New Bluejaunte character alert - Ensley HD

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Comments

  • bluejauntebluejaunte Posts: 1,927
    Visuimag said:

    For some odd reason (and this is not just an Ensley issue), whenever I add any type of sole displacement, under certain lighting conditions, I get this weird artificat pattern (looks similar to the Hair Cap issue on some of OOT's hairs). Happens with the sole displacement of Ion's Wrinkled Feet sole displacement too. Have never been able to solve it

     

    Can you show how that looks?

  • BarubaryBarubary Posts: 1,217
    Barubary said:

    Really like this new character. Even with the somewhat similar skin, bluejaunte's characters are always unique and easy to tell apart, which kind of always makes them a good investment. At least to me.

    One thing, though, why does Ensley load with a Normal Map applied to her legs that's set to 0% strength? 

    Because I'm an idot? Probably set it to 0 while I was mucking around with the sole displacement. I'll issue a fix...

    ah c'mon, don't sweat it, there's a million settings to keep track off, stuff like that can happen. I just figured it had something to do with the displacement map or something ^^

    Again, she's a really great character, with a unique look and she renders just beautifully :D

  • xyer0xyer0 Posts: 6,063

    image

    Ensley done growed up.

    That was fast.

    That's what she said.

  • FrinkkyFrinkky Posts: 388
    edited April 2020

    I can't say I see Ensley as being that young - she's 5ft 7.5in - she'd be considered very tall as an adult (or average if she's from the Dinaric Alps), let alone a 12-14 year old (she'd be positively gigantic!). 

    That being said, this is the first bluejaunte character I've bought for personal use (we've used a few through work) because she looks great.

    My only suggestion is that if resources are going to be the same as other characters (the bump maps have seen the light of day before) then it'd make sense to put those in a shared resource folder that all characters that use them can all use the same one to save vram. Even if it's just the ones that are identical (I note there are slight variances between Ensley and Noemi's torso bumps for example). I can't say anything about the diffuse maps as we've never used them. That said, it's easy enough to do oneself.

    Anyway, I love Ensley - I'll certainly be buying a few more characters for my personal library. Thank you bluejaunte!

    p.s. Thank you for submitting the update to fix the 100% HD morph default - I wish every PA was as quick as you.

    Post edited by Frinkky on
  • CybersoxCybersox Posts: 9,085
    xyer0 said:

    image

    Ensley done growed up.

    That was fast.

    That's what she said.

    Yow!  As the now sorta-creepy song says, "thank Heaven for little girls, they grow up in the most delightful ways..."

  • AllenArtAllenArt Posts: 7,172

     

    Frinkky said:

    I can't say I see Ensley as being that young - she's 5ft 7.5in - she'd be considered very tall as an adult (or average if she's from the Dinaric Alps), let alone a 12-14 year old (she'd be positively gigantic!). 

    That being said, this is the first bluejaunte character I've bought for personal use (we've used a few through work) because she looks great.

    My only suggestion is that if resources are going to be the same as other characters (the bump maps have seen the light of day before) then it'd make sense to put those in a shared resource folder that all characters that use them can all use the same one to save vram. Even if it's just the ones that are identical (I note there are slight variances between Ensley and Noemi's torso bumps for example). I can't say anything about the diffuse maps as we've never used them. That said, it's easy enough to do oneself.

    Anyway, I love Ensley - I'll certainly be buying a few more characters for my personal library. Thank you bluejaunte!

    p.s. Thank you for submitting the update to fix the 100% HD morph default - I wish every PA was as quick as you.

    I was my full adult height at 11 years old, just for reference ;). I'm not as tall as Ensley, but after the age of 12, I got no taller than I am now ;). Some females grow up really early. I still say she looks 12-14. LOL

    Laurie

  • jd641jd641 Posts: 459

    bluejaunt you seriously are the master of capturing life in 3d. Ensley and the rest of your figures are the most realistic characters I've ever used in this hobby and every time I get an alert from someone that you've got a new figure out, I know it's gonna be awesome.

