Aviticus opened this issue on Nov 17, 2001 ยท 11 posts
Aviticus posted Sat, 17 November 2001 at 3:05 AM
I am using the Anya texture from Daz3d for the body and one of the Anna Maria textures from renderocity.com for the head/face, and I can't seem to get rid of that white blotch on her nose. If anyone know's how to get rid of that, or condense it I would be grateful. I don't know if my lighting is good for a portrait. I've been fooling around with lighting for a while tonight too. If anyone knows a good way to position lights for a portrait, reply! ;0 (Although I guess it depends on which angle the person is looking at). Also, if there's anything else I can do to make this more real, let me know. I want to make it as real as possible.
Thanks!
James
soulhuntre posted Sat, 17 November 2001 at 3:58 AM
Hey, looks good... Some thoughts: * Turn down the bump on the body * Maybe curl the fingers a little more... it looks a bit stiff.. * Use a less strong spotlight on the face... divide it into a spot/highlight light and one softwer one to bring up the brightness some -- that will "shine" less on her nose.
LaurieA posted Sat, 17 November 2001 at 3:59 AM
My guess is that the high shine on her nose is on the texture. If that's the case, the only way to get rid of it is to touch up the texture. Take it into a paint program and darken the shiny areas up a little bit. Laurie
RenderBeast posted Sat, 17 November 2001 at 6:02 AM
You need shadow of glasses and nose. The hard edge one for thid lighting. And nail color. I agree with Soulhuntre about post, look like she's not touch her face. Great work on morph.
mabfairyqueen posted Sat, 17 November 2001 at 7:14 AM
You're planning on doing post work on the hair I'm guessing to make it less 3d stiff looking. It's going in a direction contrary to gravity.
pokeydots posted Sat, 17 November 2001 at 8:47 AM
Looks Good to me :)
Poser 9 SR3 and 8 sr3
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Blackhearted posted Sat, 17 November 2001 at 9:21 AM
hair colour looks a little bit unnatural. i would definitely recommend the 'anna-maria' texture from this pack by catharina, since the 'anna' tex youre using has the problem with the highlight/blackheads on the nose (which is easily fixed in photoshop though with the clone tool) and the lips are a little misaligned. i would do away with the body bump map altogether - looks like the scale of it is too high - noone has bumps THAT big on their skin. just dont use a bump for the body, not really necessary in closeups like this, you want all the attention on the face. as for the shadow with the glasses - for some reason they dont cast a shadow. i believe its partly because transmapped items, no matter how high their areas of opacity, do not cast shadows in poser. as for the frames - items that are very thin do not cast shadows either, unless the spotlight is a few inches away and you have your shadows maps set to insanely high settings. my suggestion - paint in a faint shadow in photoshop with the multiply tool. if you do it on a separate layer you can mess around with the eraser tool and trim the edges. good job, cheers -gabriel
Catharina Przezak posted Sat, 17 November 2001 at 5:14 PM
Attached Link: http://www.poser4u.com
If you make a face render please user the face camera and set the first setting of the face camera to max I think it is the focal , more focal more natural the face will more proportional and profesional.Aviticus posted Sat, 17 November 2001 at 6:38 PM
Thanks everyone for your input, I really appreciate it! James
3dfilmdag posted Sun, 18 November 2001 at 2:36 AM
My goodness. Here I am trying to focus on cartoon characters and I see this picture and just look on in wonder. The lips are unbelievable(bump map)The eyes are magically hauntingly real. Great effort. I am quite sure your teacher will be proud of you. Don't worry about the apple the picture will make you the teachers pet,
hauksdottir posted Sun, 18 November 2001 at 3:32 AM
Sorry, the render does not look real. The lip texture is very good. Everything else screams "fake". The big problem is lighting. The light on her hair is from the top. The light on her face is left side. The light on her hand and neck is below. The light on her eyes is upper right. And her nose? :: Choose a major light source/direction and a secondary source for fill. When you decide on the lighting, you will know where the shadows from the glasses are supposed to go, and you can add them. That will reinforce the dimensionality of the piece. After you get the lighting under control, you can worry about the texture maps. I'd tone down the bump map on both face and body. You'll want to take the hair into a paint program and streak some other colors into it so it doesn't look like it was dyed magenta this morning. This is a nice thought. However, if it is for a teacher, you'll want to take extra care to get it right. Carolly