Making 3D prints with OpenSCAD, Poser and Shapeways.

As you might know, I’ve played for years with Poser Pro now. And for about a year, I have created printed models through the services of Shapeways while also creating all kind of artwork with those Poser models and E-ON Vue. But more recently (well, less than a week ago) I started experimenting with OpenSCAD, which is an open-source CAD application where you just “program” a special script file and it will generate a 3D model for you based on that script.

So, to start I will show you how I created a special box for my electronic experiments, which is my Shapeways model. It is a rectangular box with five holes in the side for wires that lead to a small, round container. Not sure what I want to build inside it, but I just like the shape and it is a nice experiment to start with.

This is a box with two different lids. One round, one rectangular. The rectangular lid will also contain a small engraved text.

To start, I create a simple module to create the lid:

module BoxLid(width, height, depth, groove){
        cube([width, height, depth/3]); 
        translate([groove, 0, depth*1/3])cube([width-2*groove, height-2*groove, depth*1/3]);
        translate([groove/2, 0, depth*2/3]) cube([width-groove, height-groove, depth*1/3]);
        translate([width*6/20, groove*1, -depth*1/3]) cube([width*8/20, groove/2, depth*1/3]);
        translate([width*7/20, groove*2, -depth*1/3]) cube([width*6/20, groove/2, depth*1/3]);
        translate([width*8/20, groove*3, -depth*1/3]) cube([width*4/20, groove/2, depth*1/3]);

This set of cubes will create the lid that will slide in a special slot that we will add to the box. The first three cubes are of various sizes and create a groove to slide over. The lid will completely cover the side of the box.

The last cubes are used to put some relief on the lid to allow it to slide easier up and down. But I want to have it engraved with some text, so I create an engraving module:

module label(name, depth, fontSize){
    linear_extrude(height = depth) {
         text(name, size = fontSize, font = "Lucida Calligraphy", halign = "center", valign = "center", $fn = 50);

And I need a second module for the lid including the engraved name:

module NamedBoxLid(width, height, depth, groove){
         BoxLid(width, height, groove, groove);
         translate([width/2, height/2, groove/2]) rotate([0, 180, 270]) label("Team Katje", groove, 8);

Yeah, engraving is just that simple! Subtract the shape of the text from the shape of the lid. The most tricky part is actually trying to rotate it and making it fit. But it also tells us how we can create a box. We basically make a box and subtract the lid from it! I will also subtract 6 cylinders from a side for the holes to the round box on the side. And we will also subtract the inner space from the box so it has space:

module Box(width, height, depth, groove){
         cube([width, height, depth]);
             translate([groove, groove, groove]) cube([width-2*groove, height-2*groove, depth-2*groove]);
             translate([width*1/5, groove*3/2, depth/2]) rotate([90, 0, 0]) cylinder(h=groove*2, r=groove*2, $fn=precision);
             translate([width*4/5, groove*3/2, depth/2]) rotate([90, 0, 0]) cylinder(h=groove*2, r=groove*2, $fn=precision);
             translate([width/2, groove*3/2, depth*1/5]) rotate([90, 0, 0]) cylinder(h=groove*2, r=groove*2, $fn=precision);
             translate([width/2, groove*3/2, depth*4/5]) rotate([90, 0, 0]) cylinder(h=groove*2, r=groove*2, $fn=precision);
             translate([width/2, groove*3/2, depth/2]) rotate([90, 0, 0]) cylinder(h=groove*2, r=groove*2, $fn=precision);
             BoxLid(width, height, groove, groove); 

Or actually, I combine the five holes, the box content and the lid together into a single shape and subtract the whole shape from the box. This way, I know the lid will fit perfectly on the box.

All I have to do now is create the second, cylindrical box on top of the holes. For this, I again start with creating a lid:

module CylinderLid(width, groove){
         cylinder(h=groove, r=(width-groove*2)/2, $fn=precision);
        translate([0, 0, groove])
             cylinder(h=groove, r=(width-groove*2)/2-groove, $fn=precision);
             cylinder(h=groove, r=(width-groove*2)/2-groove*2, $fn=precision);

Again, a simple procedure of stacking two cylinders on top of each other. However, to make slightly more room, the smaller cylinder is hollowed by subtracting an even smaller cylinder. The result is a ridge to keep the lid in place.

And like the box, I will subtract the cylinder lid from a hollowed cylinder:

module CylinderBox(width, height, groove){
         cylinder(h=height, r=(width-groove*2)/2, $fn=precision);
                 CylinderLid(width, groove);
                 translate([0, 0, groove]) cylinder(h=height-groove, r=(width-groove*2)/2-groove, $fn=precision);

Now I know that the cylinder plus lid will be exactly the proper height together. All I have to do now is put them all together:


Box(width, height, depth, groove);
translate([0, 0, depth+3]) NamedBoxLid(width, height, depth, groove);
translate([width/2, groove, depth/2]) rotate([90, 0, 0]) CylinderBox(width, cylinderhight, groove);
translate([width/2, height/2, depth+10]) rotate([180, 0, 0]) CylinderLid(width, groove);
translate([width/2, height/2, depth]) cylinder(h=10, r=1, $fn=precision);

I first specify the sizes for the box in millimeters. It will be 4x4x9.2 CM in size, which is large enough for a 9 volt battery plus holder, some wires and maybe some other stuff.

Next, I create the box at the standard location. Above the box, I put the lid, with some space in-between to keep them separate. The cylinder is put against the box itself around the holes but the lid for the cylinder is put on top of the lid for the box itself.

The last thing connects the box and the two lids to make it all a single part. On Shapeways, you have to pay extra if it is all separate parts so make sure you connect it all together with thin connectors that you can easily cut away with a sharp knife. And yes, I checked to make sure it doesn’t go through the line of text on the lid!

Now, what does it all look like? Well, just look at these images:

It is all quite easy to do, although it requires plenty of math to get things in the proper locations. I haven’t explained the math part and I won’t. I’m just showing what you can do with OpenSCAD and a few hours of free time.

The result is a .STL file that you can upload to Shapeways to have it printed. As an alternative option, you can also convert it to an .OBJ file format and import the box into Poser, and add a Poser model on top of the cylinder lid, just for fun.

Or you will add textures to the shape and use it in Poser/Vue to create some new image. It can be even more interesting if you can combine a 3D printed model together with a rendered image of the same model.

I still have a lot to learn about OpenSCAD but this tool allows you to specify exactly the shapes that you want for your 3D model and allows you to create modules that will allow you to do some complex things like separating a lid from a box.

Four models on Shapeways (NSFW)

I like Shapeways since you can upload your own 3D designs and end up with a 3D printed model. This allows me to e.g. create custom boxes for small hardware experiments. These boxes are combined with my Poser models and will thus result in very interesting designs. But like everything with 3D, you will have to do some experiments first. I created three new models in Poser named Nora, Tommi and Cassiopa and I used some interesting trick to create a special rack to include in the pose. But first, let’s look at Nora:

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Nora was printed in two versions: White plastic and Colored sandstone. And in both models a few flaws were already visible. Nora’s shoes were made of a very thin material and the upload to Shapeways did a repair that removed the very thin parts. As a result, the shoes are flawed.

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Well, a bit of glue and plastic can fix that. But her fingers were also a bit delicate and the sandstone version ended up with broken fingers because the fingers are actually too thin. Again, some glue and they’re back in place.

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Her thumb is still missing, though. Then again, I was more interested in checking how well the 3D printer handles holes, like the area where she keeps her left hand. In front of her genitals, to keep it decent, yet far away so it doesn’t touch. Combined with the position of her legs, this results in a complex hole to print but it ended up flawless. Even her left hand was intact.

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So, what I’ve learned from Nora is that thin elements like fingers and shoes won’t print very well. White plastic does a better job than sandstone, though. That’s because sandstone needs further processing after the printing is done, which requires some manual labour. Thus, small parts can end up being damaged.

Another part that’s important with the sandstone version is the textures. For this, I will check her face:

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And in case you’re wondering why her hair is covered by a towel, well… Hair really doesn’t print very well. It tends to generate loose shells or often to parts that are too thin to print. Besides, the towel makes her look as if she’s just out of bath, relaxing.

The White plastic versions shows a reasonable amount of details in her face. Even her open mouth is printed quite nicely. The sandstone model also has an open mouth and you might see her tongue and teeth if you look inside with a microscope. But I’m more looking at her face and eyes.

Printing in colored sandstone has an ink density of about 50 DPI. Normally, a printer would print at 300 DPI so the colors will lose details. But I chose a light-colored iris and Nora has good-looking pupils in this print. Which is important to remember, since dark eye colors might darken the whole eye. It still looks good in my opinion. At least better than what I can do with paint and a brush.

The next model is Cassiopa. Since I know that thin parts won’t print well, I’ve placed her on a towel, hoping for a better result. The result is okay but the sandstone version did not survive the print because the towel was too thin. So I uploaded a newer version of Cassiopa on a more solid floor and in this version, I also adjusted her clothing. Why? Because I need to test more than just panties on topless women. Still, the white plastic version looks okay, although it is a bit small:

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The model was almost 15 CM long, but that’s the length of the towel. Cassiopa uses only 2/3rd of this length, thus she’s smaller than my other models. (This also happens with one of my Tommi models.) Smaller means that fewer details will be visible but it is still detailed enough.

The towel she’s on has a hole in it, which is too bad but I’m not too worried about it. I now know that I can’t use these kinds of thin plateaus for my models to rest upon. In the sandstone version, the towel had crumbled away.

The last model is Tommi which I’ve combined with a rack. I made a second version of Tommi climbing this rack but Tommi herself becomes small if you do this, thus losing details. Let’s look at the climbing version first:

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I gave Tommi a skirt instead of panties so you should have been able to look up her skirt. However, Shapeways repairs this automatically and as a result, the skirt became solid. And that’s a flaw in the skirt model.

This is a colored print so her texture helps to add details, but she’s too small to be very clear in details. She did have a flaw in her right hand, since her fingers were too thin and either did not get printed or broke off afterwards. A bit of paint will fix that, though. It is just something to remember.

So, remember: make sure thin parts are well-supported and preferably resting against something else and with clothes, be aware that Shapeways might fill in specific areas that you’ve hoped would stay hollow. In this case her skirt but I also tried another interesting top on Tommi but that added a white mass over her breasts since Shapeways was filling the area between the left and right cup.

Next, the bigger version of Tommi with her resting upon the rack. That one was perfect, although one of the legs from the rack had broken off during transport. So, even if a part is thick enough to print, it might still be very vulnerable. With a length of over 4 CM, they can’t handle a lot of stress. Still, this model is great with no broken appendices and even her toenails are visible!

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Well, at least I glued the leg back in place. I might decide to remove all four instead, though, if I fear they will break again. This model happens to be quite heavy too, which makes sense since she has the biggest volume of all. Her eyes are nicely detailed and her skin color even has some variation around her knees. And you can see her toenails! A bigger model is nice in that regard so if your model has a lot of fine details, have it printed in a larger scale! Although the price will scale up too, since more materials will be required.

Well, these three models all look reasonable well and taught me what I need to know about printing Poser models: use a reasonable large-scale, support all small parts and be aware that hollow spaces might end up being filled with extra material because Shapeways “repairs” some thin materials.

I kept these models mostly undressed because I know the textures of these models and needed to see how the color printing will support the texture details. Also, it is difficult to find Poser clothing models that are working well when uploaded to Shapeways. These models are not made to be printed in 3D but to be rendered. So finding good clothes to print is difficult. For Victoria 4, her bikini top and bottom do print quite well, though. They too are filled up, but the filling it towards the body of the model and not between both cups.

Another problem is the limitations on models set by Shapeways. There’s a size limit and there’s a polygon limit. (64 MB or 1 million polygons.) Poser models can easily go over this amount of polygons so you will have to find a way to reduce those, while keeping textures intact.

And then there’s the rack used by both models. The rack is the same length for both and I’ve created it myself by using the Firestorm viewer with the Second Life virtual worlds, but I could have used my own OpenSim world too. I just joined several cylinders for the rounded sides and balls for the rounded corners to build the framework. I also created a square plane with a hole inside, which I copied three times and put next to one another. I then exported the whole model from the SL viewer to a Collada file, which I imported in AccuTrans 3D to clean it up a bit and to reduce the complexity of it. (For example, by merging all parts into one single part.)

And then I checked if the rack has enough space for other hardware.

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Well, the rack isn’t wide enough for an Arduino board

Since I copied the square plane three times, I had expected all holes to have the same size. And the rack was made so I can add some hardware in the empty rack space and have some wires or other parts move through the open holes to e.g. shine a LED light on the model. So, I was surprised when I discovered that the middle hole was slightly bigger than the other two. Which I discovered by trying to fit an Arduino-board. (The YUN is shown in the picture.) The length is long enough for the Arduino Mega but it will have a few millimeters on the sides of the rack. The pins are actually at the exact location of the long bars. So you could actually put an Arduino in the rack if you don’t mind the width.

But smaller devices like the Arduino Mini, the Trinket, the NetDuino mini and the Digispark have plenty of room inside the rack.

But back to the holes!

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Using the climbing Tommi version, I used to try a green LED. It doesn’t fit the top or bottom hole but it does fit the middle hole. Trying it again with a regular lamp of 5 MM diameter, I see it going through the middle hole without effort but the top and bottom ones don’t fit. A laser light won’t even fit the middle hole, though.

The conclusion is that these holes are a bit too small for LED lights. No problem, since I can take a drill bit and make them wider. Still, I had hoped they would be big enough for a LED light. So I have to redo my calculations. And I have to wonder why the middle hole is bigger than the other two, while they’re basically all the same in my 3D software.

Anyway, I now have two great models for containing some of my experimental hardware. I know the racks are open so the hardware would be exposed but that’s something I will solve with a next version of my rack. I also know how thin the walls can be and how thin the walls of my rack are. I can still have the rounded areas but the rack should get more solid walls. Thin walls too, since the rack has a lot of volume.

Next, the question what I would like to create with these models. Whatever I think of should match the model. The three holes in the rack are meant for lights, cables, buttons or something else but I don’t want to show too much hardware on the model side of the rack. I also need to find a solution to attach the additional hardware to the rack, since it doesn’t have any special pins or whatever to hold them. Then again, these models were created to see how well these racks would print. The different hole size was a surprise for me which I need to include in my calculations.