  • y3kmany3kman Posts: 802
    xyer0 said:

    image

    Ensley done growed up.

    That was fast.

    That's what she said.

    Is that pubic hair I see strategically placed inside the letter 'D'?

  • bluejauntebluejaunte Posts: 1,927
    jd641 said:

    bluejaunt you seriously are the master of capturing life in 3d. Ensley and the rest of your figures are the most realistic characters I've ever used in this hobby and every time I get an alert from someone that you've got a new figure out, I know it's gonna be awesome.

    Thank you so much, that means a lot!

    As for height, I have to admit I find 5ft 7.5in a bit much for her. I haven't actually measured, if I had I think I would've shrunk her down a bit. But yeah as long as the proportions are right you can easily do that yourself. I guess one problem is that all people in Daz world seem a bit tall, most likely because the reference wasn't the average person but some beauty standard. On most renders you're not gonna see very well how tall she is anyway. I haven't seen one yet smiley

  • bluejauntebluejaunte Posts: 1,927

    Eww, ok she actually IS way too big. How did I miss that... the head size is bigger than G8F, so that is wrong no matter what. I scaled her down to 94% and that looks about right. That would make her like 161cm or 5 feet 3.3 inches. That is more in line with what I have in my mind when I think about her.

    Yet another thing I messed up. Very strange too, I usually try to get these figures to correct height. I remember measuring Nadya a lot laugh

    So much stuff to get wrong... anyway, the question now is should I fix this? I'd consider this a bug, but if I do a lot of renders are going to get messed up, including my own where she sits on a chair (that I made myself and may very well be too big as well). Let me know what you think.

  • vagansvagans Posts: 422

     

    Eww, ok she actually IS way too big. How did I miss that... the head size is bigger than G8F, so that is wrong no matter what. I scaled her down to 94% and that looks about right. That would make her like 161cm or 5 feet 3.3 inches. That is more in line with what I have in my mind when I think about her.

    Yet another thing I messed up. Very strange too, I usually try to get these figures to correct height. I remember measuring Nadya a lot laugh

    So much stuff to get wrong... anyway, the question now is should I fix this? I'd consider this a bug, but if I do a lot of renders are going to get messed up, including my own where she sits on a chair (that I made myself and may very well be too big as well). Let me know what you think.

    Yes, IMO you should definitely make the changes to the product for an update. She's only just been released so there's very little impact on what anyone is doing really.

  • nonesuch00nonesuch00 Posts: 18,333

    Eww, ok she actually IS way too big. How did I miss that... the head size is bigger than G8F, so that is wrong no matter what. I scaled her down to 94% and that looks about right. That would make her like 161cm or 5 feet 3.3 inches. That is more in line with what I have in my mind when I think about her.

    Yet another thing I messed up. Very strange too, I usually try to get these figures to correct height. I remember measuring Nadya a lot laugh

    So much stuff to get wrong... anyway, the question now is should I fix this? I'd consider this a bug, but if I do a lot of renders are going to get messed up, including my own where she sits on a chair (that I made myself and may very well be too big as well). Let me know what you think.

    If it's just a scaling issue then release a 5'3" preset & a 5'7" preset. Can you do that without the customers owning the DAZ Originals Head Morphs & Body Morphs products?

  • FrinkkyFrinkky Posts: 388

    Eww, ok she actually IS way too big. How did I miss that... the head size is bigger than G8F, so that is wrong no matter what. I scaled her down to 94% and that looks about right. That would make her like 161cm or 5 feet 3.3 inches. That is more in line with what I have in my mind when I think about her.

    Yet another thing I messed up. Very strange too, I usually try to get these figures to correct height. I remember measuring Nadya a lot laugh

    So much stuff to get wrong... anyway, the question now is should I fix this? I'd consider this a bug, but if I do a lot of renders are going to get messed up, including my own where she sits on a chair (that I made myself and may very well be too big as well). Let me know what you think.

