ruscular Posted January 29, 2018 Posted January 29, 2018 I just discover that Pauline is one of the new character for poser, and I think they had a game engine in mind with that model, because I just notice that Pauline have about half the polygon that Victoria 4 have. I was able to import Pauline into Hash, and has very few patch issues. It also moves around inside of Hash and quite workable. This might be the workflow in getting a ready made model into Hash. They also have Paul the male figure that im guessing about the same level of polygon suitable for import. Quote
Fuchur Posted January 29, 2018 Posted January 29, 2018 Very cool . Could you post an image on how the model came in? Best regards *Fuchur* Quote
ruscular Posted January 29, 2018 Author Posted January 29, 2018 took me 1:40 minute to load it in! Quote
detbear Posted January 30, 2018 Posted January 30, 2018 I did this same type conversion multiple times a few years back. It brought in the UV's correctly, but since the mesh was so dense, I ended up spending way too much time doing a complete retopology on the character. I think I was able to complete two or three of those. Unfortunately I was so exhausted that I gave up after the first few attempts to rigg them. I will say this, though...... I got the model to look really close even though I shed about 70-85% of the splines. Quote
Hash Fellow robcat2075 Posted January 30, 2018 Hash Fellow Posted January 30, 2018 In another thread I broached the idea of applying neural network "deep learning" to the task of resplining dense polygon shapes down to A:M splines. If you presented it with enough examples of correct conversions... eventually it would figure it out and be able to do it for you? That's the general premise. But I'll also note that we have people on this forum, like Steve Shelton, who can knock out good-looking realistic humans in A:M quite handily. Quote
detbear Posted January 30, 2018 Posted January 30, 2018 In another thread I broached the idea of applying neural network "deep learning" to the task of resplining dense polygon shapes down to A:M splines. If you presented it with enough examples of correct conversions... eventually it would figure it out and be able to do it for you? That's the general premise. But I'll also note that we have people on this forum, like Steve Shelton, who can knock out good-looking realistic humans in A:M quite handily. Where are Steve's realistic humans? Are there any samples on the forum? I'm not sure if I've seen them. Quote
Hash Fellow robcat2075 Posted January 30, 2018 Hash Fellow Posted January 30, 2018 Where are Steve's realistic humans? Are there any samples on the forum? I'm not sure if I've seen them. Here's a thread with lots of WIP shots. https://www.hash.com/forums/index.php?showtopic=44044 Quote
ruscular Posted January 31, 2018 Author Posted January 31, 2018 Those are some nice looking low res model! Quote
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