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*raw* Everyday Magicks: Studio

Poser Faeries posted on Jun 14, 2008
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Description


this is the raw render of an image i did (again, a while ago). it kind of split in two after this, because i had first done it in December, but came back to render it larger in January. i must have managed my files badly, because i'd messed up the morph and changed the face. i tried to change it back, but i ended up just making a fairly different face (because all attempts to return to this face failed). i also changed the lighting. when i went to postwork, i still liked the old one. so i blew up this image, and postworked it separately. tomorrow i'll post the postworked version. then the raw and postworked versions of the other. rebelmommy's lilith, now at DAZ. koz's long hair, i'm guessing with no diffuse texture. my own shaders and lights.

Comments (5)


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doarte

9:09PM | Sat, 14 June 2008

She's indeed a lady for all seasons, culture and climes! Lovely Portrait...and looking forward to the next installment. +5 from doarte's MADHOUSE

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dphoadley

9:59PM | Sat, 14 June 2008

This shows great promise, I wait in anticipation for the next. DO keep up the good work. DPH

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pops

10:30PM | Sat, 14 June 2008

Awesome image

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mikeerson

6:31AM | Sun, 15 June 2008

lovely image, I like everything, but the top of the head looks like you had a render problem... easy fix... crop it.

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Rutra

9:02AM | Sun, 15 June 2008

I don't see anything wrong in the top of the head, that mikeerson mentions. It looks perfect to me. And, anyway, I also don't think cropping it would be any good, I think it would not look right, compositionally speaking, but that's only my opinion. I like her face morph a lot, it's sweet and fragile. I'm not too crazy about the light, it looks a bit flat to me and there are shadows missing from the props. I don't like her skin texture at all. It looks too regular to be natural, her eyebrows seem painted and her lips lack bump, specially on the top one. There's hair missing in front and above of the left hear, she looks bald in that area, which is strange. Most of these things, if not all, can be fixed in post, I can't wait to see the postworked version.


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