#5 and #1 on here are my favorites. In that order.Different interpretations of Lisa - from the original to different authors:
Addressing the textures would be nice, but for me the more glaring issue is the hair. A marble statue (much like something prepared for a 3d-printer) needs solid hair. The loose strands just don't work for realism.this was my original idea for a statue.
View attachment 2177279
having a few texture issues though, you can see it on her left thigh and the top of her right arm. Need to look into it and find out why it's tiling the image texture incorrectly in certain places. There's only 1 surface so I thought it would apply smoothly over everything. I think it's somehow still retained some data from where the original geometry for each body part joined.
The cheap-n-dirty would be to knife it.Alice got some new artwork for her room... a giant metal casting of her own body
View attachment 2176868
Started out as an experiment for an idea I had to make statues. Exported the model into blender, removed some polygons and all the different textures, put it back into Daz and applied the new texture.
I'm not very good with blender yet so I cheated the shape at the top round her neck with photoshop. I could only delete the existing polygons which left a weird shape where her neck met her shoulders so just smoothed it all out.
Yeah I managed to work out how to fix the cut using the bisect tool but forgot to upload the fixed version, still the same texture issues on this version but I've worked out how to fix it. Just have to do a new UV unwrap in Blender to create a new UV map instead of the one Daz gave the original figure. As someone else mentioned, you could then paint the texture to make it seamless, or just hide the seam somewhere it won't be seen. Or could go for some added realism and use the seam as if it was part of the manufacturing process, maybe make it run down the side of her body so it looks like 2 casts that have been done separately and then welded together or similar.I like the creativity that is going on here!
Addressing the textures would be nice, but for me the more glaring issue is the hair. A marble statue (much like something prepared for a 3d-printer) needs solid hair. The loose strands just don't work for realism.
The cheap-n-dirty would be to knife it.
1. Import the body
2. Make a new Plane.
3. Move/scale/rotate the plane to where you want it
View attachment 2185612
4. With body selected, toggle to Edit-mode
5. Select plane
6. Mesh -> Knife Project
7. Toggle on the "Cut Through" option if it is off
View attachment 2185617
8. Do your deletions/cleanup
View attachment 2185624
9. Fill it if that's the need
View attachment 2185643
Yeah, there is no way to unwrap a 3d object and not have seams. As you say, you either use the seams intentionally, hide them, or work the paint/texture so that the coloring on both sides of the seam happen to align to make the seam mostly invisible.Yeah I managed to work out how to fix the cut using the bisect tool but forgot to upload the fixed version, still the same texture issues on this version but I've worked out how to fix it. Just have to do a new UV unwrap in Blender to create a new UV map instead of the one Daz gave the original figure. As someone else mentioned, you could then paint the texture to make it seamless, or just hide the seam somewhere it won't be seen. Or could go for some added realism and use the seam as if it was part of the manufacturing process, maybe make it run down the side of her body so it looks like 2 casts that have been done separately and then welded together or similar.
View attachment 2185865
And yeah, the hair. I agree and I spent about an hour seeing if I could find a way to fix it. Like shrinkwrapping another mesh over the hair so it looks more like an actual statue, but I couldn't get it to work. Another option would be to remake the hair in blender using less shapes to give it more volume and make it solid, but I think that's well beyond my abilities at the moment!
That's definitely a good start, I'll try again with the mesh/volume and see how it works. I'm not really sure if I'll do anything with them, it was just an idea I had that I started experimenting with to see if I was able to do it, and be an option in future if I ever specifically wanted/needed a statue of someoneYeah, there is no way to unwrap a 3d object and not have seams. As you say, you either use the seams intentionally, hide them, or work the paint/texture so that the coloring on both sides of the seam happen to align to make the seam mostly invisible.
As for the above, if you don't plan to cap the openings you may want to create a bit of thickness.
Back to statued hair, my current thought is to make use of mesh-to-volume and then volume-to-mesh. Here's a rough first attempt with Alice's original ponytail.
View attachment 2185991
I spent exactly zero time on the shaders, only dealt with attempting to make the hair a solid. Results are a bit marginal (also likely depends quite a bit on the specific hair asset being used), but might be a step in the right direction. Of course I have no idea what you plan to do with any statues.
Amazing Liz
So many great works, love your style, it's awesome!and Lisa with some more detail
View attachment 2197074
I like your take on them, Keep working on them!