Thursday 26 November 2015

Project E.mesh5. So far, so good...


I don't think I've ever modeled anything THIS symmetrical before! Omg!

Just a small update. Under careful guidance of an experienced vendor I've now managed to get a really solid mesh going. We have made sure that the UV islands give a very uniform resolution throughout the mesh. The head (and other parts) is of course the exception. Very liberal UV maps for all the details.

Resolution is on Parr with V4 but all the polygons have been moved to the right place by using a unique method of modeling. Therefore the body movement, and the sculpting thereof, should be more natural now. All quads obviously. Integrated mouth, upper throat, dental and genital anatomy included.

Much to do still, but this mesh was the most vital step. Now I know some of you like to go off on a tangent about all sorts of details but this is just the mesh. The rigging and morphs have yet to come. So please, hold your horses about wrinkles and rare bodytypes, that is for later ;)

I am really excited about this. I've learned a lot in the last year, and making this mesh was flipping easy because I knew exactly what I wanted. I am however still a bit nervous. I keep on promising cool stuff but get thwarted by some stupid bug or something. Never the less I am determined to get this girl on the road a.s.a.p. because PE has been in the planning way too long. I need to focus on with my comics!

Despite that, in the meanwhile, I'm also busy rendering the DDpt2. Don't worry that is still going. Things are getting fun!

Cheers for now!



24 comments:

  1. Really looking forward to her!

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  2. call her e5 (project e & mesh5 all in 1); or with the latin 5: eV.
    :)

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  3. Is PE compatible with other versions of poser that is Poser 11?

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    1. I'm developing her half the time in Poser Pro 2014 because of some bugs in P11, so I assume she could go back to perhaps 8? Not sure though.

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  4. You don't have to approve this comment. I sent you a pm on Rdna. I really hope you decide to do preorders or crowd funding or donations of some sort. I'd really love to support you and this project. <3

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  5. Would you ever consider licensing this for real-time applications? IE games. I think you know where I'm headed with this... ^.^

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    1. hm, I wouldn't mind, although I wonder how a 60K+ mesh would perform in a game...?

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    2. It shouldn't be a problem. I imagine there wouldn't be many characters on-screen at a time. For "testing" I've loaded a number of V4 figures into UE4 and "admired" them in VR using a Rift DK2. Even my laptop can handle that. With intelligent use of multiple LOD's, a large number of Project-E's should be pretty easy.

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    3. Interesting note for perspective... I just heard directly from the mouth of a lead guy at Epic that their triangle budget on Paragon is 85k.

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  6. No news on compatibility for DAZ? I'd be super enthusiastic to acquire this new project first but I work with DAZ and have all my content for V4... I use exclusively your Lali Bits model for all my ladies in my work (and they've been successful!)and I'd love to continue to use your creation with the new model.

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    1. this first release will be Poser exclusive unless I can find a way to convert her. I am definitely looking into making a unique DS version if I can get the hang of rigging in DS... or if i can find a clever bugger to do it for me? I might attempt rigging her in Maya, perhaps DS might accept that version too?

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    2. The newest Daz figure uses dual-quaternion skinning, which can be created in Maya. I'm not sure if Poser supports dual-quaternion, but I would expect so.

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  7. Hi I want to ask if much remains for the launch of PE?

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  8. Having avidly followed your creative output for some time now, I consider myself a firm fan. I have a request though, which a lot of human figure models and modellers (at least in the Poser/DAZ community) seem to ignore, and that is to consider the effects of the underlying bones on joint bends beyond 90 degrees. The worst case is usually hip bends for sitting figures where the glutes stretch over the ischium (sit bones). When sitting (ignoring surface pressure deformation), the buttocks cease to have a circular profile as the muscle bends over the ischial arch. To date, JCMs have been the way to copy with this, but your suggestion that additional bones controlling weight maps will have more flexibility and compatibility with clothing gives me hope that you are already on the right track. Please keep up your inspirational good work. Cheers!

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  9. Hope you survived the click-over into 2016, dude. Looking forward to this, and whatever else is next!

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    1. yeah survived the new year (happy new year to you too btw!) but barely survived the latest PE bug. Fixed now though...

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Hey, because of a sudden influx of spam, I need to moderate comments from now on, unfortunately. I'll try find a work-around in the meanwhile. Cheers!