Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 10 1:41 pm)
I suppose you could stick my AnthroEyes (in Free Stuff) into Mike's head, but I'm not sure it would be much of an improvement, other than the advantage of using hi-res eye textures for extreme closeups, and maybe the glow morph.
There are so many eye products now: cake1's Real Eyes at DAZ, Blackhearted's Blackeyes and As Shanim's Awful Eyes here in the Renderosity Marketplace, RDNA Eyez at RunTime DNA ....
I have all the Eyes products. My favorite is Blackhearted's BlackEyes. I just added ActualEyes to my collection. I am currently experimenting with ActualEyes as soon as I get my P5 to work correctly.
Software: Daz Studio 4.15, Photoshop CC, Zbrush 2022, Blender 3.3, Silo 2.3, Filter Forge 4. Marvelous Designer 7
Hardware: self built Intel Core i7 8086K, 64GB RAM, RTX 3090 .
"If you spend too much time arguing about software, you're spending too little time creating art!" ~ SomeSmartAss
"A critic is a legless man who teaches running." ~ Channing Pollock
I don't have BlackEyes so I can't say for sure, but the RDNA Eyez are very cool. I use them quite a bit and with the expansion packs, they're very versitile. There's a setup for most of the basic characters. Word of warning, they're character figures that need to be conformed. That's unlike Cake1's RealEyes which are props.
out of all of them {cakeones, eyez DNA, awful eyes and black eyes} Black eyes are the most realistic. I love the versatility of the RDNA eyez {you can change even the vein color and eye whites not to mention pupil shape and the "contact lenses"} but when you want eye whites that look real Blackeyes win hands down with cake ones while I love the colors and such I always seem to get a glow ring around the iris
https://www.darkelegance.co.uk/
Attached Link: http://market.renderosity.com/softgood.ez?ViewSoftgood=15332
BlackEyes wins my vote as well . His Elowen Custom Character comes with a Lite version of the new BlackEyes set.Software: Daz Studio 4.15, Photoshop CC, Zbrush 2022, Blender 3.3, Silo 2.3, Filter Forge 4. Marvelous Designer 7
Hardware: self built Intel Core i7 8086K, 64GB RAM, RTX 3090 .
"If you spend too much time arguing about software, you're spending too little time creating art!" ~ SomeSmartAss
"A critic is a legless man who teaches running." ~ Channing Pollock
Software: Daz Studio 4.15, Photoshop CC, Zbrush 2022, Blender 3.3, Silo 2.3, Filter Forge 4. Marvelous Designer 7
Hardware: self built Intel Core i7 8086K, 64GB RAM, RTX 3090 .
"If you spend too much time arguing about software, you're spending too little time creating art!" ~ SomeSmartAss
"A critic is a legless man who teaches running." ~ Channing Pollock
Software: Daz Studio 4.15, Photoshop CC, Zbrush 2022, Blender 3.3, Silo 2.3, Filter Forge 4. Marvelous Designer 7
Hardware: self built Intel Core i7 8086K, 64GB RAM, RTX 3090 .
"If you spend too much time arguing about software, you're spending too little time creating art!" ~ SomeSmartAss
"A critic is a legless man who teaches running." ~ Channing Pollock
I used V3 for this demo. I had a helluvah time fitting all these eye packs because all three eye packs are not made for V3.
BTW the hair is a from Dark_Whisper
The texture is Nia converted to fit V3
I don't have As Shamin's Awful Eyes.
Software: Daz Studio 4.15, Photoshop CC, Zbrush 2022, Blender 3.3, Silo 2.3, Filter Forge 4. Marvelous Designer 7
Hardware: self built Intel Core i7 8086K, 64GB RAM, RTX 3090 .
"If you spend too much time arguing about software, you're spending too little time creating art!" ~ SomeSmartAss
"A critic is a legless man who teaches running." ~ Channing Pollock
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=399282&Start=1&Artist=Firebirdz&ByArtist=Yes
I just used Blackhearted's Blackeyes II in a render of mine which is reasonably closeup. Can check this out for comparison :-)Thanks Merknz, I used Dark_whispers V2toV3 converter. It converted okay. The only problem I had was the eyelash transmap, I had to use an original V3 Eyelash transmap for these pics. DarkElegance, I feel your pain. I've purchased P5 since its indroduction, but I haven't really use it extensively. I've only used P5 for specific tasks that exclusively require P5. I would prepare my initial scene in P4 propack, save it, open P5, import to P5 and work from there. Of course, saving the file every 5 minutes is recommended.
