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321 comments found!
I added some redness in the eye corners that's visible if you rotate the eyeballs far enough to on side or the other. I think that'd be more realistic than having it visible all the time.
By the way, in case anyone's interested, here's the male character I was talking about. His official name is Victor. I designed him to look at home in a Superman suit, but I also intended for him to have the versatility to play other roles as well. Comments welcome.
Thread: Texturing Advice | Forum: Poser - OFFICIAL
Well, this is what I hope to be the final result! Any further thoughts are still welcome, however. Thanks for all your help!
P.S.: Her name is Francesca.
Thread: Texturing Advice | Forum: Poser - OFFICIAL
The shape of the eyes are personal taste for me. There are few things more alluring to me in a woman than eyes like a doe. Come to think of it, the whole character sort of emodies many characteristics of my dream girl (and I'm sure I'm not the first male artist to whom that's happened). Her face was designed to be soft and round without looking chubby. Her body was designed to be curvy without being over-the-top (in fact, I set the Thin FBM to -0.2, since I like a girl who's sturdily built).
Anyway, I'm going to wait and see what a few others say about the eyes before starting to update the eye MAT poses (again). I'm also working on a male character (Vittorio-based) whose textures are essentially identical to the ones you see here with the exception of different eyebrows, more body hair, and an option for giving him a five o'clock shadow using a trans map. I'll have to update the MAT poses for him as well.
Not to get too far OT, but would you all recommend selling the two characters separately or together in one pack?
Thread: Texturing Advice | Forum: Poser - OFFICIAL
Yeah, I know. I'm using Poser 6, and the eyelashes do look speckly in all but the closest and/or highest-quality of shots. I have been using default draft render settings, which as it turns out, was detracting much more than I thought it would from the images. Here's a render using settings I learned from Addy. I gave her brown eyes to prevent distraction, since the too-bright green ones will be easy to correct.
Truth be told, most of the skin texture is Sarsa-based. I make texture sets entirely by editing and blending together elements from two or three different merchant resources. I lack the skills to do anything from scratch. I can only hope that the end result is original enough to be eye-catching.
Thread: Texturing Advice | Forum: Poser - OFFICIAL
Well, I've made a few more improvements, and I'm really happy with the results. Let me know what you think.
I decided to test it using the green eyes instead of bluegreen just for a change of pace. I changed the hair color to black 'cause I think black hair and green eyes just go really well together.
I also re-morphed her a bit and took out a tad of red in her skin tone.
Thoughts, anyone?
Thread: Texturing Advice | Forum: Poser - OFFICIAL
Surreal, you're a lifesaver. I tried a slightly modified version of your procedure, and it worked wonders!
The best thing is that I can do away with that tired reflection, which was becoming more of a distraction than a help. What do y'all think now?
Thread: Texturing Advice | Forum: Poser - OFFICIAL
Thanks again for all your help! I darkened the outer edges of the ires further, changed the highlight settings on the ires, pupils, and eye surface, and imported Sarsa's eyewhites. I did lighten the whites up some, though, since in my opinion Sarsa's unaltered eyewhites are too dark and make the character look sickly.
What are your thoughts now?
Thread: Texturing Advice | Forum: Poser - OFFICIAL
Thanks for all your suggestions! I did some significant work on the eyes, and I think at least some improvement has been made. I moved the slight redness to the lacrimal's side of each eye and darkened the outer edges of each iris.
This is what the eyes look like with a cornea trans map, a tear trans map, the highlight color on the Sclera set to gray and the highlight color on the Iris and Pupil set to black (all three highlights also have the main texture map applied). The EyeSurface has no maps applied and has the color diffusion and highlight color both set to white. There never were any reflection maps or painted-on reflections involved, and that hasn't changed.
Please let me know what you think.
Thread: Texturing Advice | Forum: Poser - OFFICIAL
Okay, that does it! I am officially crying out for some really professional help with eye texturing! That seems to be the one thing that people consistently say looks a little unreal. Anyone with experience in realistic eye texturing, PLEASE HELP ME!!
Thanks!
Thread: V4 lip morphs - taking requests | Forum: Poser - OFFICIAL
When you finish this project, what are the chances I could talk you into making something similar for the V4 eyelids? They're my one remaining complaint about V4. For example, it's almost impossible to make the outer half of them heavy and then taper the inner half. With built-in morphs, they're pretty much either thin all the way across or heavy all the way across.
Thread: High School Musical fans - Comments Please | Forum: Poser - OFFICIAL
Thread: Help With V3 Werewolf Texture | Forum: Poser - OFFICIAL
Thread: Help With V3 Werewolf Texture | Forum: Poser - OFFICIAL
Quote - I did a quick check on some DAZ textures, and the head was about 720 pixels while the body was 150.
Are those lengths or widths?
Unfortunately, I'm completely clueless with nodes. I have never used the Advanced view in the Material Room. I have tried resizing the textures and changing the resolutions. So far, no improvement.
Thread: Character Freebies: Legal Concern | Forum: Poser - OFFICIAL
Well, that solves that problem, then. Now all I gotta do is wait to hear back from Daz about distributing Troy's head texture. You see, the whole texture is original except for the eyebrows, which were copied from the M3 Universal Textures (Hi-Res), scaled down a bit, and grafted onto the face using blending tools found in Adobe Photoshop. I did a similar thing with Gabriela's eyebrows and lips, drawing from the head texture for "Fiona for V3." I have contacted Fiona's creaters on the matter as well, and hopefully I'll hear back from them soon.
Thread: Character Freebies: Legal Concern | Forum: Poser - OFFICIAL
Right. So if I just don't even mention anything related to Disney or "High School Musical" in the freebie description, I should be okay using the names "Troy" and "Gabriela," right? After all, I seriously doubt Disney can copyright the names themselves (something more exotic like "Simba," maybe, but not run-of-the-mill given names). In fact, one thing that might help ambiguate the identity, at least in the case of the female character, is that I insist on spelling her name with only one 'l' while Disney spells it with two. Drives me nuts, really. The character's looks and last name make it highly likely that she was intended to be Latina, and a double 'l' sounds like a consonantal 'y' in Spanish. Her name is not "Gabrieya," people! But I'm getting OT here. The point is if I present these freebies as completely generic characters and let those who are familiar with "High School Musical" figure out my true intentions for themselves, I should be free and clear. Am I inferring correctly?
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Thread: Texturing Advice | Forum: Poser - OFFICIAL