CC Avandrael & CC Zophael

in The Commons
since i don't see any post about it then really awesome work,if not was for the current issui i would had bought it, but for now i really can't but, it's really awesome, i loved how it's looks, maybe my only small complain would be the "legs" i would prefer if the legs where geograph attachments like in others works, i'm not too much fan of "legs morphs" but still a very good work.
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I will say they are absolutely fabulous to work with :)
They've both awesome. I have Zophael in my cart and am not sure whether I will get Avandrael now, or later.
Thank you :D I had thought about doing the hooves as a graft instead of a separate morph, but with Mada's wings, the lashes, brows, and tail in there, possible body hairs, that's a lot of polys, and I was pretty certain I couldn't model hooves in with less/same polys with as much detail as I could with the morphs. But the materials for the hooves were done in shape and not in base shape so there wouldn't be any stretching issues.
Interesting, really good work, the thing about the "graft which if i wanted to "mix" maybe others texture maybe would be more easy if it was graft, but keep the good work.
Since you talked about it, you could pass the poly count for the wings horns tails or any other extra anatomic element please? to know how much the full character could cost?
I have the hoof materials on a geoshell actually, so you can put any other texture set with it and still have hooves on top. If it was a graft, you'd have to make custom blends for each skin. I try to make thing as interchangeable as possible.
As far as polycount goes-- for her, at base res it's about 88k with all her hair, tail, horns, wings, anatomical elements (and that hair), and base G8 eyelashes.
His is higher because his brows are denser, chest hair, beard and I think the male elements are higher polycount too.
Edit: All the hairs are shader based with no textures also, so the polygons on them tend not to make a big impact on rendering.
hmm interesting, really thanks, well for me probably the only thing i would not use would be exactly the "hairs' (like any fibermesh hair or too dense hair", since i'm normally using "outside daz" i measn in unreal then the "too high poly" stuffs(like fibermesh or too dense mesh) would be a issue, i gonna still looking for both character to buy and test then when things are "back to normal" and i can be able again to buy stuff by "reasonable values again, this one is on my "wait list".
keep the good work really loved it.
ps: to be clear i'm not demanding or asking anything just pointing out my "way of how i do work with daz stuffs, i only use daz to buy the stuffs and export to my real source of work (unreal 4),
Thank you for this! Because of how they're set up, I've also been able to use them with the hooved legs from HFS Ultimate Shapes and create a bunch of different looks.
Because of the way they are set up, they also work almost flawlessly with the Blasphemy pose set that goes with them. I would have added in another piece to the set anyway to compensate for posing the hooves if they hadn't but I was thrilled not to have to! :D
Just trying CC Avandrael out in an image, and obviously I'm doing something wrong because the only 09 Tail materials that are actually applying to the tail/cover are the base tail materials, and even those are only rendering white. Everything else works like a charm.
My guess is that the tail got applied after the hooves. Because of that, the hooves geoshell will be over the tail. There are a couple presets in the Anatomy folder for each of the geoshells that will turn off inappropriate zones if they end up covering something.
I didn't have the hooves applied, but once I removed the horns it fixed the white rendering. Also, I did try the presets before posting here. It still isn't applying any of the non-base materials though.
What do you have selected and could you include a screenshot of your expanded scene tree?
I actually figured out what i was doing wrong by trying different screenshots. I had accidently had the tail selected when I added the tail cover, so the materials weren't applying correctly. Hopefully my dumb mistake will help anyone else that has the same issue. LOL
Thanks for your help, and I love your characters :)
Oh trust me, we ALL did that in testing. Even me... multiple times XD Glad you like 'em!
hmm i have 2 small questions about "outfit used in the promos
anyone know what are that outfits:
and that
anyone know what are that ouftifts?
The main is https://www.daz3d.com/dforce-mistress-malefica-outfit-for-genesis-8-females-with-poses-and-scepter I thought I'd linked it.
The other I'll have to check on when I can get back to the computer. I know it's here at Daz though.
lol, thanks it's looks like you only linked "hairs, props and poses none of the outfits
Second outfit looks like this one to me: https://www.daz3d.com/dforce-qabbalah-outfit-for-genesis-8-females
That's it :D
Sometimes the code gets cut off and stuff gets lost from the credits. Usually means I put an extra / in somewhere :D
These look really interesting - from reading above it seems the hooves can be used with any character texture. Can the tail also blend in? I'm assuming the horns are a prop so no issue there...
Yes! I try my best to make everything work with other characters (inlcuding makeups which is why I use diffuse overlays). The hooves shape is a shape on the base figures that can blend with any character shape. The hooves texture goes on a geoshell so it can go over any skin. Hooves, fangs, ears, claws, forehead detailing, chin detailing and chest detailing are all independent shapes and can be dialed in on anyone.
The tails come with a geoshell cover and the outer ring of the tails use the torso texture so you can copy that from your character onto that part of the tail (I'm sorry, I couldn't find the script to do it for you, but it's just a copy and paste). Then the cover goes over it to blend the texture over the torso part. Just be sure to use the materials for the cover and not the base tail. (this IS a geograft, and pose controls for it can be found on the base figure).
And yes, the horns are a simple conformer. They sink a little bit into the skin so there's no gapping with odd shapes.
The tail materials are set up to match/go with Infernal Wings for Genesis 8 Male(s) and Genesis 8 Female(s), but the Morning Star Wings for Genesis 3 and Genesis 8 Male(s) and Morning Star Wings for Genesis 3 and 8 Female(s) also look really cool with them.
Skyewolf also did some amazing poses that can pose the figure, the wings and the tails (and has a couple props in there) called Blasphemy: Poses and Props for Genesis 8 and Infernal Wings. Those poses work with BOTH types of wings I mentioned as well. And her set Sacrosanct: Poses and Expressions for Genesis 8 and Morningstar Wings also works with both sets of wings.
Hope that answers your question :D
Thank you very much!
You mention the tail can be used with other texture sets and although the "Torso" outer ring works fine, I can't for the life of me get the "base" surface to match and it falls outside of the cover's blending. This is for both male and female characters. I'm not sure if there is anything to fix this, maybe scrapping the "base" surface and using the Torso surface extend up to the bottom of the tail, but unfortunatly I don't have knowledge to do that.
Other skins can be used with the tail when the tail cover is used. You'll need to use the Full Opacity preset on the tail, and the straight skin materials won't work without custom blending the edges.