep at night.. and Fred is the same way which is why we work so well together.

  • barbultbarbult Posts: 24,244
    edited December 1969

    Fisty said:
    I will not, as I mentioned before, something like that that relies on the collision detection won't pass QA to be included with the product. This is stuff Fred and I went back and forth about before we submitted it as we're both incurable perfectionist, and unfortunately it won't fly.OK, I understand now. I didn't pick up before on the fact that QA wouldn't allow it in the product. Thank you very much for providing it here as an extra freebie.
    And you should know by now anything with my name on it has good DS mats, I was the only one including them way back when before anyone else bothered. (pissed me off to no end that people 'couldn't be bothered... and now it pisses me off when otherwise perfectly poser compatible products don't have poser mats)Fantastic! I will buy from you with confidence, even if the promos don't show DS renders.
    I think a lot of DS mats don't look nearly as good as the Poser ones because DS is much more picky about lighting. Mine look good because I develop for middle of the road lights as far as intensity and specular and I'm not afraid to push the spec and SSS contributions to get it to look good within those parameters. The trade off is if you use very bright lights it looks too shiny or blown out. We include the portrait light set used for development and an alternate shader that will handle those super bright lights to compensate, other people just do one fairly dull looking option so it works okay in all lights but doesn't look fantastic in any lights. So it's another trade off of development time vs overall quality.
    Interesting information. It adds to my understanding. Thanks for including your lights, too. I think that is smart. It lets customers get good results right away and know that bad renders may be because of their choice of lighting rather than the character itself.
    I don't begrudge other content creators for choosing to only support one program or the other, nor do I begrudge them for making one set of mats that work good enough in almost all situations as that's the easiest for new users to understand and use. But I'm the kind of person that will willingly put in 30% more work to make a product great in both programs even if it only gets me 10% more sales, because otherwise I don't sleep at night.. and Fred is the same way which is why we work so well together.Sounds like a good team. :-)
  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    Hi, sorry been so quiet, somehow I couldn't post in the forum for days, then I got caught up with a project. hope you're all still having fun with him and thanks Fisty for the snug fit morph :)

  • barbultbarbult Posts: 24,244
    edited December 1969

    Still playing with Oliver. Here is Oliver the surfer dude eying G1 Summer character on the beach.

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  • barbultbarbult Posts: 24,244
    edited December 1969

    And because Oliver spent too much time on the beach, he's late for work. You will see several accessories from your other characters.

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  • FistyFisty Posts: 3,416
    edited December 1969

    LOL nice!

    . . .

  • TenmaruTenmaru Posts: 105
    edited December 1969

    Looking forward for FW Sebastian and his Incubus expansion. So intrigued!
    Please, show previews of him before release, pretty please.

  • FistyFisty Posts: 3,416
    edited December 1969

    Someone has been digging in the Daz back end I see... LOL

  • FistyFisty Posts: 3,416
    edited December 1969

    Here's a little teaser.. :coolgrin:

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  • TenmaruTenmaru Posts: 105
    edited December 1969

    Not really digging, since it's laying just right on the surface. :cheese:

    And Fisty, you meanie! This teaser doesn't really tease... *boo* :-/

  • FistyFisty Posts: 3,416
    edited December 1969

    In the next couple weeks Fred will start a thread, we're waiting for Shox to finish up texture expansions. :)

  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    yep will be starting a thread as soon as we know a release date... though how on earth did you find out about it already anyway? but yeah preview thread coming as soon as we have release details :)

  • SorelSorel Posts: 1,395
    edited December 1969

    Ohhh I am excited now :D

  • barbultbarbult Posts: 24,244
    edited December 1969

    Hi, I have another question about Oliver. I noticed today that when I load Oliver with the Actor icon, he does not dial in M6. But when I load G2M first and dial Oliver from the Shaping pane, M6 is dialed in at full strength. Oliver looks quite different with these two methods. Why is M6 not dialed in when I load Oliver from the Actor icon?

  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    well that's very odd to be honest. Cause the copy I put in, and use myself has got M6 dialled in, let me just quickly double check.....yep loads it with M6. Of course it doesn't show the M6 in "currently used" in the current DS version, though I think that's something that will change in time, or at least I think it does, may be wrong. but yeah it loads it with him in it. so this is a bit of a mystery to me, as he was created and uploaded with M6 dialled in him. so that completely beats me. feel free to send me a pm and i'll send you the version that has M6 in the actor file.

