V6 Celebrity
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I totally understand what you mean! I mainly try to do photo realistic renders and it usually takes forever for me to find a texture/character that can fool (or almost fool) a person into thinking it's a real person. The best textures/characters (in my opinion) is the older DAZ Elite textures and Reby Sky. The closest I was able to get to photo realism was with one of the Elite textures (M4 Sol).
I just wanted to say thank you again for introducing me to M4 Sol. I've since bought it and its now my new favorite male for my runtime... granted, I made some minor modifications to update it but it really is a GREAT looking texture.
I hope in the future that DAZ makes textures like this one the new standard. They are capable of great things if they do.
“What's terrible is to pretend that second-rate is first-rate. To pretend that you don't need love when you do; or you like your work when you know quite well you're capable of better.”
― Doris Lessing, The Golden Notebook
I totally understand what you mean! I mainly try to do photo realistic renders and it usually takes forever for me to find a texture/character that can fool (or almost fool) a person into thinking it's a real person. The best textures/characters (in my opinion) is the older DAZ Elite textures and Reby Sky. The closest I was able to get to photo realism was with one of the Elite textures (M4 Sol).
I just wanted to say thank you again for introducing me to M4 Sol. I've since bought it and its now my new favorite male for my runtime... granted, I made some minor modifications to update it but it really is a GREAT looking texture.
I hope in the future that DAZ makes textures like this one the new standard. They are capable of great things if they do.
“What's terrible is to pretend that second-rate is first-rate. To pretend that you don't need love when you do; or you like your work when you know quite well you're capable of better.”
― Doris Lessing, The Golden Notebook
No prob! Great render by the way!
I hate to contradict you again, but I hope DAZ never makes a texture like this again. It's probably one of the worst they've made. You're not looking correctly at the texture.
To see why, morph a round face and make the body shape obese. Do a render without the shirt.
What do you see?
Do obese people have rib cages showing?
Absolutely not.
I get annoyed at textures that keep detail such as ribcages, scapula marks, and cheek creases in them. They are inflexible (and they can hide a lazy morph if you're not careful) and don't work with other morphs other than fit, muscular characters. Not to mention the specular needs to be cleaned out of them. This doesn't work with all lighting. And textures should work with various lighting, because that's drives good renders... not textures.
Good lighting and materials can make bad textures look good, but a good texture can't save bad lighting and materials.
v4 has another one that totally look like the real person, mrl riley alias jessica biel
I hate to contradict you again, but I hope DAZ never makes a texture like this again. It's probably one of the worst they've made. You're not looking correctly at the texture.
To see why, morph a round face and make the body shape obese. Do a render without the shirt.
What do you see?
Do obese people have rib cages showing?
Absolutely not.
I get annoyed at textures that keep detail such as ribcages, scapula marks, and cheek creases in them. They are inflexible (and they can hide a lazy morph if you're not careful) and don't work with other morphs other than fit, muscular characters. Not to mention the specular needs to be cleaned out of them. This doesn't work with all lighting. And textures should work with various lighting, because that's drives good renders... not textures.
Good lighting and materials can make bad textures look good, but a good texture can't save bad lighting and materials.
While I agree with MM on the undesirability of painted-on shadows and highlights - I was very annoyed with the initial V6 maps for this - and complain loudly about hair with painted-on specular highlights we do need to recognise that for others these are vital parts of the textures, and they will complain if they are absent. Really what we need is a clear idea of what we are getting so that each camp can choose the products it wants.
While I agree with MM on the undesirability of painted-on shadows and highlights - I was very annoyed with the initial V6 maps for this - and complain loudly about hair with painted-on specular highlights we do need to recognise that for others these are vital parts of the textures, and they will complain if they are absent. Really what we need is a clear idea of what we are getting so that each camp can choose the products it wants.
Yeah, my complaint is that some people define realism in textures alone and that's far from the truth. When you have these issues in textures... laugh marks when none exists in the morphs, defined body shadows in flappy morphs... it takes away from the realism, especially when the lighting is poorly set up. I would guess that things would be necessary if you're not bothering to learn light setups so that light creates the proper shadows of the body so that you can tell your model has laugh lines or a defined body. It's little things like that actually make your renders look real.
Couldn't agree more. Looks especially bad when using unbiased rendering. Richard has a point though, some users rely heavily on the baked in details unfortunately. Since it is hard to see if they are indeed baked onto the texture when looking at promos, it really should be stated if that is included or not as i feel it is a deal breaking more and more lately and I have deleted a few se3ts i bought because of how bad/pronounced they were.
Snowphoenix, MM knows what he is talking about and it trying to give you pointers. The characters he and his team produce are of high quality. Since we have all seen your work at the end of your posts, there is definitely always room for improvements, for all artists.
One of my fav textures sets is Abbey from ARTCollaboration, simply because it comes withe an AO and baked details version and one with hardly any, shows they are using their heads during the design process..
Since the thread is degenerating the thread is being locked.