And the three rack-less models? They’re just nice desk ornaments.I have ordered more prints so I will likely have more ornaments soon.

My next designs will have better racks, preferably with extra points to hold my hardware in place. The sandstone prints still look great but I have to consider the size of the whole thing. And I will need to experiment with clothing, to see which items will print best. The same is true with hair, since I still have to find hair that prints well in 3D.

All in all, 3D printing is a very interesting challenge. Slightly expensive too, though.

Shapeways 3D printing

Well, as you know, I like making 3D images. But nowadays there’s also an option of making 3D prints. You can do this with your own 3D printer or you’ll use the services of a company like Shapeways.

Personally, I want to experiment with my own 3D printers but finding a good one isn’t easy. On KickStarter, I found Tiko, the unibody 3D printer which looks great! So I supported it since I want one! It is now funded so they are working on creating it and then shipping it so I have to be patient before I can 3D print myself. And I’m not patient!

So I have experimented with Shapeways, which is fun. And my first experiments failed mostly. I noticed several interesting challenges because 3D printing and 3D rendering are two completely different things. Take, for example, this model that I’ve called Bianca:
Bianca Delmonde with Sword_0001

A nice bikini model wielding a sword and something I really would have liked in color. Unfortunately, Shapeways does offer color printing but the details on this model are too fine for this. They have colored sandstone and colored plastic. Unfortunately, sandstone is brittle during printing and the model might fall apart during handling. Full-color plastic is better but requires a minimum thickness of some parts and there’s a size limitation. The largest size allowed for this model resulted in too many thin walls. So I decided to go for strong, white plastic instead:


The drawback of white plastic is that I now have to paint it myself. Which is okay, since the print was perfect. Even her sword came out nicely. Only the bikini bottom had a flaw, since at one point of her backside, there’s a hollow area because the material was too thin. But hey, it looks funny so I don’t mind. 🙂

Still, I wanted a colored 3D print so I experimented a bit and decided to use this dinosaur as a model:


And I kept it just simple so I can experience what the material would look like. But also, it allowed me to see how well the sandstone can handle pointy, short things. And the result looks great:


Okay, not my finest picture but the result looks good. The sandstone glitters a bit, though. But the horns are great and the print was perfect, except for a broken toe. That’s basically a flaw that can happen with the chosen material.

There are many other materials to choose from, including metallic plastic and even expensive metals. But printing in those materials is complex and requires shapes with thicker walls and fewer details. Printing in gold is also very expensive because, gold! You don’t want to have big, gold models unless you have a big wad of money available.

For 3D printing, various techniques are used. The technique generally depends on the material used. Shapeways has a nice material selector for picking the materials you like and provides detailed information to use when you create your model. Metals are especially complex because they need to print a mold first. Once it is done, they have to pour the hot metal into the mold and then polish the result. Although fine details are possible, they might get lost during polishing and they might not reach all areas for polishing.

I have one model printed in Elasto plastic, which is fun stuff. This model can bounce since it’s a bit rubber-like. I have 4 models in hard plastic and two dinosaurs in sandstone, I’ve ordered a few more but they tend to be canceled because of small flaws that are discovered during manual checkups before they start printing. Often, it’s just the wall thickness, loose shells or other minor flaws but they are important because your finely detailed model might miss some fingers or other parts because these walls were too thin. Or the model is made from two or more parts and not all printers can print multiple parts.

Still, you can always tell Shapeways to print it anyways. I did so with several models and the results were fine. Except for one sandstone model, where the legs had broken off and some parts had shifted.

So, how do 3D printing and 3D rendering differ from one another? Well, there are a lot of differences and as I’ve discovered, when rendering I have some semi-transparent parts in my model that adds some special effects. For example, my model has a cornea that adds reflection or other special effects to the eye. But in a 3D print, there is no transparency so it becomes a blob over the colors of the iris.

Also, with rendering you tend to use bump mapping and set up special lighting to make the model look good. In printing, all you have is the shape of the model, nothing else. Details have to be part of the shape when printing while rendering images allows other tricks for those details.

And printing has only one color, unless you choose the 3D color printing options. You can still paint your model afterwards and to do so, I would recommend the strong, white plastic and acrylic paints. Of course, a color print is optional but the result might not be what you expect. Again, in a 3D rendering, the colors can be enhanced by using all kinds of techniques. For a 3D print, you’ll have to find a place in your house where the light will show your model from its best side.

Finally, the printing quality. If we were talking about 2D printer, we’d be talking at the number of DPI of a printer. In 3D world, we have to look at the volume of the smallest particle that the printer supports. And this also makes clear why 3D printing tends to be slow. If the smallest part is 0.2×0.2×0.2 millimeters and you’re printing something that fits a box of 20x20x30 centimeters then you’re using a lot of drops! Of course, the model will be smaller than such a box but my Bianca model was almost 80 cubic centimeters.

And to be honest, my 3D print needs a bit of polishing since those particles leave very, very tiny bumps on my model. Still, my sandstone dinosaur are made from bigger particles and feel like very fine sandpaper. Polishing should be possible, though. I just don’t want to risk it.

I’m still waiting for a few more models to return from the printer. I want my dinosaur in colored plastic just to see what that material is like. I also ordered it in white plastic for painting purposes. And I ordered two sandstone prints of this model:

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Two versions because I used two different hair styles.

I hope this will print well and to help the printing process, I made sure the model is on a plateau for stability and put the hands and feet against something solid. I’ve set the bikini top and bottom to the thickest setting and now I just have to wait until they can take it into production.

So, my conclusion is that 3D printing has its challenges. I still have to wait for my 3D printer to arrive before I can really start making my stuff but for now, Shapeways is providing me a great service for testing purposes. Okay, a lot of my models have been rejected for flaws but you can only learn from your flaws! So I’m fine with that. I just start all over again until it goes right.

Adventures in 3D.

I remember when Blender became first available for me. It was a 3D rendering engine and it looked fun, so I downloaded it, installed it and tried it. This was somewhere around 1999 and I still had a lot to learn back then. Still, I did not like the user interface of Blender (and still don’t) and I considered it too complex and not useful enough for myself so I soon forgot about it again. I still was interested in rendering 3D images, but I also wanted something simpler.

So, around 2004 I purchased a copy of Poser and it had the user-friendliness that I was looking for. I needed to collect all kinds of models, though. But by using models I could create some interesting images and could use my own CGI artwork instead of my own photographs for the software development that I like to do.

Being able to generate your own artwork for your applications is a better option than depend on stock material or purchasing/hiring others to make it for you. I don’t want to violate copyrights of others, but when you create websites, you need some graphical parts too and I needed to be my supplier of these images. Buttons were easy, since Paint Shop Pro and other 2D software had plenty of functionality to create them. But more complex things like showing a person behind a computer either required taking pictures or rendering a 3D model. Poser made the second option available to me.

When Second Life became hot, I also played a bit with that. Here is a 3D environment where you can build 3D objects simply by combining several basic shapes, or prims. (From primitives.) The game gave me a more comfortable feel around 3D environments and made me wanting even more.

