Vermont Doll Lovers year-end/holiday/winter meetup, 11/22/2014

I've decided not to laboriously reproduce my picture-filled posts on this blog when I can just point to the official VTDL blog post in which attendees did entertaining things with their dolls and Xmas props. I think Yamarrah got a little overwhelmed on her first Xmas... :p
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3D freebies: Messy Bessy Modular Hairstyle for G2F

Messy Bessy for Genesis 2 Female

Daz Studio only

Tested only in Daz Studio Pro 4.6 64 bit.

Created with PhilC's Hair Designer, this is yet another freebie hairstyle for Genesis 2 Female. The bad hair day goes digital with a bun base and five modular add-ons to make it as messy as you want.
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3D freebies: Victoria 2's AutoFollowing BodySuit

Victoria 2's AutoFollowing BodySuit

Daz Studio 4.6+ only

Tested only in Daz Studio 4.6+

With this AutoFollowing BodySuit, take advantage of Daz Studio 4.6's autofollow technology and the low-poly, highly morphable, good ol' Victoria 2. I made the suit so I could use V2 for low-res background characters and give her something to wear that was equally light on resources.
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Thalia came yesterday!

Thalia['s head] came yesterday! She matches well with Janvier Jett's Angelsdoll massive girl body in Volks NS resin, so that's good. The proportions look good too. And, after all that excitement about the novelty of a doll with two tongues, I actually like her with no tongue and an open mouth best. [I may be saying this in part because it's really hard to get her licking tongue out of her mouth once it magnetizes in.]

I'm thinking about how I want to do her faceup. I've been really interested in duochrome faceups for quite a while now, mostly generated for Jareth with Instant Makeup and Geisha Builder. My attraction to duochrome probably stems from the fact that two colors and gradations thereof are easier to work with than a whole varied palette. So I'm thinking something duochrome for Thalia.

Actually, I'm thinking about grey, multiple soft shades of grey, not as stark as Timonium's black-and-white job, but something with less definite outlines, shadows suggesting haggardness and depth. In fact, I'm thinking a subtle skullface faceup in gradations of grey, kind of like Jareth did for Halloween. And since there's no way I could affordably duplicate these lovely bracelet restraint things in 1:3 scale, I'll try painting some stylized phalanges on the back of an extra set of hands.


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Mood: [See attached picture]

Today I figured out how to rig conforming facial hair so that it follows a character's facial expressions, and I also acquired an add-on to my Instant Makeup called Geisha Builder, which should more accurately be termed "Additional Makeup Options Vaguely Inspired by Some Ahistorical, Exoticized Western Concept of Japanese Geishas." Hey, I just bought it for the additional lipstick and eyeshadow options.

Results of both facial hair rigging and Geisha Builder use below. I'll say it again -- if only putting on actual makeup was this easy...sigh... Anyway, here's Jareth, continuing his long-standing tradition of rockin' the hell out of whatever I put him in. He could probably make a wet paper bag and some old apple peels look smashing... [Jareth: "BLECH! Put that in the trash!"]

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Acquired monocular vision

I need to do some research on acquired monocular vision beyond answering the question if one-eyed people can drive. [Yes.] 

Artificialeyes.net has a page on Adapting to Monocular Vision that gives a cursory overview of challenges post-enucleation.

Thomas Pollitzer writes an extremely dull, but informative, overview of the types of changes that AMV can create in people's lives.

Hmmmm... This entry was originally posted at http://modernwizard.dreamwidth.org/1697009.html. You can comment here, but I'd prefer it if you'd comment on my DW using OpenID.

It's not the geometry -- it's the textures!

The last time I checked, my Daz runtime contained a whopping 45 GB of stuff, so I'm on a mission to reduce that total by 9 MB. I have discovered that the largest files aren't geometries, but textures. Large, high-resolution textures take up lots of space on the computer. They also require lots of RAM during rendering, so the textures are probably the culprits maxing out my puny amount of RAM.

In an effort to speed processor response time and rendering time, I will perform the following test. I'll start out with one of my sets as it currently stands -- probably the cemetery, as it's relatively uncluttered. I'll throw some people and lights in, then time how long a render takes. I will then reduce the size of the texture files for all set elements as much as possible -- preferably by at least 75% per file -- and then re-render. If things go quicker, I will consider doing this for all my sets, even one of Jareth's rather messy and overstuffed closets!

I'm also considering redoing the textures for my characters because Lord knows that their body textures hog RAM. There are separate UV maps for limbs, for torso, for face, for eyes, for inner mouth, etc. All except the last two average around 4096x4096px. On top of that, there are bump maps, displacement maps, specularity maps, transparency maps, even SSS [subsurface scattering] maps in some cases. And that's just on one naked person! Clothing and hair can have multiple, high quality maps as well, easily putting a strain on resources.

Anyway, I'm thinking of leaving all face textures at high resolution, but cutting all other texture file sizes by 50%. That could make a substantial difference in rendering time...I hope.

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