    94% sounds about right and seems to give a head length of 8.466in at 7.5 head heights tall (5ft 3.5in). I've used 93.5% and propagating head size of 1.1% (50th percentile head length is approx 8.6in for an adult, source). Maybe, if you think an update is required, to add a scale/proportion slider rather than change the scale of the base figure - people can then choose to use or not? I don't think it's such a huge deal though, so don't beat yourself up about it :)

  • bluejauntebluejaunte Posts: 1,927

    I'd probably just ERC Freeze the scale into the BJ Ensley dial. And correct the hip height so feet stay on the ground. That's how I've done it in the past, Sina is scaled down to 91.5% for example. When you dial in just Sina's head on G8F, the head remains the same size as G8F. That's the goal I think for giving the best mix and match opportunities.

    Dialing in Ensley's head on G8F makes the head a bit too big though, so I might as well fix that and then scale the whole figure accordingly.

  • XtraDimensionalXtraDimensional Posts: 509
    edited April 2020

    I already have a bunch of characters dailspun with Ensley in the mix. Is it possible to make a second control dail for the corrected version of her (like Ensley Truescale?) and leave the current dails as they are in scale?

    Post edited by XtraDimensional on
  • NylonGirlNylonGirl Posts: 1,939

    Now isn't it possible that the character could be updated with the new specifications and anybody who doesn't want it can just never update the character? I realize that's a bit clunky, but it might be better than leaving the character wrong by default and expecting people to do special things just to get the default character's look.

  • NylonGirl said:

    Now isn't it possible that the character could be updated with the new specifications and anybody who doesn't want it can just never update the character? I realize that's a bit clunky, but it might be better than leaving the character wrong by default and expecting people to do special things just to get the default character's look.

    For people like me who just install everything DIM tells us to, that wouldn't work, lol

  • bluejauntebluejaunte Posts: 1,927
    Hanabi said:

    I already have a bunch of characters dailspun with Ensley in the mix. Is it possible to make a second control dail for the corrected version of her (like Ensley Truescale?) and leave the current dails as they are in scale?

    You could just set the scale back to 100% (Parameters > Scale). Unless I change the scale in the geometry. But I don't have to do that, would probably be a good compromise. When people mix and match heads and bodies they're probably used to having to mess with head sizes anyway. So then literally all that would change is the scale slider would be set 94% or so instead of 100% by default, then you can set it back to 100% and get the exact same size as before. Although the vertical position of the character might change a bit. Just repositiion it, that's no biggie right.

    Some weird "real scale" slider just seems confusing. Why wasn't she real scale in the first place (wait don't answer that) laugh

  • My concern is remembering which files I've used and remembering to go in immediately after the update to make the fixes and resave so that in a few months I don't open up a scene with a character I've made for an illustration and finding things looking weird...Because I probably won't remember what it is that could be causing the problem. 

    I'll just be mindful of looking for the update and fixing my stuff. 

  • jd641jd641 Posts: 459
    edited April 2020
    Hanabi said:

    I already have a bunch of characters dailspun with Ensley in the mix. Is it possible to make a second control dail for the corrected version of her (like Ensley Truescale?) and leave the current dails as they are in scale?

    You could just set the scale back to 100% (Parameters > Scale). Unless I change the scale in the geometry. But I don't have to do that, would probably be a good compromise. When people mix and match heads and bodies they're probably used to having to mess with head sizes anyway. So then literally all that would change is the scale slider would be set 94% or so instead of 100% by default, then you can set it back to 100% and get the exact same size as before. Although the vertical position of the character might change a bit. Just repositiion it, that's no biggie right.

    Some weird "real scale" slider just seems confusing. Why wasn't she real scale in the first place (wait don't answer that) laugh

    I know I'm basically just repeating what you just said but yeah, people who dial spinned her are already used to changing scales, as you said they can just go back to 100% and their tweaks will be back to pre-update scale while new Ensley owners will get a properly scaled figure and won't have to correct a thing. It seems like the best move is to update the default shape.