  • barbultbarbult Posts: 24,244
    edited December 1969

    FWArt said:
    well that's very odd to be honest. Cause the copy I put in, and use myself has got M6 dialled in, let me just quickly double check.....yep loads it with M6. Of course it doesn't show the M6 in "currently used" in the current DS version, though I think that's something that will change in time, or at least I think it does, may be wrong. but yeah it loads it with him in it. so this is a bit of a mystery to me, as he was created and uploaded with M6 dialed in him. so that completely beats me. feel free to send me a pm and i'll send you the version that has M6 in the actor file.

    Thank you for checking on this for me. I think I must have been doing something wrong, because I can't repeat it now.. Now when I load the Oliver HD actor, I can see that Michael 6 is indeed dialed in, just like you said it should be. I did learn something though, that can cause my loaded actor to look different than my dialed character. I learned that dialing Michael 6 head and full body separately doesn't give the same result as dialing the full Michael 6 actor slider under People/Real World. I never knew that before.

    1) When I dial in Michael 6 head and full body, G2M is not scaled. But when I dial Michael 6 under People, G2M is scaled to 103.6%. I wonder if that is a bug or intentional.

    2) Dialing the Oliver character under People behaves like dialing Michael 6 character under People; it scales G2M to 103.6%. But dialing the Oliver full body also scales G2M by 103.6%, unlike dialing Michael 6 full body. (Dialing Oliver full body also dials Michael 6 full body, but the scaling is coming from the Oliver full body dial.)

    3) Loading Oliver HD from the actor icon, dials in Michael 6 from People (and scales by 103.6%) and Oliver full body (which scales again by another 103.6%). So loading the Oliver HD actor icon results in a G2M scaled by 107.2%. Did you intend for him to be extra tall?

    So I think the differences I was seeing may have been related to the difference in character scaling. I may have been dialing Michael 6 head and body rather than the slider in People. Anyway, I believe I understand how to transform G2M into Oliver HD by dialing all the right dials.So, all is well.

  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    barbult said:

    Thank you for checking on this for me. I think I must have been doing something wrong, because I can't repeat it now.. Now when I load the Oliver HD actor, I can see that Michael 6 is indeed dialed in, just like you said it should be. I did learn something though, that can cause my loaded actor to look different than my dialed character. I learned that dialing Michael 6 head and full body separately doesn't give the same result as dialing the full Michael 6 actor slider under People/Real World. I never knew that before.

    1) When I dial in Michael 6 head and full body, G2M is not scaled. But when I dial Michael 6 under People, G2M is scaled to 103.6%. I wonder if that is a bug or intentional.

    2) Dialing the Oliver character under People behaves like dialing Michael 6 character under People; it scales G2M to 103.6%. But dialing the Oliver full body also scales G2M by 103.6%, unlike dialing Michael 6 full body. (Dialing Oliver full body also dials Michael 6 full body, but the scaling is coming from the Oliver full body dial.)

    3) Loading Oliver HD from the actor icon, dials in Michael 6 from People (and scales by 103.6%) and Oliver full body (which scales again by another 103.6%). So loading the Oliver HD actor icon results in a G2M scaled by 107.2%. Did you intend for him to be extra tall?

    So I think the differences I was seeing may have been related to the difference in character scaling. I may have been dialing Michael 6 head and body rather than the slider in People. Anyway, I believe I understand how to transform G2M into Oliver HD by dialing all the right dials.So, all is well.

    I believe the reason they dialled the percentage into the full M6 only is probably to enable mix and matching different bases easier. though I don't know. but usually the "people" dial, should always be exactly as the character should look like, so all extra bits added in. While the body, or the head for that matter, sometimes have other bits added.
    The reason Oliver already scales the percentage in when dialling the body, is simply because I already added the M6 dial in it as well, so I wanted people to get the exact right body shape and size whether going from the inj/rem folder, the dials, or going for the People file.
    As for the scaling of Oliver to 107.2%. I just looked at mine, it doesn't do that. you're loading him blank, or on top of M6?

