Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)
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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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.
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?
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.
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.
-->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.
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."
Definitely getting there but still too saturated IMO. You also need to kill off the symmetry of the eyebrows.
Coppula eam se non posit acceptera jocularum.
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.
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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.