And now its 2014. I have a piece of land in Second Life where I can build all kinds of things. I use the Firestorm viewer which allows me to exports my own objects from Second Life to use in other 3D software and from there I can continue to change them even further. Second Life also allows me to import back those objects I’ve exported and modified and allows me to import other objects from 3D software, although it does have a lot of problems with many of those models. Unfortunately, Second Life isn’t very clear when it reports errors and doesn’t seem to be able to simply fix some problems during import.

But in all this time, I’ve gotten a nice collection of 3D software which I will mention now, including where you can find it and what I think about it. All software I have are used on Windows systems.


Blender is a very popular product but I consider the user interface a bit complex. Too many buttons and options are polluting the screen and make it difficult to understand. To make things worse, it’s user interface behaves different from standard Windows user interfaces. Dialog boxes tend to appear anywhere, with plenty of different options instead of Yes/No or Ok/Cancel. Information is visible all over the screen so you have to look everywhere to find it. It’s just not intuitive, which is probably because this is an open-source collaboration between many developers who each left their own marks on the application.

Personally, I think the Blender user-interface needs a complete rewrite…


POV-Ray is another 3D render engine and even older than Blender. POV-Ray uses scripts instead of a 3D graphical environment thus it’s not easy to use if you want to generate some 3D model. You just have to write each line in code for this software. Fortunately, there are plenty of 3D modelling applications that you can use to generate POV-Ray scripts. One of them is:


AC3D is a commercial product that makes 3D modelling quite easy. Not as easy as Poser or Second Life, but it has plenty of good features. It’s user interface could use some sanitation, though. On my dual-monitor setup, some of the dialog boxes tend to pop up on the wrong monitor. But it’s very practical and supports several 3D image formats. For all others, you might want something that’s able to convert many different formats. Something like the Online 3D Model Converter or an application like:

AccuTrans 3D

AccuTrans 3D supports a few 3D image formats, allowing you to convert your models between different applications. This software also allows you to make some simple modifications to your models and I’ve used it to convert my Poser models to a format that Second Life understands. During this conversion, I also merge the parts of my models that all use the same texture, thus making the models simpler within Second Life. Of course, there’s an alternative that’s free:


MeshLab is open-source, but it has a clear user interface. It still has a few flaws, though. For example, it’s a bit slow compared to AccuTrans 3D. And it fails to correctly import some of my models correctly. It also fails to generate an export file that Second Life can read correctly, thus I need AccuTrans 3D to create those. (And even then Second Life tends to have problems importing them.)

Still, MeshLab is useful and allows you to make several changes to your models. But if you want to put models in proper poses, you will need:

Poser and Poser Pro

Poser is my favorite tool to create 3D models to use within my software. If I need a model of a person behind a computer, I can make it within 20 minutes with Poser. Just take a model of a person, add clothing models and a computer model, perhaps a desk and chair model and start rendering. It is very easy to use and it can import models created by other applications, although those will be less flexible than regular Poser models.

Another application that can be used with Poser models is:

DAZ Studio

DAZ Studio is free, thus making it very popular. It uses the same models as Poser does and DAZ also sells those models! Thus, DAZ has become very popular as supplier of Poser models.

But maybe it’s because I’m too used to Poser already, but I don’t like the user interface of DAZ Studio. To make it worse, I’ve tried to open some of my Poser models with DAZ Studio, only to discover that DAZ Studio did not accept many of the changes I’ve made to the models. Body parts were reset to their default shapes and it just did not look right.

Still, if you use Poser or DAZ Studio to render some new images, you’ll often want to have some interesting background too. Indoors settings aren’t much of a problem but outdoor images would need a more complex environment. One solution would be:

Bryce Pro

Bryce can make some great environments, although it seems to be missing some functionality. It also looks very small on my screen with a resolution of 1920×1200. While the results look very good, the user interface is less practical than the alternative:

E-on Vue

I use Vue a lot to render models that I’ve created with Poser. The reason for this is because Vue generates very good environments while Poser creates fine models. I could use Poser to render those models, but the lack of a good environment makes them look a bit boring.

Still, one problem with Vue is that it cannot export my generated environments for use in other software. Although Vue does have an export option, it also has many models that are not allowed to be exported. Thus you can create a nice sea, with boats and an island, and try to export it only to discover that you can export just one tiny rock from the whole scene. Vue is also quite expensive, compared to Bryce.

There is far more 3D software available, for all kinds of purposes. DAZ Studio also has Hexagon and Carrara:


Hexagon is just another tool to create models in 3D. I like to use it and have created a few things with it, but it tends to crash a lot. It’s not reliable enough for big projects because it can unexpectedly crash while you’re working on some project. While it is very user-friendly, the instability is just annoying.


Carrara is similar to DAZ Studio and Poser, since it’s meant to put models in certain poses. But it combines this with landscape modelling, making it more useful. It has a simple interface, making it very practical to use. Less is more. Well, at least for user interfaces. Users tend to get lost in very busy interfaces.

Carrara can use Poser models and more. It can import templates I’ve created based on Poser models, although it doesn’t always succeed at importing Poser scenes. It can export to a format that Second Life should be able to read, but this too has some incompatibilities. Second Life is just too picky.

Second Life

It’s easy to forget but Second Life itself is also very capable of building 3D images. And it seems to be very user-friendly at this too, since it does so in an interactive way with the user. You have an avatar that can walk or fly around the object, which helps you to create models at a nice scale. It supports several primary shapes that can be used to build more complex items. It also allows great control over textures on your objects.

However, to build objects in Second Life, you need some land where you can build. This happens to be limited to certain areas, unless you yourself own some land. You also have to pay small amounts to upload images to the Second Life environment, making it costly in usage. So, there is an alternative:


The OpenSimulator is an alternative for Second Life. It’s open-source, thus free. But it can be used by the same viewers that are used for Second Life. It is a bit complex to set up your own simulations and OpenSimulator itself lacks a useful graphical interface. For this, you need a special viewer:


FireStorm happens to be a great viewer for both Second Life and OpenSimulator. While Second Life has its own viewer, FireStorm has some more advanced features and can be used for OpenSimulator. You can use it to build objects within Second Life or OpenSimulator and then export these for usage in other 3D software. Thus you could use Second Life to make a building or fortress and export it and use it in Poser with some models around it.

There are more viewers available for Second Life and OpenSimulator, but I would recommend to use Firestorm.


One more simulator. Unlike Second Life, VastPark seems to focus more on businesses who want to make more interactive presentations. And what better to use for this than a virtual environment.

But like OpenSimulator, you can’t really use this without first generating the virtual environment. This takes time and some skills with 3D images. You need to create models and create textures for those models, else it’s just a lot of white on white…

VastPark could also be used to create complex animations by recording the actions within the virtual world. This would be useful for creating training material or support documentation of special events, like car accidents or office fires.


I haven’t used LightWave but it looks quite nice. However, I use the LightWave file format as export format for Poser. I then convert those with AccuTrans 3D to the Collada file format, which Second Life can import. The only problem is that Poser models are extremely detailed because they are used to generate highly detailed images. Second Life can’t really handle that much details and often fails to import these models. I can use AccuTrans 3D to split the Poser model in several parts and import those parts one by one, which seems to have a better effect. However, the models that you will import this way in Second Life eat away a lot of your land usage, thus you need a large piece of land. Or your own simulation!


FreeCAD is just another modelling tool. It has some good examples but it lacks some practical functions. However, missing functionality can be added through plug-ins. It is a good tool to combine with POV-Ray. It can do a lot based on the design mode that you’ve selected.