  • barbultbarbult Posts: 24,244
    edited December 1969

    Thanks for continuing to work with me to figure this out. I love Oliver and want to be sure he is working correctly in my installation.

    All I do is double click on the Oliver HD Actor icon and he comes in at 107.3%.

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  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    barbult said:
    Thanks for continuing to work with me to figure this out. I love Oliver and want to be sure he is working correctly in my installation.

    All I do is double click on the Oliver HD Actor icon and he comes in at 107.3%.

    that's weird, and you have a blank screen before you start. so not M6 in the scene at all? it's very odd. will download the commercial version in a moment to double check, but definitely doesn't do that here.

  • barbultbarbult Posts: 24,244
    edited December 1969

    FWArt said:
    barbult said:
    Thanks for continuing to work with me to figure this out. I love Oliver and want to be sure he is working correctly in my installation.

    All I do is double click on the Oliver HD Actor icon and he comes in at 107.3%.

    that's weird, and you have a blank screen before you start. so not M6 in the scene at all? it's very odd. will download the commercial version in a moment to double check, but definitely doesn't do that here.
    Yes, blank screen. I open DAZ Studio 4.6.3.52. I double click on the Oliver HD Actor icon and he comes in at 107.2%. I even uninstalled Genesis 2 Male Starter Essentials, Michael6, and Oliver HD Megapack and reinstalled them again with the DIM, just in case I had something corrupt in one of those packages. The reinstall made no difference. He still comes in at 107.2%.

  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    barbult said:
    FWArt said:
    barbult said:
    Thanks for continuing to work with me to figure this out. I love Oliver and want to be sure he is working correctly in my installation.

    All I do is double click on the Oliver HD Actor icon and he comes in at 107.3%.

    that's weird, and you have a blank screen before you start. so not M6 in the scene at all? it's very odd. will download the commercial version in a moment to double check, but definitely doesn't do that here.


    Yes, blank screen. I open DAZ Studio 4.6.3.52. I double click on the Oliver HD Actor icon and he comes in at 107.2%. I even uninstalled Genesis 2 Male Starter Essentials, Michael6, and Oliver HD Megapack and reinstalled them again with the DIM, just in case I had something corrupt in one of those packages. The reinstall made no difference. He still comes in at 107.2%.

    ok found the issue. for whatever reason in the one in DIM, the actual character file as M6 in it, the "people" one. Now I don't have that in mind, so I didn't think it would have been in there, maybe daz's QA team put it in there, could well be, as I don't have it. Maybe it slips in there when they do the meta data. really no idea. So two options I guess. I can get you my copy, or you can save it out yourself. the way to do that is to load the G2M base, go to the character files, add the morphs in it, head, body, navels and nipples if you want to. Then apply the BaseMAT, and go to:
    Edit > save as > character preset, then just overwrite the one in your folder now, and say yes to saving the morphs and materials. and then just go into the folder to delete out the picture that was created by Studio, and done. next time you load it then, you'll have it at the right size.

  • barbultbarbult Posts: 24,244
    edited December 1969

    FWArt said:
    barbult said:
    FWArt said:
    barbult said:
    Thanks for continuing to work with me to figure this out. I love Oliver and want to be sure he is working correctly in my installation.

    All I do is double click on the Oliver HD Actor icon and he comes in at 107.3%.

    that's weird, and you have a blank screen before you start. so not M6 in the scene at all? it's very odd. will download the commercial version in a moment to double check, but definitely doesn't do that here.


    Yes, blank screen. I open DAZ Studio 4.6.3.52. I double click on the Oliver HD Actor icon and he comes in at 107.2%. I even uninstalled Genesis 2 Male Starter Essentials, Michael6, and Oliver HD Megapack and reinstalled them again with the DIM, just in case I had something corrupt in one of those packages. The reinstall made no difference. He still comes in at 107.2%.

    ok found the issue. for whatever reason in the one in DIM, the actual character file as M6 in it, the "people" one. Now I don't have that in mind, so I didn't think it would have been in there, maybe daz's QA team put it in there, could well be, as I don't have it. Maybe it slips in there when they do the meta data. really no idea. So two options I guess. I can get you my copy, or you can save it out yourself. the way to do that is to load the G2M base, go to the character files, add the morphs in it, head, body, navels and nipples if you want to. Then apply the BaseMAT, and go to:
    Edit > save as > character preset, then just overwrite the one in your folder now, and say yes to saving the morphs and materials. and then just go into the folder to delete out the picture that was created by Studio, and done. next time you load it then, you'll have it at the right size.
    Thank you for tracking down the problem. I'm not crazy after all! ;-P

