AcePyx opened this issue on Jan 10, 2021 ยท 163 posts
AcePyx posted Mon, 11 January 2021 at 5:49 PM
caisson posted at 5:43PM Mon, 11 January 2021 - #4409955
The fastest easiest way would be to work with scan data. That's what I think a lot of games studios will be doing - much more cost effective. From a Poser POV though, go look at the sort of prices for commercial usage ...
Anyway, this is what I could get from P11 back in 2015 with a free head from Ten24 (aka 3dscanstore dot com). The eyes are rough as it's a single mesh item, they aren't separate - image is post processed and eye highlight painted in. I did convert the 8 bit bump to a normal map, but the shader was ridiculously basic (and I wouldn't use it now!).
That's a great image. You say that the easiest way is to work from scan data, but are not many of the artists working with photographs and scans, even if not 360 degree full body scans? You say your shader is basic, yet the results still looks better than any of the complicated dozens of node textures that I see routinely sold by our best character creators. Looking at the textures, I see nothing crazy that the Renderosity professionals are not able to recreate. Are you a node wizard and your simple set up is performing some dark alchemy, or is it truly that the texture, simple though it looks, is actually conveying more information than the average commercial texture - even the professionally created ones made by DAZ?