DeleD is another modeller, which is more used for game development. It is useful for simpler objects, not Poser models. It works a bit like Second Life, where you select cubes, spheres and other primitives to build more complex objects.

Speaking of game development, there are also libraries for developers that can help them to create their own 3D software. For example:

Horde 3D

This is an open source 3D rendering engine, to be used in games and 3D applications. It has been created for speed, thus less practical if you want to generate highly detailed images. But in a game, you want animations, and you want them in real-time, running smoothly.

Ogre 3D

Ogre 3D is another 3D rendering engine, written in C++ and with wrappers for use with Python, C# and Java. It too is great to use with games and other interactive environments. It also supports Linux, iOS, Android, WinRT and the Mac OS X. Basically, it’s a library around the OpenGL specifications.


OpenGL isn’t really an application but today, it is part of almost every computer that has a graphics card. The Khronos Group is responsible for maintaining this standard, thus every graphics card can be used by the OpenGL protocol. (At least, if the manufacturer added the support for OpenGL.) Most 3D software relies on OpenGL to display its graphics, although there are plenty of games that use DirectX instead. However, DirectX is an API created by Microsoft to be used for Windows applications only. Thus, many developers are focusing more on OpenGL while Microsoft seems to try to push them back to DirectX.

Oculus VR

The greatest dream of 3D will be the Oculus Rift, a special piece of hardware that’s supposed to give you a 3D virtual environment. Basically, it’s made of two screens, each of them showing you a scene from a slightly different angle. Since each eye will only see one screen, your brain will see the virtual world in 3D. (Unless you’re a cyclops.) It will respond on the movements of your head and development for this device will ask a lot from future developers. The 3D worlds are arriving for consumers and companies. It’s still mostly eye-candy to have nice, 3D environments. Development for such 3D worlds is more complex than having a simple web page with text on it. It will need to conquer its place in this world.

However, there’s also development done on 3D televisions and monitors that would not require special glasses to view its content. If such a device would hit the market, then 3D development would become even more important…

So, developers… Prepare to go 3D!

Dealing with deadlines…

I’ve worked on many projects and all of them had deadlines. And like any other developer, I consider deadlines very annoying as they get closer and closer, forcing me to work more and procrastinate less. The result tends to be an uneven workload, since things are reasonable quiet when the deadline is in two months and extremely busy when the deadline is at the end of this week, and it’s already Wednesday. Deadlines can be especially nasty if someone estimated a task to take three weeks while it turns out to be two months worth of work. Or worse, it’s two weeks of work, but other tasks in the same period also expand to two weeks work. Thus, if you have 5 tasks that each take two weeks, and you have three weeks in total, then you’re doomed before you can even start…
But while deadlines are Evil, we just can’t work without them. At least, as long as we want to receive our paychecks, we can’t do without them. Why? Because to create a project or to upgrade an existing one, an X amount of money is reserved to cover all development costs. The final deadline is calculated based on the amount of money that is invested in the project, minus the amounts of money that those paychecks will cost. (Plus many other costs…) Once this deadline swooshes by, the product will have to generate revenue so new projects can be started. Else, the end of the deadline will probably mean your paychecks will stop too. So, it’s important to finish within those deadlines.
I can’t help thinking about the Cathedral and the Bazaar, an essay describing the differences between open-source and closed-source. It fits the area of deadlines too, since bazaars are built by people who feel inspired to build just a small piece of something large. And when they leave, others can take over. As a result, thousands of people can work on building the Bazaar and while the final result might be chaotic because of all the style and color differences, it’s also something that’s build quickly and without any deadlines, simply because others will fill in the spaces of those who don’t make it in time. Then again, many people working on those bazaars won’t get a paycheck, just some recognition of being part of a larger community.

Building a Cathedral, however, is a very long process which used to take decades or even longer. Things had to be carefully planned and everything needed to be finished in time, because other parts need to be built on top of the first parts. Not making the deadline often means it would take longer for the cathedral to be finally finished. Fortunately, most Cathedrals had near-infinite funds because people knew it would take decades to finish even before they started building. Thus, they would find investors to start things up by donating money in return for promises in the afterlife. Which makes a very wonderful sales argument, by the way. Besides, if for whatever reason the construction of a Cathedral could not continue, people would change the build plans or re-use whatever had been built for something else. Here, deadlines matter but because the financial resources were almost infinite, there was never a real, final deadline.

Unfortunately, software developers generally want to be paid and don’t have infinite resources. Thus, we have to deal with final deadlines far more often. Which is why development methods have been created to make sure that there’s at least something finished at the end of a deadline.

When I was young, I’ve learned a technique called SDM, which is based on the seven stages of action. This method is often referred to as a waterfall method and is often considered outdated because people today expect software development to be “rapid”. In SDM, each stage could take a few weeks to finish and only in the 5th stage you would have some real code that would do something. Then the 6th stage would start all kinds of tests and if those tests failed, you would have to go back to stage 5. And if there was a design flaw, you might even have to go back to stages 4 or 3. Thus, it could easily take months before a company would see some results.

A modern approach is called Agile and basically it’s different from the old-fashioned waterfall technique because now you’re dealing with dozens of small waterfalls instead of one big one. And every waterfall has its own final deadline. A moment when you have to stop working on it simply because you’re out of resources. Unfortunately, if agile methods aren’t implemented correctly, they tend to fail quite hard and you will miss plenty of deadlines. This is mainly because these methods are created to generate results fast, even though the results themselves are small.

When done correctly, Agile will start to generate a very small project that has almost no functionality and isn’t much to look at. As time passes, more and more functionality will be added, which is possible because customers start paying for the product. (Or other forms of income are generated.) These customers will make extra demands and by using agile methods, the developers make the product comply to those demands within a reasonable amount of time.

But Agile will go wrong if developers start writing code too early or when management fail to estimate how long certain tasks will take. Worse, unlike the old SDM Waterfall method, the developers have no idea what the product should look like in two years. With SDM, they will. It’s just that with SDM you won’t have a product before this time, while agile methods will allow you to get customers involved in an early stage.

Agile methods also have another advantage. You are allowed to miss some of the deadlines, which just means some functionality won’t be implemented. So your project will e.g. miss functionality to export to Excel. It’s not that big of a deal, since you can always decide to try again after some time. But before you can do that, you will have to build up your resources again and analyze what went wrong. With the SDM methods, you might discover that exporting to Excel isn’t possible for whatever reason, thus you might have to go back a couple of stages to redesign this part. And going back means the whole project will be delayed longer.

So, let’s look at several scenarios with deadlines in them…

The deadline was yesterday.

Well, too bad. The project has failed. If you used SDM then start looking for another job since your company will most likely run out of its resources. Of course, there’s still a chance that they find some more investors thus the deadline might get extended. If that’s the case, the deadline just wasn’t final.

If you used agile methods then your product will be missing a feature. This is less costly and maybe you can keep your job but this is also the moment when people have to analyze what went wrong. Too much procrastination? Bad management? Bad planning? Or just too many surprises and unexpected events?

I have seen how a scrum sprint of three weeks contained work for 4 developers. Each of them would have to work at least 32 hours per week. Unfortunately, it was planned during the holiday season around Christmas, and two of the developers had taken two weeks off. One three weeks and the last one would be available most of the time. Management knew about this all months before the sprint would start so it was already doomed before it started. To make it worse, the developers would still try to get a lot of work done, thus coding started without much thought of any logical design and the code just became a bigger mess than it was before. Bad planning because of bad management that results in bad code. This can haunt the future of the project since the next sprints are unlikely to contain tasks to fix the problems that occurred during this period.

When you’re not finished at the end of the deadline, it’s important to analyze why it failed and if there’s anything usable produced which could help to redo this sprint. The code needs to be frozen and put on a sidetrack (a separate branch in your source control system) because the next sprints will have to be done. In the worst case, the other sprints are depending on the thing you were supposed to build, thus you must restart it all over again, causing an extra delay for the final delivery of the product.

The deadline is at the end of this week, and its Wednesday.

If you’re using SDM methodology, this will mean a certain doom, unless the product is finished and the testers can test it within the remaining days and don’t discover any bug. I have better luck with the horse races when I bet on the three-legged horse, but okay… It could happen. You can also try to deliver an untested product to your customers, which happens often enough. It’s a gamble but it might give you a chance to get more resources which will allow you to fix anything your customers find. Then again, if the bugs are really nasty, customers might claim their money back and might even sue for damages caused by your product.

When you’re using agile methodology then this means this sprint will be the last one so you should start working on fixing any major bugs and forget about adding new features. Disable and hide anything that isn’t implemented and if you can’t fix certain bugs in the last days, consider the possibility of hiding the options that cause the bug. Your customers are waiting and you’re now in damage control mode.

However, if you used the agile methods correctly, most of the features that are supposed to be in the product are available. Most bugs have been fixed already as part of earlier sprints. Most functionality should be available, even if you were forced to skip a few sprints. Just remember that this is not the moment to add some new functions. Quite the opposite! This is the moment to disable all that’s not working!

The deadline is over two weeks.

If you use SDM methods then you should be in the last stage, which is called ‘Implementation’. Basically, this is the final test phase of the whole project and things should work just fine. If bugs are encountered, they should be small and you should just test to see if the project is doing what it’s expected to do. Minor bugs can still be fixed or even ignored but any changes of the code should have a very minor impact. If you do find severe bugs, you will have to go back one stage, which will cause you to see the deadline pass by before you have a final product. But you will have a chance to fix those bugs and deliver the product with those fixes untested. Hopefully, those fixes didn’t cause new bugs. If they do, angry customers will tell you about them!

Agile methodology will have sprints of two or three weeks so this is your final sprint. You should not be adding new features at this moment because they might add new bugs. Those new bugs are normally fixed during the next sprint, but this one happens to be the last. The final sprint is better used to fix the most serious problems and have them tested so you know the final product will be okay to deliver to your customers.

All projects will have bugs so don’t be afraid if your product has a few. The deadline is there to show when you run out of resources and by delivering the product, you can gain some new resources. If you used agile methods correctly, most bugs will be minor and you will have added plenty of new functionality to please your customers.

The deadline is the next month.

Using SDM methods, this means that you will move from ‘Realization’ towards ‘Implementation’ thus if some features are still missing, then you’d better consider if those are really needed. This time will tell you if the design that you created during the first stages are good enough for the final product. Worst-case scenario? A design flaw, causing you to go back at least 3 or more stages. Still, at this moment you can consider moving to agile methods and fix things within one or two sprints.
When you’re using agile, you can consider adding a few minor functions to the product and you should start testing in an environment that resembles that of your customers. Don’t try to come up with new things and keep the developers available so they can quickly fix things before the final deadline.

I’ve seen the error of companies who decided to let developers work on the next sprint which would be part of the next version of the product. This is not a good idea because if something goes seriously wrong in the current development versions, those developers will have to switch back to the code base from before the new development. Worse, that new sprint will most likely fail too because those developers can’t work on it. Do keep in mind that resources will stop when you’re passed the deadline and your product isn’t ready to be delivered.

Of course, many companies will have some reserves that will allow them to delay things a bit more, but customers will be unhappy about this, too. They expected a product at the end of the month and now learn that they might have to wait another two to four weeks, at least.

The deadline is within a half-year.

Well, with this much time you can start making careful planning and do a few designs and exchange ideas before you start developing. If you’re starting something new then it might even be a good idea to use SDM methodologies with a deadline set at three months in the future. While it’s a single waterfall, it’s very likely that you want to start the project with a good base of functions. It’s no use if you have a product within a month that allows users to just enter a bunch of data without any other functionality, and with a crappy GUI. Besides, if you do manage to create a working product from scratch within two scrum sprints, then what’s the difference with the old-fashioned waterfall way anyways? Okay, you’ve had two smaller waterfalls. Most likely it won’t be enough to appease your customers because it’s a product that still leaves a lot to desire.

Still, agile methods would also work fine, because those customers can start adding their desires to the final design. You would have to start small and have a way for your customers to offer lots of comments. It won’t really be your product because your customers will dictate some of its functionality. Then again, that’s how agile methods work. They offer customers an early peek view and allows them to become part of the process.

Which also tends to cause problems with agile, because an important customer might ask for functionality that’s complex and takes long to deliver. To keep this customer, you would have to add this, but your other customers might prefer that you start with other features first. Management will have to read through all those demands and will have to decide which ones can be done before the final deadline, and which ones are for the next version.

Do keep in mind that I don’t mean the end of a sprint with ‘final deadline’. The final deadline is when you will have to deliver something to your customers because you’re running out of resources.

With SDM, you can still show a design to your customers and ask if they have any more comments. You can continue with these design stages until you reach the ‘Realization’ part. At that point, you should have enough information about what you want to build, what the project should look like, what your customers are expecting and you will be able to divide the remaining work into short sprints for the next three months. Up until that moment, you would have more need of your designers while your developers can just be procrastinating or whatever. But once you start to realize things, using sprints will at least make sure that you will reach part of your final goals.

Agile tends to fail also because of a lack of vision. You can start with a small project, then listen to the desires of your customers and add more functionality. But sometimes you want to create something big, like a CRM product for supermarkets. Sure, you could start small with a simple CRM product, but then it’s likely that those big customers aren’t interested and you’ll end up with lots of small fishes with lots of small desires. Still, plenty of small fish will offer enough resources, as long as you can keep them nibbling on your bait.

Creating a nice CGI landscape.

I want a new background for my desktop system. But it’s a dual-monitor system with two monitors with 1920×1200 resolutions. This means that I have to make a very wide image. So I decided to make a wide landscape image. But I don’t want a bunch of trees, some mountains and water, but also some models inside the image, doing something. So I’ve decided to make it a hunting scene. On one side, Raevin with a dangerous gun who is hunting a Brontotherium on the other side. So I first need to create and pose them in Poser. And to make it easy, I just put them both in a single model. I can split them again once it’s imported in Vue. So, here are the models:

Main charactersOf course, I will make them look at one another in Vue. As I said, I will split it in Vue. Just needed to create a proper pose first.

The next step is starting Vue, set the image to 4800×1500 pixels which is the proper scale for my two monitors. I will have to re-size it later on to 3840×1200 to make it fit perfectly, but the larger resolution will also allow me to cut out part of the image as separate images. But size won’t be enough. I need to pick a proper atmosphere, the flow of the landscape, the trees and grass I want and of course I want to add water since that big monster would look nice with his body partially reflected. It also means adding some small splashes and ripples.

