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Ask me anything

Anonymous

May 10, 2022

Does "Cougar" have her own profile, to see where else she has been voice acting?

LordAardvark

Cougar is the voice of the scientist in the Phazon videos, and the guy in the Marie video.

I do believe, my good sir, you've mixed up your voice talent, and are thinking of someone else.

Anonymous

April 28, 2022

Would you be willing to update your Quiet model in the future?

LordAardvark

Provided she gets submitted for voting, wins a place on the Wheel, and gets chosen, sure.

Liliana Ɓowicka

April 28, 2022

I have to ask... will you add a outfits for generic female model? I know how much work is with only one, but just asking. BTW you're doing great job and I love all your models!

LordAardvark

Tis the plan.

One of the problems we're going to have to solve, once we get back to the model side of things (hopefully the week after next Wednesday's stream - I am hoping to finish the face customizer, and at least get a rudimentary hair and body customizer built next Wednesday), is the outfitting problem. Notably the problem of how the nude model has negative space between the breasts, but virtually all shirts don't - they create a single cylindrical "uniboob" between the breasts.

Skinwrap, for quickly morphing outfits between bodyshapes, does NOT like this negative space, and tries to divvy the shirt mesh between each breast. And so, as the breasts move and change shape, the space between them implodes and creates incorrect shapes. So we're going to have to explore creating a special internal "outfitting" version of the female male, where a cylinder is added overtop the breasts to fill in that empty space, and is morphed to properly account for the breasts changing shape and size.

The theory is that, with that cylinder filling the negative space, outfits will skinwrap to that cylinder instead of to the individual breasts. That way, the space between the breasts won't deform incorrectly as the body morphs into its various shapes. Making outfits much, much easier to build for the Generic Female.

And, since the base shape of the Generic Female is the literal same shape as the base DazV5-5 production mesh, in theory I could also use this speed up building bodymorphs for all of my characters, not just the Generic Female.

Consider that an additional incentive for me to get us through the SFM tool side of the system and back to the modeling side as quickly as possible.

Anonymous

April 28, 2022

Aardie I havent understand the end of the stream. Are you finishing the randomizer off stream now and then the generic female model is done? Or are we going to take another round next wednesday with her?

LordAardvark

All I am going to do off-stream is look for some better color values for everything. Actual work will be done next Wednesday.

Anonymous

April 22, 2022

Hello LordAardvark! Could you make an SFM model of the character "Holly" from "back 4 blood" based on DazV5? I would pay you for the work .

LordAardvark

Submit her to the Vote, let's see if she gets onto the Wheel.

Anonymous

April 22, 2022

Hello L.A. I secretly hope that you will update miranda one day with blushing textures. I havent give up XD. But now i was working on my project with her and had a thought. If you would update her ... would it break my Saves, because miranda has got a new flex? I dont know such things. What would be your prediciton for such a hypothetical case Maybe also thought about other older models on your website. O.O

LordAardvark

Wouldn't break anything, but she wouldn't receive the new flex. You'd have to spawn in a new copy of her and transfer all the animations over. If it's just a single shot, then it's not a big deal. Becomes extremely cumbersome across multi-shot projects though. You'd only need to do it to shots that actually need the new flex, at least. Hopefully you're not making a project titled "Miranda Blushes Like a Schoolgirl".

Anonymous

April 21, 2022

Hello Lordaardvark. I hope its okay if i share my honest thoughts with you. I think, that i am not convinced with the generic models yet. Perhaps I need more information to get another perspective on them. Thats why i am contacting you. Why did you choose the bodymorphs like from the other characters you made? Wouldnt it be easier having a model with bodytype flexes like for the males (Thick, thin, fat, heavy or however they are called) ? I also have thoughts on the different faces via textures. I know its alot of work, but why did you use textures instead of different Head bodygroups? I honestly think, that the textures are not enough of getting unique looking NPCs, because if you look at them you can see the similarities because of the head skulpture. Is it because of the limited memory space of sfm? Or can you see adding a few more heads on generic models somewhere in a far away future? Anyway. I hope that you like to response and that you are okay with my thoughts and questions. English is not my native language so if something sound weird or presumptuous please excuse me. I just wanted to understand the generic model project better and share my thoughts with you. :)

LordAardvark

Right. Ordered list time.

1.) Because the Daz3D female character uses after-market morphs. They have a use clause stating that characters using them can be released freely, if and only if the original morphs cannot be reverse engineered from them. So a model using multiple morphs combined together is fine. But a model using individual morphs, one by one, that can be toggled on and off by the user, as you're suggested? That's a no-go. The traditional Bodymorph (breasts-large, etc) actually combine several different morphs to get their final shape, which is how they get around this use-clause.

In contrast, the Daz3D male models use the standard morphs that come with the Daz Genesis 3 model, which are provided entirely freely with the free installation of the free Daz Studio program. All of which is to say, they have no such use clause. It's also why the generic male models don't have the level of control that my female models do - they only come with full-body shapes by default, whereas the females (via those after-market morphs) have very precise and targeted morphs.

2.) Face textures were chosen over face meshes for two reasons. The first reason is simple: every new face mesh requires new faceposing, which is a non-trivial endeavor. And secondly and more importantly, textures are far better for differentiating faces than meshes are. You need only look through the Daz Studio marketplace to see this - it's just an army of clones and siblings, characters who look at best closely related and at worst exactly the same, despite the different face structures. This is because face structures are micro, whereas face textures are macro. At a glance, the human eye picks out differences in texture quicker than it picks out differences in structure.

Anonymous

April 20, 2022

Hi Lord! I'm a new fan of yours and i was wondering if u took private commisions? I would love to get my ideas animated by you

LordAardvark

Nope. Don't got enough time for my own projects, let alone others'.

Anonymous

April 18, 2022

Hello L.A. You released a shepards cabin scenebuild some time ago. Any chance that you´ll update it with LE textures? Would be super awesome to have that scenebuild with high quality textures :D

LordAardvark

By and large, don't think it needs it.

That being said, I was recently informed a tool is being built to extract scene geometry from the Legendary Edition. Should I find that tool falling into my hands, a fresh extraction might be on the horizon. No promises.

Anonymous

April 5, 2022

Who will Liara bang in Blue Star Episode 5?

LordAardvark

Who won't she bang in Episode 5?