dog 8 dog 8 woof woof we finally have a dog 8

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  • AllenArtAllenArt Posts: 7,172
    edited June 2018

    Best I can do with the Doberman with the tools inside DS. :) Had to take a d-former to the neck because there's no morph to make the neck more slender...only longer. There's a lot of scaling around the body too.

    Laurie

     

     

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  • nonesuch00nonesuch00 Posts: 18,444
    AllenArt said:

    Best I can do with the Doberman with the tools inside DS. :) Had to take a d-former to the neck because there's no morph to make the neck more slender...only longer. There's a lot of scaling around the body too.

    Laurie

     

     

    Looks good but i'm not an expert. Looks like it might be easy to morph into a collie.

  • AllenArtAllenArt Posts: 7,172
    edited June 2018

     

    AllenArt said:

    Best I can do with the Doberman with the tools inside DS. :) Had to take a d-former to the neck because there's no morph to make the neck more slender...only longer. There's a lot of scaling around the body too.

    Laurie

     

     

    Looks good but i'm not an expert. Looks like it might be easy to morph into a collie.

    If I could get a grip on the morph imports and stuff inside DS, I'd take it into Hexagon and just go nuts. But where I always had an easy time in Poser with morphs, DS seems to be more of a challenge for me (I've had some really crazy accidents....lol). Things just aren't as straight forward ;).

    Laurie

    Post edited by AllenArt on
  • The Blurst of TimesThe Blurst of Times Posts: 2,410
    edited June 2018

    Here's a quickie. Nothing too fancy with lights and setup... I just wanted an excuse to put the Hellhound next to the French Bulldog.

    The Hellhound could have been a great ugly dog morph, but the horns are something you'd have to deal with. Maybe a head of hair would help (if you took out the horns)...

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  • lycanartlycanart Posts: 23

    Hey dude, which way to the beach.

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  • caravellecaravelle Posts: 2,550
    edited June 2018
    Odaa said:

    Did anyone spot the homage to the late John Hillerman and his Magnum PI character in this promo art for Dog 8?

    laugh I did! 

     

    Post edited by caravelle on
  • Oso3DOso3D Posts: 15,053

    Sculpted morphs are actually pretty easy with more modern meshes/rigging... but not the Millennium Dog, which may be why folks have had trouble in the past.

    All you have to do is export JUST the dog (not whiskers) zeroed out, base resolution.

    Then you do Morph Loader Pro to bring it back, and that... pretty much does it. If you are using the base dog, you don't have to do anything special. Then turn on the morph (may want to change the location in Parameters from Morph Loader to something nicer, like Actor/Breed or something), Edit mode, ERC Freeze the morph, then save the morph as a Figure/Morph asset.

    If you are starting from a dog with actual morphs dialed in already, at the Morph Loader Pro stage you want to expand the options and click 'reverse deformations' to, well, reverse deformations.

     

    There might be a detail or two I'm missing, but that should do it. You can go look up how to use Morph Loader Pro elsewhere for a more rigorous description with screenshots.

     

    But Millennium Dog... woof. I actually had this elaborate alien dog morph made up for MilDog at one point, but trying to share the morphs for it was next to impossible.

     

  • ANGELREAPER1972ANGELREAPER1972 Posts: 4,534

    A series of interlinked primitive torus objects can make interesting holes.

     

    ok other than in post anyone got any ideas of how to create holes for our dogs to dig

     

    I'd probably use a D-Former on the ground to pull the ground down in a spot, then use a plane or cylinder primitive with some irregular d-forms pulling downward, etc. to place 'over' the hole.  The pile of dirt next to the hole might be a bit of a challenge texture wise though... maybe use a small mountain?

    You could also build the hole and dirt pile in Hexagon, etc..  Then apply a dirt shader.  Or maybe stack some pebbles/rocks so that they overlap, and again use some dirt shaders on the rocks for the dirt pile.

    Might not hurt to check the Freebies sites to see if someone has already thought of this...

    Actually, I was over-complicating this.

    As I explained before, use a D-Former to pull a section of your ground plane downwards, to create an area for your hole.

    Then, create a plane primitive, with a lot of sections (I used 64), I'd suggest rectangular, then use two D-Formers, one on each end, to pull the center left down and the center right up, and each to one side, because Dogs dig at an angle.  Then apply a rough dirt shader, like this:

    Note that I also adjusted the spline a bit to make the sides of the hole a bit steeper.

    Then, place this primitve so that the hole is over your other hole, just slightly below the ground plane (to hide the edges of this primitive). This way your grass or whatever will extend just slightly into the hole and against the edge of the dirt pile.

    You can use more D-Formers, Hexagon, etc. to make your dirt pile or hole rougher.

    thanks The Blurst of Times and tj_1ca9500b, gonna take me a few times to work this out never used d form before 

  • cathan01_wwg1wgacathan01_wwg1wga Posts: 366
    edited June 2018
    Carola O said:

    I'm still waiting for the breeds that were in the shapes/fits for the poses and products (husky, german shephard and wolf. Don't remember if there was any more) Did buy some of the stuff, but was holding back because I badly wanted those breeds *sad* 

    I was going to wait until the very last sale day to buy, but i think i should wait longer. I'm expecting a future bundle release featuring most of the major breed morphs and textures (shepherds, terriers, bull, husky, wolf, etc.) and accessories - much like the Daz Horse 2 (which bit me in the butt when i bought the base horse on sale and ended up with three body textures and one mane texture/style and no way of purchasing additional textures outside of the bundles - doh). A bit more expensive, but worth it in the long run... I hope...
    Post edited by cathan01_wwg1wga on
  • Oso3DOso3D Posts: 15,053

    dForm is really handy for a lot of things. Another clever thing is using Push modifier node maps. Add a push modifier node map, then you can 'paint' in where it pushes and where it doesn't. Really cool.