    Post edited by jd641 on
  • nicsttnicstt Posts: 11,715
    edited April 2020

    Eww, ok she actually IS way too big. How did I miss that... the head size is bigger than G8F, so that is wrong no matter what. I scaled her down to 94% and that looks about right. That would make her like 161cm or 5 feet 3.3 inches. That is more in line with what I have in my mind when I think about her.

    Yet another thing I messed up. Very strange too, I usually try to get these figures to correct height. I remember measuring Nadya a lot laugh

    So much stuff to get wrong... anyway, the question now is should I fix this? I'd consider this a bug, but if I do a lot of renders are going to get messed up, including my own where she sits on a chair (that I made myself and may very well be too big as well). Let me know what you think.

    I'd leave her as she is; maybe add a note to the product page, advising customers that they may wish to alter height.

    Post edited by nicstt on
  • bluejauntebluejaunte Posts: 1,927

    Hmmm... just loaded Kala 8 and she's 97.6% scale and that is set through the main Kala 8 control morph. So it looks I've been doing this correctly with previous characters. So yeah I think that is probably the best solution and very little hassle for existing renders. Dial spun characters won't change either except in total size a little, but it won't influence the look in any way. And only if you actually mixed with the main BJ Ensley morph, if you just spun head or body morphs you won't see a difference.

  • bluejauntebluejaunte Posts: 1,927

    Right, so I tried this with my chair render and I can confirm if you set the scale back to 100% you'll be exactly where you were before. No repositioning either since the scale origin is at the bottom. See difference it would make relative to chair size (which I hope I modelled to correct scale).

    ensley_popup_02.jpg
    1000 x 1300 - 709K
    ensley_popup_02_scalefix.jpg
    1000 x 1300 - 684K
  • barbultbarbult Posts: 24,880
    edited April 2020

    I'm not understanding the theory of how characters are scaled. I don't own Ensley, but I do have Nadya. If I load a G8F base character and dial in BJ Nadya Head, the head gets quite small. I expected it to just change her features to be Nadya, not to make the head small, so that surprised me.

    Even more mysterious is that if I first pose the G8F sitting on the floor and then decide to dial in BJ Nadya Head, the body also changes. Why does the head morph affect the body? See how the hands are not embedded into the legs after just dialing in BJ Nadya Head. (The sitting pose I used is Elegant Attitude Base Female Sitting 002.duf.)

    BJ Noemi Head also shrinks G8F head quite a bit, but doesn't affect the body of the sitting character.  BJ Amira Head doesn't affect the body either. The performance of Nadya seems inconsistent with Noemi, Amira and Daz core characters. What is the proper way for me to change the G8F head to Nadya, without changing the body?

    G8F and Nadya Head.png
    2260 x 1884 - 2M
    G8F and Nadya Head Affects Body Sitting.png
    1690 x 1776 - 2M
    Post edited by barbult on
  • outrider42outrider42 Posts: 3,679

     

    xyer0 said:

    image

    Ensley done growed up.

    That was fast.

    That's what she said.

    What's interesting is that this PA has their own characters that they could have used for these promos but they used this one. I believe they were trying to make a point. <.<

    Shoulders!

    Also, I have said this before but I am not sure if BJ was around, the bluejaunte gloss maps are very versatile and absolutely do work on with other skin textures. Almost universally. I have been preaching this for a while now, and hopefully I have converted a few non believers along the way. Believe in these textures people! There are people who use them with their own textures to make unique tones. I have baked a set to match the male UV, and I have used them some, too. This is Victoria 8 with Nadya gloss maps. She still looks like Victoria, but you can see how the gloss maps are working with the light. If you look at the chin, you should be able to recognize your texture, but it blends in nicely.

  • James_HJames_H Posts: 1,046

     

     I have baked a set to match the male UV, and I have used them some, too. 

    How would one bake a set to the match the male UV? This sounds interesting.