Software: Daz Studio 4.15, Photoshop CC, Zbrush 2022, Blender 3.3, Silo 2.3, Filter Forge 4. Marvelous Designer 7
Hardware: self built Intel Core i7 8086K, 64GB RAM, RTX 3090 .
"If you spend too much time arguing about software, you're spending too little time creating art!" ~ SomeSmartAss
"A critic is a legless man who teaches running." ~ Channing Pollock
cake ones eyes have a wonderful set of textures but I get frustrated with the glowing ring around the iris RDNA eyez I like for the versitility. try changing the lid positions just abit and the eyes positions..it can make a huge difference {as I learned with my last peice that the left eye is driving me nuts on}
https://www.darkelegance.co.uk/
hey folks, "What is the texture layout like for Blackeyes? Can anyone maybe post a small template? Are they compatible with any existing textures, say V3 eyes? " not sure - i created them before V3 came out. its basically a square map, with the iris and eyeball covering it entirely. so even if, say, the V3 eyes were a touch different, you could simply take the V3 map and align it/scale it on the blackeyes template and it should work. im up north right now with no access to my comp, but if anyone else could post a blackeyes template i would greatly appreciate it. my blackeyes work best when lit directly.. they show up a touch dark in very low or indirect light (so in low light, i would recommend giving the eyeball an 'ambient colour' of a very dark grey, as opposed to black, which will bring them out more). however in direct light (ie: with an omni light or spotlight pointing in their direction) the irises form the proper depth shadows around the rims, and the eyes get the proper highlights. part of the problem with most eyes is the fact that they do not show shadows around the rim of the eyeball, in the eye corners. look at a real person's eyes - the eyeball, while light colored, gets much darker in the eye corners. and no eyeball is pure white, they always have a slight tinge of colour and are slightly greyish. "there are relflections for the blackeyes????? oh SWEET .... AHHHHHHHHHHHHHHHHRRRRRRRRRGGGGGGGGG it is for P5!! " rio is actually working on a texture that includes blackeyes maps and settings (not sure if shell release them separately, ask her) with some VERY impressive reflection maps and textures. she should be done with that soon so dont despair. thank you everyone for the positive feedback on my eyes. glad you like em. cheers, -gabriel
cool - are you saying that theyre compatible with V3 eye textures? then i should update my promo text - thats a definite selling point. are you positive, fyre? merknz - for the texture template to show up nicely, with the different eye areas noticeable, you should hide the 'outereye' material layer (or delete it in UVmappper before you export the template... just make sure you dont then save the .obj or it permanently deletes the outer eye and youll have to reinstall the blackeyes). either way the one you posted shows the boundaries of the eye - and that its simply a round eye map on a square template. thank you for posting it. off to update my product page, hehe. cheers, -gabriel
ah - forgot to mention... one small issue when it comes to compatibility: my blackeyes textures are actually rotated 90 degrees counterclockwise. the TOP of the iris is actually the LEFT side of the map. so if someone is painting on highlights or something (which arent very necessary since the outer eye layer accepts actual light highlights) then there may be a slight difference in how they render.
Ah, the rotation makes sense with the highlights. Other than that, the two eyes aren't exactly the same, but they are very close and the (few) textures I tried got very good results. When I layer the V3 template over a typical BE texture, the V3 Iris extends about 2 1/2 polygons past the BE iris, and the V3 pupil extends a poly or two past the BE pupil. But, I'd say most textures will look very nice with no tweaking, and most of the rest with only minor tweaks. Pulling a number out of my hinder, I'd guess that 90% of V3 textures will work. (My sister says that you are "one lucky bastard" for it to work out that way without trying. ^_~ )
lol i created blackeyes before i even heard of v3, let alone saw her templates... i guess i am lucky, heh. but there arent that many ways to map a sphere, i suppose - either way its going to end up as a circle on a square map. good thing the irises are more or less the same size though. cheers, -gabriel
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I am looking for some Hi-Res eyes for Mike , looking for Brown color. These do not have to be free, but need to be Photo realistic. If you can point me to what you think are Good or the Best, Please do. If you have images posted I'd love to see them. Thanks Niles