Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 10:18 pm)
Well I am partial to the ones I made LOL , but you can judge for yourself.. and they work on all tehe other Millenium 3 characters and teh youngteens and preteens.. any questions holler!
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If by my life or death I can protect you, I will!
The problem is in fact more complex: the eyeball should have a flat iris with a curved lens over it. It should be wet. And, due to gravity, the tear liquid should accumulate and add specular light to where the eyeball meets the lower eyelid. The teargland should be partly covered by a membrane, the last left-over from a third eyelid. The lower eyelid should disappear beneath the upper one at the outside, etc etc.
It's not a question of knowing how to do it in 3D: it is possible, but within limits. But eyes, even when created in XSI, Maya, Max or whatever are usually what betrays digital humans. And no texture of an iris, however photographic it may be, will ever add life to a digital eye if the eye itself is not correct.
I visited your gallery, and why don't you show it in your works, for example in your "Mindy"? Speculars cannot be where there should be shadow.
i took down 95% of my gallery long ago, and didn't put back up
remaining ones were for "special" cases, friends asked me to keep em
the detail in them is far from perfect lol but they weren't made for that
the iris in a human eye isnt accually flat, its very slightly concave, but either way
any decent eye models i've seen, have morphs to allow both ways
i like a very very slight spec on the iris, but thats just me :)
next the eyewhite, i find by having 2 layers in the mesh, very very slightly apart
tends to work a bit better, texture on the inner layer, with the outer used to create
a slight "milky fog" effect, that appears to be between the 2 layers, and includes veins
then comes the pupil, i find having an "inside" to the eye works strangely, just a 3rd
sphere shape inside, with a hole where light passes through the iris center
setting the color for the inside of the eye to about 15R/15G/15B, and a bit of work
with diffuse node to cut out too much light (so no bright sun makes pupil look white)
cornea has reflection, but needs thebright objects to reflect stronger than the dim ones
i found multiplying the reflection times itself works decently, but i've seen better
the "tear gathering" at the lower edge of the eye, can be done by a careful setup with
AO node, N node, and some math, plugged into displacement chan
i spent 3 months trying to create realistic eyes in P6, i can go on forever :P
having a girlfriend with pretty green eyes for a live reference was very useful :)
runs back over to carrara to play with better lighting :D
Attached Link: My tutorial on getting good facial shadows - fixes eyes, teeth, and nostril glow.
Gongyla, I totally disagree about the necessity of postwork. I never do postwork, and get very good shadows from the upper eyelid. Please read my tutorial in the attached link.Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Yeah the lighting is stark - but that was on purpose. I'm not doing art here - I'm demonstrating how shadows are supposed to look. To make this a nice portrait, I'd use IBL and probably another fill light. But then you would not be able to clearly see the shadows.
So many people have no idea how to get the shadows on small features to work right in Poser. Some don't even REALIZE they aren't right and just keep posting fake looking renders. That's why I wrote the tutorial.
On the bump map issue... I can't remember if that was the Daz High-Res texture set alone or I added some granite. If it's the texture set alone, then that sucks, right? In any case, this bump setting wasn't meant to be used with such stark lighting because it is scary.
However, you've got me curious now, so I'll check that bump texture and see if it works better by negating it. It shouldn't, though, because who would sell a professionally made bump texture that doesn't work well when directly plugged into the bump map? Oh, right, it's Daz.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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Title says it all really, any suggestions?
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