  • bluejauntebluejaunte Posts: 1,927
    edited April 2020
    barbult said:

    I'm not understanding the theory of how characters are scaled. I don't own Ensley, but I do have Nadya. If I load a G8F base character and dial in BJ Nadya Head, the head gets quite small. I expected it to just change her features to be Nadya, not to make the head small, so that surprised me.

    Even more mysterious is that if I first pose the G8F sitting on the floor and then decide to dial in BJ Nadya Head, the body also changes. Why does the head morph affect the body? See how the hands are not embedded into the legs after just dialing in BJ Nadya Head. (The sitting pose I used is Elegant Attitude Base Female Sitting 002.duf.)

    BJ Noemi Head also shrinks G8F head quite a bit, but doesn't affect the body of the sitting character.  BJ Amira Head doesn't affect the body either. The performance of Nadya seems inconsistent with Noemi, Amira and Daz core characters. What is the proper way for me to change the G8F head to Nadya, without changing the body?

    Looks like you identified a bug with Nadya head. I looked at the rigging and it seems like the pelvis and joints upwards to neck are moving a bit when the head is dialed in. There's no reason as far as I can tell that this should happen. I'm a bit confused though because the shoulder and arm joints aren't moving at all, so I'm not entirely positive why the arms would be moving with the head. Rigging is finnicky stuff for sure. One of a million things that can go wrong that customers luckily never have to bother with.

     I'm not gonna fix that so long after release of course, this would screw with all the posed Nadya's out there. And people are used to having to reposition arms anyway, it's just a given if the body changes, if shoulders are wider, arms longer, or even just a hand size varies, you will need to adjust the pose if you want the hand to exactly touch something. Unless we had a full IK system where the pose can somehow tell the hand that the finger tips are touching these points on the thigh or something.

    As for Nadya's head getting smaller. If I want the head to be smaller in relation to the body (because she's tall), there are really only two ways to do that. Make the head smaller or the body bigger. And then shrink or enlarge the whole figure accordingly to compensate.There's no rule for Daz content production that I'm aware of which of the two to use, so I think the tool I used probably resulted in the head getting smaller and the body only changing in shape. And both need to move in releation to the neck position so that people can mix and match. But that may move the feet off the ground, so then we ERC Freeze the adjusted hip position into the body dial so the feet remain on the ground. In the past I thought this hip adjustment had to go into the main control dial though, and QA never told me otherwise until fairly recently, so you'll probably find that in my older characters.

    TL;DR A whole bunch of annoying stuff and tons more where that came from.

    Post edited by bluejaunte on
  • barbultbarbult Posts: 24,880
    Thanks for the explanation about Nadya.
  • FrinkkyFrinkky Posts: 388

    and QA never told me otherwise until fairly recently,

    So it's the bloody QA's fault! :)

    I preferred having scaling attached to the master character slider - if I wanted just the body, I could dial that in and not worry about compensating for the scaling. If I just wanted the scaled body, I could dial in the master slider, revert head to 0%.

    Now we don't get that simple flexibility... *grumble*

  • outrider42outrider42 Posts: 3,679
    James_H said:

     

     I have baked a set to match the male UV, and I have used them some, too. 

    How would one bake a set to the match the male UV? This sounds interesting.

    I'm sorry I never saw this question. I think you need to UV swap product first for the UVs to be available, but I'm not 100% sure. The procedure is the same as baking a unique G2 or G3 skin to match the base. You use the Map Transfer tool, but instead of selecting the base for the target, you select the opposite sex base. That's where having the UV swap product comes in.

    So once done you will have a full set of textures fit to the other sex. Then you can use the nice roughness textures and materials of a bluejaunte girl on males in the same way I did for Victoria. This doesn't make them look feminine at all. It compliments pretty much any skin.

    I wouldn't do a good job explaining, but this thread does, and it has helpful pictures. This was what I went by when I did mine. https://www.daz3d.com/forums/discussion/95701/tutorial-converting-custom-genesis-2-uvs-to-genesis-3#latest

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