So, the atmosphere first. It should be sunny and a bit cloudy, but no real visible clouds. A nice sunset would look great. So I start with this:


Next, I need to decide where I want the models and have decided to place Raevin on the left, so the prey is on the right. The sunlight from behind will make his shape a bit darker, thus more menacing. The same will be true for Raevin, but I will add a second light on Raevin so she becomes more clear in the image.

But before adding the models, I need to decide on the landscape. I want a few mountains in the background. I also want the animal standing in a lake, so I need water on the right side. But Raevin needs to be on dry land, preferably grassy. So, let’s add some terrain, grass and trees for in the distance.


It’s still far from perfect but it has a lot of potential  But you will also notice that I have water on the complete foreground, but I want to keep Raevin on dry ground. That makes it a bit complex, but it’s still easily solved. Also, I want to have the animal on top of some rock too, even though that rock would be submerged. It just adds more realism. So, I need to import both now, split them and make some adjustments while placing both on flat rocks. So, let’s first show Raevin in this environment.

Adding RaevinWell, I don’t really want Raevin to hunt this animal. She’s cautious but she has a different target. A lot of improvements are still needed, though. For example, I want some bushes in the image too. But first, that animal… And I have to remember to put a rock beneath his feed and to add splashes because he’s walking through water.

Adding Animal

This is promising to look very nice already. However, trees! I am going to add a third rock, place it behind Raevin and I will add trees to it, so she’s slightly hidden. No good hunter would be on open terrain where any possible prey or dangerous animal could see them…

However, I’ve noticed that the atmosphere seems to degrading with every new preview I render. It seems to be getting brighter and brighter. So I just load the atmosphere again before my next preview. And yes, this could be a bug in Vue, or maybe a problem with my graphics card. I will have to look into that one day. However, for now reloading the atmosphere works just fine, as shown in this preview:

Preview 1The next step is fine-tuning the complete image. Raevin needs to be a bit more shiny, and I don’t like the way her gun looks. So I need to fix her textures, or materials. But the problem is that this image is becoming a bit slow to use, so I will use a trick to speed things up. First, I will save this scene so it’s safe. Then it’s time for a new preview. (I will also add a second light just to highlight Raevin.)

Preview 2

And now it’s starting to look better already. The shiny cybernetic limbs of Raevin are a bit shiny in this preview, but I don’t mind. It adds an extra dimension to the image. It’s time to render this image at its full resolution and highest quality. Considering the amount of objects and reflections in this image, I guess it will take a few hours to finish. First I need to save it and then I’ll start rendering around noon. It will probably take most of the night to finish.

And indeed, the next morning I can see the result. Raevin is really having shining cybernetic limbs, which look very interesting. Not a good thing for a hunter, though. Unfortunately, she seems to be floating a bit above the grass so I might have to adjust that. Maybe I should also change the reflectiveness of her cybernetics. The extra rock with the trees is missing some grass, so I might want to add that too. And the mountains in the background you can see lots and lots of houses. It’s really a lot. It turns the setting away from prehistoric times, which is what I like about it. The brontotherium looks great, though. See for yourself!

Raevin and BrontotheriumUpdate

After considering the above image, I decided that a few details had to be changed. First of all, the background just didn’t look natural enough. The sun is shining very pretty but there are too many houses. Another problem is the shininess of the cybernetic arms and legs, that are too distracting. And there’s a bald spot on the ground where grass is supposed to be.

Rendering a final image is very time-consuming and I knew it would take about a day for the render to be complete. But since I wasn’t happy with the above image, I did render it again with some different details. The scene, lighting and models are still the same, except for the textures of the land and cybernetic limbs. This should be a much better result:

Raevin and BrontotheriumUpdate 2

I’m still not very happy with the final result. Raevin needs to be even lower and she should be aware of the beast that’s about to charge at her. So I turned her around a bit. I also changed some of the bushes in the foreground and added additional plants on the right so the “cameraman” would be hiding behind these.

This minor adjustment resulted in the following image, which is supposed to be the last version:

Raevin and Brontotherium II


Poser Pro 2012 versus Vue 10 Complete (Slightly NSFW because: nipples)

A long time ago, I’ve created an image in Poser of Victoria 4 together with a large, white dragon in a winter landscape. Back then, I liked the result but recently I decided to redo the render with Vue. And while I’ve tried to keep it as similar to the original one, there are a few differences that I added.

First of all, I changed the background. Poser works with backdrops and the result is clearly visible in the Poser image. You can see where the backdrop starts because it’s darker than the foreground. In Vue, I removed the backdrop and put some real plants in it. I also made sure the landscape behind it would be as white as possible so the illusion of snow continues.

I also changed the clothes a bit. When I created the Poser image, I did not have the option to turn clothes into rags.

The angle of the camera is also slightly different and because of the way the camera is set up, the clothes are exposing a bit much of the model’s skin. Oops! Yeah, suddenly her nipples are partially visible… I could Photoshop them away, though. I decided not to do that.

The lighting is different too. In Vue, the light is much brighter.

But an important difference is the transparency of the dragon’s wings! Because the image is lighter and because I’ve added “real plants” in the background, they’ve become much more transparent. It’s a neat effect, also demonstrating the fragility of dragon wings.

So, what do they look like, these images? Well, below on the left is the Poser image and on the right, the Vue image. Click on them to view the bigger versions. Originals are at 3000×4000 pixels but to save disk space, I’ve uploaded them at size 768×1024.

Skin colors in images

When you look at all kinds of pictures then you will notice that most models tend to have a light-colored skin. Which is a bit off since there are many dark-skinned women too who are modelling. And while discrimination might be a reason for this, I think there is a better reason, which I can best show by creating an image with one model and 5 different skin tones. And sure, I will keep it decent. The model will wear clothes and jewelry to highlight her a bit more.

The model I’ve used is Raevin and I kept her human ears and made her breast to the regular V4 shape. (In other words, zeroed it.) It’s a pretty shape and a slightly dark skin, so a nice balance between two extremes. I saved her with all clothes and then imported her five times to get five identical figures. Then I’ve started changing their skin colors.

The two on the right use a skin called “Raw Macy” and “Raw Macy 2”, which are a dark and very dark skin. The left-most is Lolo and to the right of her is Mylin, an oriental skin. The middle one is still Raevin. I’ve avoided adding a very light skin because that would upset the contrast even more. And I won’t render it too big in Poser since these five models together eat up a lot of memory. I do have 24 GB of RAM available, but when I see that it’s using 20 GB already, I just know it’s working very, very hard to process all those models! Fortunately, I use 64-bit versions of Poser and Vue, else I could never create images at those high resolutions.

And rendering this many models isn’t much slower than rendering a single model. At least, not as long as the rendering engine doesn’t have to use the swap disk to retrieve data. Lots of memory in your computer helps a lot!

Well, this is the result in Poser:

And the reason why dark-skinned models are less popular is suddenly visible. Even though all have exactly the same body shape, the one on the right is more like a silhouette with a dress than a real model. Raevin and Mylin are actually the ones that are the most visible.

I’ve also rendered the above image with Vue, which results in a much better image. But Vue also shows very clearly how darker women disappear and seem to be like shadows in art.


