Don't have an account yet? You can create one. As a registered user you have some advantages like theme manager, comments configuration and post comments with your name.
Joined: May 31, 2002 Posts: 846 Location: Ottawa Ontario Canada
Posted: Mon Dec 17, 2007 10:43 am Post subject:
I dont think they were ever released. I followed it closely for a long time, but saw nothing from it. _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
=============================
"Age of Heroes" was an experiment. Sometimes when you do an experiment, the final answer is... It doesn't work.
There were 2 fundamental problem with the very concept of my "Age of Heroes" morph pack.
The Unimesh has holes at the back of it's eyes and it's mouth.. or more accurately throat. There were never any polygons there in the first place.
In order to get the smooth "noeye" and "nomouth" morphs, I had pull, flatten and smooth the geometry of the inner mouth and eye sockets. At this point the UV mapping of those area's was so bad it has been impossible to really match up any artwork laid over those sections.
Something as simple as Spidey's webbing over his face becomes an insurmountable obstacle with my current design.
There was no way with the original UV maps that I could make a texture work.
I had been trying to re-map things so that I could preserve MOST of the unimesh head texture compatibility, but any result I've found are going to require an RTE encoded file, which is a level of complication beyond what I wanted the end user to go through. If your going through that much trouble, you could just Geometry Swap the head all together.
I also found a lot of what I was attempting is more easily accomplished with Displace maps.
Using Displace maps you can make a mask almost as good as any I've done with geometry. That mask can work on all Unimesh figures where mine are specific to the figure they were created on. Using some advanced shader node techniques you can actually use the same Mask Template to color, texture, and overlay a standard Unimesh figure.
So between the problems I had, and the alternative solutions, I just decided I couldn't make "AoH" a product I wanted my name on.
In addition, with all the RTE encoding needed, even abandoning it to the public as an Open Source project would be a hellova lot of work.
In many ways... my IronMan project is what evolved out of what I learned from "AoH".
The concept behind AoH was, Unimesh is so dense I should be able to use the details for something else and avoid conforming clothing.
When that bombed, I created Reslo. A super low res base mesh that can replace Unimesh.
The theory here is... build clothes with super low res body parts already on them where you need the flesh. Because you started low res, you can always add needed detail. And because its a full figure without a unimesh in the scene you can do far off shots or posing, then add your high res figure later for "Hero" shots.
Reslo is a virtual stuntman for Poser... but instead of saving your actor from risk, he's saving your resource budget.
IronMan is built on Reslo's base mesh. That's why what you see above comes in currently at 9183 Polys. I'm planning a few more cuts for a more muscular build, but even then the low res version will be WAY under 15k polys.
BTW. To narrowly avoid copyright issues, Ironman will be known from here on out as "AmazingArmor R3.5".
Posted: Thu Dec 20, 2007 5:29 pm Post subject: Re: Ironmania MarkIII/IV WIP
No worries man. A learning experience that doesn't draw any actual blood is nothing for me to get bummed about. Only way you learn is by trying things.
Amazing Armor is getting close to finished UV's. I'm trying to make any place that has what could be a repeating texture absolutely straight lined. Like all the grooves in the red armor. That way more aggressive texture artists can kick the details up a notch.
Then some finish welds... and lastly..Rigging.
I've already done some rigging tests so I know what I need to do.
It's coming.
Thanks for the enthusiasm.
So informal poll. Who would you want Next?
Ironman MarkV
Ironman MarkI/II
Ironman Movie Versions
Dr. Doom
Sentinals
I leaning toward Dr. Doom armor since we've never had a real kick ass Dr. Doom for Poser, and would be pretty easy UV wise.
Mine would be just Armor, add your own Tunic and cape.
On the other hand, in 5 months, people are going to be looking for as many Amazing Armor variations as I can build.
Joined: May 31, 2002 Posts: 846 Location: Ottawa Ontario Canada
Posted: Thu Dec 20, 2007 6:57 pm Post subject:
My votes are
1) IM Movie Version
2) Doom (Classic look)
3) Anything else your great talent comes up with _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
=============================
Posted: Thu Dec 27, 2007 6:43 am Post subject: Re: Ironmania MarkIII/IV WIP
WIP of morph with all details removed for a more "barrel" body. I'm hoping I can minimize the render "scars" from the added "Ditko" geometry. They may not show up in Poser at all.
WIP of new "Ditko" style reinforcements. Obviously the "nipple" bolts will need to move. But they will have their own Up/Down Left/Right Forward/Back morphs for shifting them where ever.
Still working on the Shoulder Ring UV maps... but that is all that should need UV at this point. I also have to finish reworking the hand Geometry to support articulation.
Then it's time for rigging tests, and some REAL textures... and then!!! DONE!!!
Posted: Thu Dec 27, 2007 12:08 pm Post subject: Re: Ironmania MarkIII/IV WIP
Doom 2099 was a future version of Doom, from a comicverse from the 90's. He became President and basically ran the whole world for it's own good. A google search can bring up a lot of different pictures, and different views. A brief overview from http://en.wikipedia.org/wiki/Doom_2099 can explain it better.
Posted: Mon Jan 14, 2008 7:40 pm Post subject: Re: Ironmania MarkIII/IV WIP
GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS! GOD I HATE DOING HANDS!
BTW. New hands are done. Just finishing up UV's on the Chest bolts, and I need to belt buckles and Batteries.
Long time no see! How's the updates coming?
I missed the last couple of them sorry
And also did you ever finish your Figure Reslo,
as well as the Colossus/IronMan WIP?
Was looking forward to seeing your end results on the both of them! _________________ "The Earth is the cradle of the mind but one cannot remain in the cradle forever."
- - Konstantin Tsiolkovsky, The Father of Rocketry
Modeling on "Amazing Armor" is 99% done. I'm looking for belt buckle reference, and I still have to add the round batteries to the sides. Then it's off IK and Texture hell.
I basically started Ironman (Amazing Armor), cause my main computers all went down, and the 512K machine I had left couldn't handle Reslo with all his morphs.
To finish AArmor's hands... I needed to redo Reslo's base hands.
So... Reslo now has articulated hands, and as soon as AArmor is available, I'm dedicating 100% of effort to finishing Reslo's morphs. Since I now have a couple of new machines I should be able to move forward.
Reslo is already going to be available as a nude M3 replacement, but there is also "Officer Reslo" which is a uniformed cop. Based on Reslo.
As far as the Ironman/Colossus texture. I ran into my 512K machines memory limits on that as well.
I was doing that in Inkscape as a vector based texture. It started thrashing the HD way to hard and actually crashing while attempting to edit.
After Reslo's morphs are finished, I'll probably finish that since I intended to include it with Reslo Nude.
Plus... I have another few surprises under construction that relate to Reslo.
This past week I had to take a break to deal with some "real life" stuff, but barring a real Cloverfield incident I'm on track to get at least 3 figure out the door this year. Hopefully all before this summer.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum