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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: Advice on V4 Character


stormchaser ( ) posted Wed, 11 July 2007 at 8:49 PM

Iuvenis_Scriptor - One more thing before I drop off for the night, you are not alone with your problems regarding V4 eyes. I still see alot of poor eyes on V4 characters in the marketplace. A new character has just arrived now, I won't mention names, the skin texture is brilliant, very realistic, but the eyes? No way! 
In my opinion working with V3 was much easier in this department.



Conniekat8 ( ) posted Wed, 11 July 2007 at 9:40 PM

making good progress there!!!
one thing I'm noticing on the last render is the specular highlight. Looks little out of focus, or a bit blurry. On smooth wet surfaces specular highlight edges tend to be sharp.
I think you nailed the amount and size of capillaris.
I agree about desaturating irises a bit. Most people's irises, especially those of olive skinned complexion tend to be grayish towards the outside.

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Iuvenis_Scriptor ( ) posted Thu, 12 July 2007 at 12:14 AM · edited Thu, 12 July 2007 at 12:17 AM

I've done an artistic render just to see how she'd hold up.  I'm really starting to appreciate that skin shader.  Face_off is a genius!  Also, I reduced the saturation in her ires.

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Iuvenis_Scriptor ( ) posted Fri, 13 July 2007 at 4:53 PM

I've been in contact with someone at Daz who has generously offered to work with me closely to help Natalie be all that she can be.  He told me that a complicated skin shader is only for cruddy textures, so I decided to see what I could accomplish without the shader.  I did, however, figure out a way to capture the fresnel effect of the shader onto an external trans map that I can apply via blender node.  My friend at Daz also introduced me to using specular maps, so I've added those as well.  Finally, I made some further adjustments to the eyes. 

Here's the latest version of a shader-less Natalie:

To be safe, I'm considering including both the shader-less and shader-dependent MAT poses in the pack.  What do you think?


crucibelle ( ) posted Sun, 15 July 2007 at 4:52 PM · edited Sun, 15 July 2007 at 4:53 PM

I hate to be a downer, but it looked much better with the skin shader.  Also, she's looking like she's sunburned, now.  The irises are still a very un-natural looking shade of green.


Iuvenis_Scriptor ( ) posted Sun, 15 July 2007 at 5:44 PM

I kind of figured as much.  The new shader-less texture settings are still a big improvement over the textures I started out with.  I did a render of the abdomen with the torso texured the new way (the same way the face is above) and the hip textured the old way, and there's a definite difference.

Still, they can't beat the shader.  That's why I've pretty much decided to include both shader and non-shader MAT poses in the character pack. 


Miss Nancy ( ) posted Sun, 15 July 2007 at 8:05 PM

yeah, the abdomen shader looks alot better than the hip tex IMVHO.



stormchaser ( ) posted Mon, 16 July 2007 at 5:40 AM

I have to say the skin on her abdomen is very, very good.
For now I would forget everything else and  just concentrate on the eyes as they seem to need the most work doing. Would it be wrong of me to suggest to actually start the eyes again from scratch, with new resources & textures? I've found when creating something that when I continually try to improve a certain aspect of my work it just ends up getting too frustrating & starting afresh brings new approaches.



stephaniebt ( ) posted Mon, 16 July 2007 at 8:19 AM

-->He told me that a complicated skin shader is only for cruddy textures, so I decided to see what I could accomplish without the shader<--

Wow. I'm have a hard time believing that a Daz employee told you that. Skin shaders can add a lot to even the most beautiful textures and are included in every Daz character pack that I know of that's been released in the last two years or so.


Iuvenis_Scriptor ( ) posted Mon, 16 July 2007 at 9:46 AM

Actually, I don't know if he works for Daz or not.  I just met him via the Daz forums, and he seems to have some experience with this stuff.  The main issue we're facing right now is Daz Studio compatibility.  He's working on constructing a DS shader that imitates a P6 blender node, which I use quite frequently in my textures.  On the plus side, he's told me that from what he's seen, the textures are "certainly up to industry standards."


jjroland ( ) posted Mon, 16 July 2007 at 12:06 PM

...

Try a photoshop tutorial or 2 on enhancing eyes.  Not sure if it will help but some blending along the iris and basic dodge and burn stuff would help a bit.  Not sure how to achieve the glossiness that yours lack - but do some searches and you might find the info.


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Iuvenis_Scriptor ( ) posted Mon, 16 July 2007 at 6:55 PM

I did some work on the eyes, mostly on the sclera-iris transition but also on the tear map.  I also changed the lash trans map.  This is the result.

How much of an improvement do you see?


SamTherapy ( ) posted Mon, 16 July 2007 at 6:58 PM

Definitely getting there but still too saturated IMO.  You also need to kill off the symmetry of the eyebrows.

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crucibelle ( ) posted Mon, 16 July 2007 at 7:50 PM

Iuvenus,

The eyes look much, much better, IMO.  Good going. :)  One more little quibble (you knew it was coming, didn't you.. lol) -  I think her lacrimals need to be a bit darker...and closer to the shade of her skin.  Right now, her lacrimals are a 'cool' pink tone... they need to be warm toned, as her skin is.


Ghostofmacbeth ( ) posted Mon, 16 July 2007 at 10:49 PM

I really think you need to get rid of the painted highlights on the eyes but that is me.



Iuvenis_Scriptor ( ) posted Mon, 16 July 2007 at 11:12 PM

Thanks for the tip.  I did some further work, and this is the result:


Iuvenis_Scriptor ( ) posted Tue, 17 July 2007 at 2:07 PM

Even further work has yielded this:


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