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Shapes of reality, here I come!

Shapes of reality, here I come! published on No Comments on Shapes of reality, here I come!

I bought a tutorial by Winterbrose on morphing G2F with Sculptris, a free program from Pixologic, makers of the more powerful [and more expensive] ZBrush. The tutorial, despite some atrocious spelling errors that could have been easily caught with a spell check, provides the absolute basics necessary to work in the program and begin creating morphs; since I prefer written instructions, which allow me to go at my own pace, over video instructions, I am satisfied with my purchase. Already I see that it will allow me to overcome my hesitation and start experimenting.

Being relatively skilled with the D-Formers available in Daz Studio at this point, I think that I will not require a steep learning curve for Sculptris. I need only acclimate myself to the new layout and features; the principles of digital sculpting remain the same. I look forward to Sculptris’ ability to manipulate mesh on a finer level than I can achieve with D-Formers; I can then achieve more detailed and sophisticated results.

I’ve already decided the types of morphs I would like to create: a diverse range of body types and sizes not covered by existing commercial or free offerings. For example:

  • A really fat woman. Special attention to loose flesh on upper arms, wide silhouette of thighs, projection of buttocks and effect of fat on hands and feet. I cite these areas because people who do fat morphs tend to just make those areas thicker, with little concern for the effect of weight + gravity. For example, people can have significant loose flesh and fat on their upper arms, but it doesn’t bulk evenly. It tends to slide toward the inner sides and backs of the upper arms, and it kind of tucks in at the elbow, so there is often a dramatic difference in circumference between upper arms and forearms. On the forearms, fat distributes in a more even, less pendulous manner and can greatly decrease the differentiation between forearm, wrist and hand. Forearms and wrists can look more like smooth, elliptical columns, and fat can extend across the backs of people’s hands and fingers. Furthermore, people’s fat tends to fold and roll around their torsos and hips in ways that I haven’t seen accurately represented. I’m on a campaign to represent realistic fats.
  • A woman with achondroplastic dwarfism. I’ve been interested in representing people with this disability since an experiment in morphing back in 2008 [done entirely with D-Formers and scaling within Daz Studio], which led to the development of Davry, steampunk vegetarian Unitarian NERD vampire with an irritating propensity to self-righteousness. Most recently, Béatrice Doucette, a tertiary in Zombieville, has the same disability. I don’t think this morph will be too difficult.
  • A woman with shorter and less muscular legs due to cerebral palsy. Full-body morphs tend to give the model the same build all over the body, but plenty of people don’t have the same build and proportions everywhere. For example, my sister, who has cerebral palsy and uses a wheelchair, may be my identical twin, but her legs are shorter and narrower than mine because her cerebral palsy strongly affected them. I would like to make someone with her body type, as well as someone with a very muscular upper torso and arms and very slender and scrawny legs — a physiology that would be appropriate for someone who does sports in a manual wheelchair.

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