The girls on the left are still very good, with Mylin being the one who is the one who’se body and facial expressions are the clearest. Do keep in mind that they all use the same facial expressions!

The darkest Macy is shiny  which happens to be highlights in the skin. I could have removed those. But her facial expressions aren’t very visible, and those facial expressions are important in model photography and CGI art. The lighter Macy is better in facial expressions but still not very useful.

So, an important reason for dark-skinned women to be less popular has nothing to do with racism. Their facial expressions are harder to see in still images, no matter how pretty they look in real life.

Business is War – The image!

And here’s an update for my previous post! I expected this render to take a bit longer, especially since it started a bit later than I wanted. I had to make one more final fix, so I started rendering and watched some TV on my computer. My monitor also happens to be a TV screen so that makes it easier for me.  I started around 21:00 and now, at 22:25 the image is finished!

I did already notice a few flaws, though. But those are very minor, easily forgotten. Well, okay… Her hair is poking through her vest on her left shoulder. And her right shoe is a bit too low so it goes through the floor with its sole. And her belly piercing is slightly in front of her belly instead of sticking through her belly. One place where things must poke through other things and it just didn’t happen!

I like the fact that I took away the blouse. This way, her bikini top is better visible and you can notice that it also has a few tears. It makes her more attractive, while she’s still a bit intimidating and that’s needed, because something should balance out with her weapons! Also very pretty is her shadow, and even the hole in her pants that’s visible in her shadow so I’m glad I did make that last lighting adjustment.

Still, one other flaw I just realized. The scope on her gun isn’t supposed to be a laser-sight… Oops! 🙂

Business is War – creating CGI art.

This time, I want to show how I use Poser Pro 2012 and Vue 10 Complete to create the CGI art that I like to create. And don’t worry since I will keep it decent. The amount of time I’ve spent on this is about three hours, although most of the time is used by waiting for the rendering to finish. Time, which I could use to do other things, like playing Freecell or just to browse the Internet.

First, I have to choose a model. Since I have several pre-made models, I chose the one I like to call “Lisa Xanthe”, a redhead with a very nice shape. And since I’ve promised to keep this post decent, I’ve already given her some clothes that she will wear under the other clothes that I will add later.

Here you see the basic screen of Poser. On the left are dials that you use to set parameters for the model. On the right you see an overview of all the parts within the model. The white lines in the middle screens is actually a spotlight that’s used to add light to this scene. Without light, it would all be black.

On the dials on the left you can already see that I can adjust quite a lot of parameters on this model. Size and shape of her breasts, hips, arms and legs and whatever more. Basically, all I use for my work is a single model with a lot of different parameters. And yes, those parameters can make her appear younger, older, larger, obese and even pregnant, if you’d like.

I then decided to add clothes. I have a set of clothes called “Cuore di moda” and this makes her look a bit like a woman who likes to do business. Yet it’s also sexy enough to make her more like a gangster-girl or even gangster-boss. It’s very fashionable.

I combined it with a machine gun from a set called “Elay V4” which isn’t available on DAZ3D anymore. I will later also add a handgun to this all but for now I still have to think if she will hold the gun with one or two hands…

Her glasses are from Fawne V4 which is also a very sexy set of clothes, but I didn’t consider it the right clothes for the scene I want to create, which I’ve called “Business is War” in my mind, although the final image isn’t really clear about the ‘business’ part…

Anyways, the clothes look good, but I need this girl in true battle-mode with heavily-torn clothes! So the fun of tearing up her clothes begins! This is done with the Rag-erator for Poser.

If she wasn’t wearing that bikini top and bottom, you’d probably see some naughty parts now…

But before tearing it all up, I did change the textures on those clothes.

Next,I have to add some background-prop. I decided to use a crime lab without equipment to look a bit like a shopping center. 

I like this because of the glass windows and the doors in the background. And although I already place it in a way where you can see the back wall, this will not be the final angle at which I will render the final image.

But before I export it all to Vue, I first need to make Lisa pose in some way. I want to make it appear as if she’s firing that gun so I ended up with the following pose:

But after some considerations, I decide that I still don’t like some things within this pose so I adjusted her hair, added a laser light and made a minor alteration to her machine gun, resulting in the next image:

And that will be the complete scene that I will export to Vue. Just some minor checks to make sure nothing is poking through something it shouldn’t poke through and hoping everything is complete.

The imported pose isn’t in the right camera location but here, you can see the parts that make up Vue.

Vue provides four view-ports so you can see your model from different angles. Poser also provides such a view but I don’t like it much because you’ll also see less details so you have to move around a lot to check everything.

On the right you can see the layers and the location where I can alter the textures and materials I want to use. I will be using those options to e.g. change the glass, make the gun more shinier and to re-position certain things.

On the left, you can see buttons that I can use to add more objects to my scene. Well, I will be adding a large rock, three trees and a road somewhere behind the back door and I will add a few lights inside the room on the right and a few more close to the camera. The sun will be positioned behind the back door and will shine through the window in the back.

Considering the proper render settings is always a bit difficult. I chose ‘Ultra’ because my machine can handle this but for complex scenes the use of ‘Ultra’ will take many days to finish. I also chose an aspect ratio of 16:10 which matches my screen resolution of 1920×1200. Rendering the whole thing to screen will allow me to see it’s progress.

Once I’ve chosen my preferred settings it’s time for a quick render preview. 

I am reasonable happy with this result already but it’s far from perfect. Let’s look more closely to this preview:

The light is too hard and it reflects too much in the back door. Also, the sunlight is too dominant, obscuring everything behind the door! And I might want to alter some more materials… So to look more closely at details, I split things up over layers. And to hide the building, I move the building to the second layer! Now I can use my camera to look around Lisa to make sure she’s looking okay. Lowering the sun a bit and then I’m ready to look at the second layer.In the second layer I just examine the building, making sure the road in the back ends at the door and checking the lights.

Things are nearly finished now, although I still have to check if things are really okay. So, the first pre-render:

And I’m not happy with it. Her white shirt is too white and it just doesn’t look good. I could return to Poser and remove it but I can also do that in Vue itself. I just disable it!

Once disabled, I can render the image again, which results in the next pre-render:

Here, I’ve already lost two details in my image. The muzzle flash from her gun had already been removed for being too dominant in the image and now the shirt is gone too. Fortunately, she’s still wearing a bra so things stay decent enough to avoid the [NSFW] tag.

But there are too many shadows, so a new pre-render is required:

And I decide to make the laser light more dominant by adding a strong, red glow to it. And I will change the colors of the machine gun! So now we get the next pre-render:

Here, I’m still not happy with the lights and shadows. So I adjust them even more! There are actually a total of 8 lights in this image! Four are in the room on the right, which makes that window extremely white. There’s a sun far, far away in the background. And there are three lights around the camera, all of them emitting a special glowing gel-light. One orange, one blue and the last white/blue. The white light is the one that casts shadows, the other lights just add more color contrast.

That last image will be my final pre-render. It is now Wednesday  20:25 and I will start the real rendering step, rendering this image at a whopping 3840×2400, four times the resolution of my screen.

Why? Because I can!

Anyway, I don’t know when it will finish so I will start rendering and check once in a while to see how much has progressed. Once finished, I will post the final result.