    I'm not sure push works with a plane primitive, but with other stuff...

     

  • The Graveyard includes a morphing grave ground prop that piles dirt up on the side as you move the DigTheGrave slider. Unfortunately the edges are straight, so it probably won't look like a messy hole dug by a dog. The scene is available in the Zombie Graveyard Bundle, which was a freebie last year so it might show up again come October.

  • The Graveyard includes a morphing grave ground prop that piles dirt up on the side as you move the DigTheGrave slider. Unfortunately the edges are straight, so it probably won't look like a messy hole dug by a dog. The scene is available in the Zombie Graveyard Bundle, which was a freebie last year so it might show up again come October.

  • WonderlandWonderland Posts: 7,132
    edited June 2018

    Still on the fence about the new dog. I barely used the Millennium Dog Bundle and puppy I already have. I rarely need complete realism for anything and the old dogs don't look too bad in IRay. I know the paws look bad but I could brush out the fur on the paws in Photoshop if necessary. If the dog had come with several breeds and furs and a puppy morph, I would have jumped on it. But, as is, not as excited... 

    I'm a cat person anyway. Do these old Millennium Dogs really look that bad? 

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  • barbultbarbult Posts: 25,118

    No, they don't look bad at all. You did a nice job on that image. I don't own dogs. I can't judge dog-realism very well. I like the variety of breeds and coats available for mil dog, too.

  • WonderlandWonderland Posts: 7,132
    barbult said:

    No, they don't look bad at all. You did a nice job on that image. I don't own dogs. I can't judge dog-realism very well. I like the variety of breeds and coats available for mil dog, too.

    Thanks. I'm so on the fence about it... If there was a chihuahua or poodle, or Yorkshire terrier, I'd be much more into it. But then I'm afraid they will come out with all sorts of morphs and furs later and I'll regret not getting it on sale...

  • EboshijaanaEboshijaana Posts: 512

    Is it sad that I'm salivating each morning to see if the wolf version is finally released? XD

  • RAMWolffRAMWolff Posts: 10,331

    The Hive was working on some more breeds but been over there lately here and there... you can hear crickets it's so quiet so not sure what's going on with any of their projects. I was looking forward to the chihuahua.  Hopefully someone is working on one for the Dog 8.  I hope that one big splash wasn't it.... 

     

  • nonesuch00nonesuch00 Posts: 18,444

    The fur courseness looks a bit too deep is all but otherwise just looking they look fine to me too.

  • RAMWolffRAMWolff Posts: 10,331

    I REALLY wanted to like the Millennium Dog but the paws, just couldn't get past those weird paws.  The rest of the dog morphs and breed coat maps looked fine but yea, the paws! lol 

  • WonderlandWonderland Posts: 7,132

    The fur courseness looks a bit too deep is all but otherwise just looking they look fine to me too.

    I may have added a bit too much bump in DS and I added more structure in post. The original probably looked better! 

  • AllenArtAllenArt Posts: 7,172

    There are issues I have with the new dog - mostly the same I have with the Hivewire dog...the fact that it looks somewhat "cartoonish". However, like the HW dog (at least the labrador), it can be made to look pretty realistic. Like all Daz figures (including the humans), the eyes are huge and too low on the head for most dogs, among other small things. The morphs, some scaling and maybe a d-former or two can fix a lot and if you're able to do morphing well, I imagine you can achieve most anything :) So, all is not lost....just a little time tweaking to get the perfect dog you're after...hehe.

    Laurie

  • Carola OCarola O Posts: 3,829
    edited June 2018

    Finally managed to finish this, and since it had the dogs in it I decided to share it here too :)

    Walking the Dogs

    Post edited by Carola O on
  • LeanaLeana Posts: 12,076
    RAMWolff said:

    The Hive was working on some more breeds but been over there lately here and there... you can hear crickets it's so quiet so not sure what's going on with any of their projects.

    A good number of breed morphs are ready on the mesh side but they need to be rigged, and the team's rigger is busy with other products right now.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888
    edited June 2018

    I figured out to rig fur I need to export my Zbrush fiberhair at 0 length for the transfer utility then add my shaggy coat as a morphloader obj

    WIP might find its way to shareCG when I get it shaded to match my coat

    Post edited by WendyLuvsCatz on
  • ArtiniArtini Posts: 9,811

    Looks great, th3Digit.

     

  • ArtiniArtini Posts: 9,811
    edited June 2018

    Labrador likes his new friend, Dolb.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,888

    your fur using I assume Oso3D shader looks rather good too

    pity it won't work in Octane sad

  • ArtiniArtini Posts: 9,811

    Thanks. Yes, it is Oso3D fur shader.

  • ArtiniArtini Posts: 9,811
    edited June 2018

    Friends forever!

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  • ArtiniArtini Posts: 9,811
    edited June 2018

    Friends Forever - alternate fur map.

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