    I took a simpler approach to fixing him. I loaded Oliver HD and just dialed Michael 6 out. It left Michael 6 Body and Michael 6 Head dialed in, which surprised me. DAZ QA must have really done something strange to your submission. Anyway, now I think Oliver is exactly as you intended. His HD files and Navel are still dialed in. Since I started with the Oliver HD Actor character, the materials are still correct. I saved the character preset over the old bad one and deleted the new icon as you suggested. Now my Oliver HD Actor loads at 103.6%.

    Do you plan to discuss this issue with DAZ and get a fix (back to your real file) into the DIM? I wonder if any other characters have been messed up by DAZ.

  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    barbult said:
    FWArt said:
    barbult said:
    FWArt said:
    barbult said:
    Thanks for continuing to work with me to figure this out. I love Oliver and want to be sure he is working correctly in my installation.

    All I do is double click on the Oliver HD Actor icon and he comes in at 107.3%.

    that's weird, and you have a blank screen before you start. so not M6 in the scene at all? it's very odd. will download the commercial version in a moment to double check, but definitely doesn't do that here.


    Yes, blank screen. I open DAZ Studio 4.6.3.52. I double click on the Oliver HD Actor icon and he comes in at 107.2%. I even uninstalled Genesis 2 Male Starter Essentials, Michael6, and Oliver HD Megapack and reinstalled them again with the DIM, just in case I had something corrupt in one of those packages. The reinstall made no difference. He still comes in at 107.2%.

    ok found the issue. for whatever reason in the one in DIM, the actual character file as M6 in it, the "people" one. Now I don't have that in mind, so I didn't think it would have been in there, maybe daz's QA team put it in there, could well be, as I don't have it. Maybe it slips in there when they do the meta data. really no idea. So two options I guess. I can get you my copy, or you can save it out yourself. the way to do that is to load the G2M base, go to the character files, add the morphs in it, head, body, navels and nipples if you want to. Then apply the BaseMAT, and go to:
    Edit > save as > character preset, then just overwrite the one in your folder now, and say yes to saving the morphs and materials. and then just go into the folder to delete out the picture that was created by Studio, and done. next time you load it then, you'll have it at the right size.
    Thank you for tracking down the problem. I'm not crazy after all! ;-P

    I took a simpler approach to fixing him. I loaded Oliver HD and just dialed Michael 6 out. It left Michael 6 Body and Michael 6 Head dialed in, which surprised me. DAZ QA must have really done something strange to your submission. Anyway, now I think Oliver is exactly as you intended. His HD files and Navel are still dialed in. Since I started with the Oliver HD Actor character, the materials are still correct. I saved the character preset over the old bad one and deleted the new icon as you suggested. Now my Oliver HD Actor loads at 103.6%.

    Do you plan to discuss this issue with DAZ and get a fix (back to your real file) into the DIM? I wonder if any other characters have been messed up by DAZ.

    got on my to-do list to go through them to check those things, so will then let them know about any issues all in one go rather than all one by one. if there are more than one that is :) but yep, got that on my list of things to do. :)

  • RCTSpankyRCTSpanky Posts: 850
    edited December 1969

    Oliver is my absolute favorite character, because he looks so close to the star of my favorite TV Series "Arrow" Oliver Queen. I wish we will se his sidekick Roy Harper someday soon too.

  • Fred Winkler ArtFred Winkler Art Posts: 795
    edited December 1969

    thanks really glad you like him and I hope you get loads of renders from him. no idea yet what the future will bring creatively ... but never say never ;)

  • ANGELREAPER1972ANGELREAPER1972 Posts: 4,509
    edited December 1969

    did this in ultra hd render option in daz 4.7 but was to large for the forum so resized it may lose detail quality but at full size really good detail on him

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  • FistyFisty Posts: 3,416
    edited December 1969

    Nice! =)

  • Hi, 

    not sure what I'm doing wrong, just got Oliver, and when I add hair this is what is happening. 

    Can you pllease help me , 

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