Two questions re the Victoria 6 HD Add-on

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Comments

  • Zev0Zev0 Posts: 7,096
    edited December 1969

    Agreed, hands might be hard to spot, but the back and torso details do show more, thats if you are doing bikini renders lol.

  • DkgooseDkgoose Posts: 1,451
    edited December 1969

    Not sure I want to go hd, as stated if they are going to release hd morphs for Josie, girl 6, Gia, and all the future it'll get costly, but it makes them look more realistic, so I'm really tempted

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    It's a very interesting tech to be able to apply morphs to the subdivided mesh, and quite exciting when you think about possible applications for this in future. Despite being a tiny bit taxed this week, I couldn't pass up the chance to see what the difference was between regular Vicky and HD so I picked up the M6/V6 bundle and created a quick comparison render.

    In this render, both V6's share the exact same space with identical poses and hairstyles loaded. I've also kept the lighting setup the same for both. It was literally a case of hiding the HD mesh to display the standard V6. Note that by default, The HD version uses 'Anna' textures while the original V6 use 'Belle', there are some obvious differences.

    Overall I'm very impressed. This is absolutely gorgeous work, and a very exciting technology to boot. I have high hopes for future products using this tech, and perhaps it's not too far fetched to hope they'll extend it to a possible K6 figure somewhere down the line. Awesome stuff guys!

    V6_HD_Comparison.jpg
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  • Sal UKSal UK Posts: 432
    edited December 1969

    It's a very interesting tech to be able to apply morphs to the subdivided mesh, and quite exciting when you think about possible applications for this in future. Despite being a tiny bit taxed this week, I couldn't pass up the chance to see what the difference was between regular Vicky and HD so I picked up the M6/V6 bundle and created a quick comparison render.

    In this render, both V6's share the exact same space with identical poses and hairstyles loaded. I've also kept the lighting setup the same for both. It was literally a case of hiding the HD mesh to display the standard V6. Note that by default, The HD version uses 'Anna' textures while the original V6 use 'Belle', there are some obvious differences.

    Overall I'm very impressed. This is absolutely gorgeous work, and a very exciting technology to boot. I have high hopes for future products using this tech, and perhaps it's not too far fetched to hope they'll extend it to a possible K6 figure somewhere down the line. Awesome stuff guys!

    Thanks for doing the renders, I can notice the detail in the lips on the HD 1 but I think you could bring out more detail using different render settings, to me it looks like your shader rate is high maybe 1.00 I tried to look at your lighting and render the same sort of scene without the background, I use a shader rate of 0.10 takes longer but brings out detail as you should be able to see in the render, I would love to see you re render if possible to see the difference in the HD version... :) as this is just with Victoria 6 default with the hair as in yours.

    Thanks

    Steve.

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  • NovicaNovica Posts: 23,905
    edited December 1969

    I've been doing women over in my Art Studio thread with the V6 HD, and here's Michael 6 HD. Be sure to click to enlarge and click again, it's a huge render to show the details. This light set was for Andrea, I was sharing the light set results and didn't do much tweaking as I was showing it "out of the box" for a review. So imagine what this dude can look like if you spend time with it! (Although the Andrea lighting is quite fun I must say.) If you want to see Catrina, I showcased her too, right before this guy, with and without makeup. Just use the signature link to the art studio.

    Michael6HD2.jpg
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  • Coon RaCoon Ra Posts: 200
    edited November 2013

    HD morphs differ from displacement in that they don't depend on the UV Set, and they aren't restricted to moving along the normal but can move in any direction and so create undercuts (which can't be done with plain displacement - vector displacement would do it).

    I think, binding of PTEX UV-free principles with vector dicplacement might do the trick. Whatever. It's just matter of realisation of existing technologies.
    What pleases me - DAZ finally implemented the idea. What upsets me - seems, HD morphs implementation may become a money squeezer like OptiTex dynamic clothing.
    Post edited by Coon Ra on
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Sal UK said:
    Thanks for doing the renders, I can notice the detail in the lips on the HD 1 but I think you could bring out more detail using different render settings, to me it looks like your shader rate is high maybe 1.00 I tried to look at your lighting and render the same sort of scene without the background, I use a shader rate of 0.10 takes longer but brings out detail as you should be able to see in the render, I would love to see you re render if possible to see the difference in the HD version... :) as this is just with Victoria 6 default with the hair as in yours.

    There are differences, but it's hard to notice in the face alone. For a better comparison, here's them zoomed out a little and both using the Anna textures rather than them using their defaults. The face, as with the previous comparison, hasn't changed much but there are subtle differences, most notably in the cheekbone definition and around the eyes. You can also see clear differences in the chin, and lips of course. The earlobe is also considerably more detailed in the HD version.

    The body differences are where they hit paydirt though. The shoulder blades are very well defined in HD and you can pick out the muscles better on the arms. Both of these images were rendered with a shading rate of 0.1 and using the same lighting as the example.

    V6_HD_Comparison.jpg
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