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Comments
Nice job on the skin!
This was my attempt to combine isidorekeeghan's Chromatic method + NGS2's method. What do you think?
What elements did you take from each? I'm guessing SSS from isidorekeeghan and Spec from NGS2?
SSS for isidorekeeghan and the "velvet" aspect of NGS, where the edges have a slight darkening effect. It's a little hard to see on a close-up.
My amateur attempt to recreate that 1980's point-and-shoot camera look that @jeff_someone does so well. I'm afraid I fall a long way short of his expertise but this is close to the look I want for my projects. I'm trying to recreate scenes from my life memories in the form of snapshot albums so the look of cheap old cameras is the goal. Sorry but this crappy forum is broken so I can't post the picture inline. Just click on the attachment and hope it opens.
Just as a technical side - your scene has an overall illumination that indeed looks very good, but to achieve what you mentioned you need to make the scene lightless/black and then enter in one concentrated point light.
Gave some of the stuff in here a go. Still don't quite grasp the SBH system yet. Tried making some vellus hair but I'm not sure how to get to have the softer look, or even how to get it to conform to the face.
I'm sure I'll get it eventually.
Teeth could use some work here as well.
I think you nailed the skin there qisq, especially the second render. Very close to photoreal.
Thanks. I understand and I did try that at the outset but - purely as a subjective choice - I decided to go with different lighting as I didn't like the dark, sharp shadows. I know that doesn't reproduce the "cheap flash" look of an old compact camera but it is something where I'm inclined to opt for preference over fidelity. Somehow, @jeff_someone manages to angle the lights so that the shadows are not so intrusive and I might have another try at doing that.
Flashes aren't always used in dark rooms, either.
Looks great! Which method did you use?
Thanks
Thanks, started with isidorekeeghan settings, but I think j cades settings from a couple pages back gave me better results with a couple tweaks.
Nice! What map did you use to get the lovely specularity on the nose and cheeks?
dont know if it looks real enough. here is an outside shot. non close up. created on 4k uhd monitor. best viewed
This is awesome work. The lighter vellus adds a level of realism to the character. Very realistic representation in Daz Studio. I know that you have shared some of your combined techniques with the forum and we all appreciate what you have done.
In the interest of education we are asking for a duf file to review the processes you used on the skin and materials. I am curious how well your technique can be applied to other characters. Looks like you have found the lock and are in the process of turning the key to fully unlock a hiden Gem in Studio with the assistance of all those who have guided you along the way.
keep up the great work.
Fantastic placement of the HDRI and the reflection of the balloons!
um, the HDRI is completely warped because the sphere size is too small or isnt supposed to be zoomed out that much.
Also her size in relation to the background is proportionally tiny.
if i made it bigger looked warped. smaller looked warped. had to be satisfied with that. but thanks anyway. her size looks fine though
@ emotionaldreams2 Drop a shadow catcher and it would help to convince us.
Thanks! I don't mind posting the duf, are we allowed to post non pictures here? Anyway, I don't really understand too much about the technical workings I just fiddle around until I get results I like. As for how compatible it is with other skin materials, my experience so far is it really varies. The biggest factor being the materials you use on the translucency color . I've tried the same settings on multiple characters, and pretty much none of them look too great off the bat. Some only require some tweaking of the sss settings, others I've edited the materials themselves to get them looking closer to how they should. There's others here who understand this much better than myself, so I'll stop speaking out my butt.
Personally I prefer an approach similar to jeff_someone, the photo/snapshot style where it's more a combination of environement/character/lighting to convey the sense of realism. Also, using a spotlight as a main lighting source doesn't put my system in lockdown so I can still do things on my computer while something renders
I'm using spec maps from CJ8
Here's a few older renders, not nearly as much emphasis on character details as my original post though.
i quite like the one on the floor, even though i dont think it's the most photoreal of the three, it is a nice composition.
Yes, that's fine - just list the content used so people will know whether they can open it cleanly.
Using a 25 EV HDRI from HDRIHaven, I got probably my most photoreal render to date, but there's a weird shadow issue on the side of the model's face. I use this figure a lot, and have only run into this once before. Does anyone have an idea what might cause this? It looks like a transparency map failure, except the rest it appears to be working.
Love the moodiness in your renders, 00qisq00. Yeah, I'd love to see a DUF, as well. Great job!!!
Sometimes Normal maps can do strange things if they aren't the expected RGB tint, did you change-edit a normal map somehow on the head?
I probably worked in a forehead scar that character has, but nowhere near the effected area. But it's possible there was an unintended color shift during the process. I'll check. Thanks.
I would guess that the model was made in ZBrush, re-topology/rendering in Maya, do not get discouraged just because you focus on the end result, just focus on practicing and creating, as this artist themselves are most likely just as critical towards their own work!
Made some adjustments to the shader. Pretty happy with how this came out.
That looks a mile better Emory, good tweaks!
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