Tue, Oct 1, 4:27 AM CDT

Camilla / Revision One.

Poser Portraits posted on Apr 10, 2007
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Description


OK, I tried to follow some of the suggestions. I got the Unimesh Realism python script, and what a great help THAT was. With it, I managed to get Camilla's pale skin to show properly with SSS. Ambient Occlusion is on this time. Her molars are no longer visible, just her front teeth and fangs. I think the lip texture is proper now. (I hope) I added a bump map to her sweater and toned the reflection light down so it hardly shows. Not much luck in making the gun barrel look more metallic though. After this, I'm off to DAZ to get Shadow Dancer for Victoria 4! Finally! I can use the FULL V4 for my Vik character. :) Now, no shadow is completely dark. Light reflects, in varying degrees, off almost everything. I'm wondering how I can imitate that in Poser. Her hair, for example, should be better lit, with highlights. How does one DO that, without making the light already hitting her, too bright? Greywolf PS: Sorry to hit you with so many versions of this portrait, Jen, but I'm gonna get this perfect if it kills me. :)

Comments (16)


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Steff_7

10:21PM | Tue, 10 April 2007

I only have nice words for her and think your render is awesome. I will need to catch up on the other versions of it to see where you started. Excellent work..

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Heztia

11:47PM | Tue, 10 April 2007

I agree with Steff! I think you did an amazing job! I love her face it's perfect! ;0) Heztia

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Bea

12:03AM | Wed, 11 April 2007

I think this one is so much better - though I still wonder about the teeth texture :(

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jonthecelt

2:22AM | Wed, 11 April 2007

Just a couple of pointers, regarding the lighting... Firstly, to really lift her from the background, you might want to put a backlight in behind the figure but in front of the wall. Either make it a sptlight pointing directly at the camera (and only light the figure with it), then ramp up the brightness to bring out a nice lit outline of the hair and figure - or make it a point light, and use a lower intensity so that the background is also lit by the light. Either way, I would recommend turning off the 'cast shadows' option on this light. Regarding the lightening of the shadows, I would use a fill light at an anlge equal and opposite to your main light relative to the camera (for example, if your main light is 45 degrees to the left of the camera, then make your fill light 45 degree to the right). Again, set this to cast no shadows, and keep it at an intensity high nough to get the detail picked out that you want, but low enough so as not to wash out the contrast you have there. If you find this begins to give you unwanted specular highlights, then going into the material room and selecting the fill light allows you to set the specular colour of the light to black (thus removing any specular highlights it may cause). Otherwise, an excellent character stduy, with real expression and life. Well done! jonthecelt

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Mondwin

4:42AM | Wed, 11 April 2007

Really a gorgeous work Dear Friend!!!bravissimo!V:DDD.Hugsxx

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kobaltkween

6:23AM | Wed, 11 April 2007

marvelous improvements. her skin tone is much better suited to her character, and her shirt looks like it's a real object with texture rather than a mesh with a flat texture. on the gun barrels: rdna has some free procedural metals. i suggest trying some of the irons out, if you like. there's also some free ones in the templargfx, ajax and mapps shader sets in freestuff here. on her hair- don't be afraid of the dark. when i look at photographs of hair, black hair especially, or look at it in real life, what strikes me is how high contrast it is. very, very little in the way of highlights is needed in low light conditions. i can see what you mean, in that the hair on the right looks pitch black. but i don't think it needs to be much brighter. i suggest a tiny bit of ambient light on it- a desaturated blue or indigo at .15 or less. and if you're willing to do post work, some soft touches of highlight the color of the highlight on the left on the top of her head with free hair brushes would give it a bit of volume, shape and shine. oh, and don't forget to turn up the shine (with a little bit of bump) on those pearly whites. right now they look matte. this is coming along great! it's so exciting. she already looks tremendous.

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richard57

10:12AM | Wed, 11 April 2007

excellent! good work

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Tiari

11:20AM | Wed, 11 April 2007

LOL as per usual, i'll be the voice of dissent. I liked the first one better, particularly the skin, though the lighting IS better in this one.

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RBlue

11:59AM | Wed, 11 April 2007

Your lighting alternative on this image makes for a more engaging render. Better than the previous one. A little too dark with such good materials to display, you may consider some weak back lighting and some ambient occlusion. Very good framing and a well posed caracter!

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thecytron

12:52PM | Wed, 11 April 2007

Excellent modelling work!

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Rutra

3:54PM | Wed, 11 April 2007

An improvement, no doubt. Her hair is much better and so is her outfit (much, much better!). Her mouth is also better, including the shape and lipstick. They still seem like having too much light in the inside, though, IMVHO. I agree with jonthecelt regarding lighting, i think some rim light on her back would look very good on her. Very own personal opinion: I dont like her eyes, they are too red and plasticky for me but, repeat, it's just my own personal preference.

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DarkPascual

4:10PM | Wed, 11 April 2007

Look totally diferent from the previous one!!! This has a more villaness look...Nice switch!!!

atilla39

4:19PM | Wed, 11 April 2007

This one is so much better. The lighting, colors and pose are good. Two snaps in a circle....lol

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pjz99

3:52AM | Thu, 12 April 2007

You're really picking up a lot of good technique, especially with lighting. That shadow from the gun looks great, and the gentler lighting made the clothing look quite a bit better than last time around. To me the gun looks very good, it doesn't need to be chrome polished, the back part looks very grimy and I can accept it's an older, well-used piece of hardware, and maybe the barrels are just a dark, dull alloy or composite. Polys are nice and smooth now. The AO killed the mouth/nose glow nicely. If you want her hair to catch a little light, one goofy trick that I use sometimes is to apply Fastscatter SSS on the hair material - if it has multiple layers, some combination of one or multiple layers with experimentation. It doesn't work too well for light hair, but imo pretty nicely for dark hare with some discretion and trial-and-error. That isn't an objection, I actually think this is pretty damn good just like it is, but it's something for you to experiment with if you want to. Ace piece of art.

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CrimsonDesire

8:05AM | Thu, 12 April 2007

Hmmms, I likes both of thems, great variation on the orginal ^^

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dphoadley

1:11AM | Fri, 13 April 2007

Lovely image! I like this one as well as the previous one. Most of what I'd have said, has already been said previously. I've been so busy with my Posette remapping project, that I've gotten WAY behind in my comments, so please forgive me for not having commented earlier. You have a very unique talent, and are an inspiration to us all. DO keep it comming! David P. Hoadley


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