Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
Nice renders David. From a pure realism point of view - I think that human skin has enough translucence, that full strength AO is a little strong. So just having a tiny amount seems to be the key.
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I agree with Paul (face_off) about the AO, but you're off to a very good start here, David. The example renders look quite good, but the AO is just a little bit strong on the last one. Great effort!
Tools : ย 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
The skin texture is very nice, but I don't find that type of body physique to be very attractive... maybe in a gorilla, but not for a human male.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
I'm sorry I actually like the second one. The ambient pass layer I think was set at about 25% or so (I maybe wrong I'll have to go back and check my photoshop file). I might try another render later today with a different body type and see how that goes. The morph in the pic is M3's muscular3. And the face morph is a converted Tom Welling morph. Texture was one of Jepe's, but I can't remember which one I used (I have several). David
I have 4 lights that I use. I think I set them at 50-70% intensity. Color for all 4 lights is white. If I remember right I have them all set at about 20-30 degrees on the x-axis. I then have a light at 90 degree intervals (0,90,180, 270). Depending on the pose and position of the camera, when I run the script I'll set a different light as the "main light". For some strange reason though the script will holler and ask if I really want to use that particular light as the main light even though light "x" is the brightest in the scene. Which is weird because they're all set at the same "brightness". I've got this light set-up saved in my library and I use it as my default setting for most scenes. David
what you are looking at is the primary reason ,in dave renders,
I refuse to use Mike3 for anything
being a derivitave of the original vicky3
he is only Viable, in my opinion,
for making Svelt, waifish,pretty "euro-femboy"
Characters.
as soon as you try musceling him up
you get a figure that looks like some Bizarre "Star Trek"
transporter accident.
LONG LIVE MIKE2!!!!! Message edited on: 05/17/2005 09:19
Dave... I'm not offended. I'm just trying not to giggle helplessly. In my experience, it's about as realistic a man as most Vicky renders are realistic women. I'm not turned on by Wolf's pic, but I can just about believe the guy could exist. Anyway, a few things which look odd: Neck muscles. Upper arms (have you posed the "shoulder" body parts and not the "collar" parts?) Muscles too sharply shadowed. And that penis -- he is not relaxed. No apparent effects from gravity. It's the male equivalent of the typical topless Vicky, but you do have an explanation. Of course, he would look better if he weren't human, but that just me :)
Well I'm working on a better render. I did one at lunch today and it didn't turn out as well as I would've liked. I think might have had duplicate texture maps. I may have to clear the material nodes, re-apply the maps and then rerun the script. I did get an error about some materials not have any nodes connected to them ("SkinThigh?"). David
BTW dave i think your lighting,posing and Face_off's textures look great!! The problem I have is with the construction of the M3 model itself
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David