Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 11 8:37 pm)
Content Advisory! This message contains nudity
This is not my product, but I assume you mean something like the second content advisory image for this? Caution: Nudity.
http://www.renderosity.com/mod/bcs/shootbabes-michelle/93790
Content Advisory! This message contains nudity
Gremalkyn: Yeah looking to get a look similar to her face.
edit i did a random search and found a picture with what i'm looking for. Notice how the shine on his body is a bit greasy/speckled. What would i do in the material room to achieve a similar look?
Check here
And check here
Some have examples of the nodes setups I used at the time.
have to go, no time to update right now.
Experiment
Happy Posering, Tony
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
it depends on your lighting.
When you're using direct lights (point/spot/...) you need to use specularity. I tend to use rather large highlight sizes in this case, and a low value/dark color, and gradually increase brighness of the latter till satisfied. Note that reflection nodes don't handle direct light.
When your're using IDL lighting you've got to use reflection, as specularity does handle direct lights only. Just a white skydome will do, but it should match the rest of your image of course.
The third way is to use IDL lighting, plus some direct lights with (in Material Room) the diffuse channel blacked out. That combines both worlds.
My personal preference, especially in the last example, is to use more direct light and less indirect light because not only the highlights but also the shadowing does an important job. And while IDL is good at lighting, it's poor at shadowing. Direct lighting is just the opposite. Like real photographers: combining artificial and natural light for the best result.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
my first impression is; your lighting.
A photographer would hold a white/grey/black chart next to the object to get his white/grey/black points right in the capture, you can do the same. Then you know.
From a Poser point of view I would say: I see 100% diffuse on an image map of about 50-70% brightness itself, plus 100% specular plus full Blinn on the Alt_specular, so under a 100% white spot I expect 200% respons = serious overlighting. And 50% grey on the chart should show 50% grey when measured in Photoshop or alike.
The Freak image however shows a dark floor, medium dark muscles and a mild cyan light. Thinking as a photographer; more flash, more exposure. Those muscle shows are like fashion shoots, ringflashes, reflecting umbrellas, all power to the bulbs, and hard shadows. This is not the place or time for softish outdoor overcast girl-skin-friendly IDL.
(my main message is: when you're into Virtual Photography, thinks as a photographer).
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
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Sup guys. I was wondering how you can get skin to realistically have a greasy/sweaty look to it. The look i'm shooting for is for males, that bodybuilder greasy look, and for females, that oiled skin on the beach look. I have a basic understanding of the material room and using the specular settings/highlights. However, while bringing out the highlights looks ok, it doesn't have that speckled appearance that real greasy/sweaty skin hav, and in some cases it makes the figure look a bit plastic.
I do not know much about the other nodes i can use, like the glossiness etc, maybe that's where i'm supposed to make changes.
I know there's a few people here who have deep understanding of the material room. Hopefully one of you material room guru's can help me out and give me some tips.
I'm using poser pro 2012 and i postwork in photoshop CS5.