My name is Paul, I live in Adelaide (Australia), and I'm just about to hit the big four-o. I spend way too much time using 3d applications like Poser and ZBrush2. Being a (no-postwork) realism nut, I have developed a number of realism tools for Poser, and the skin shader scripts for Poser are avaialble here at Renderosity.BIOA couple of useful links...
My Products Support Forum
Advanced Image Based Lighting in Poser 6
How to achieve more realistic skin texturing in Poser 5
Ambient Occlusion Node Tutorial
Poser 5/6 Skin Shader Comparison
Hover over top left image to zoom.
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Comments (7)
Holli
Very nice render. Very realistic.
svdl
That skin texture looks brilliant! Hope you saved those nodes as a material... Excellent!
richardson
Those nodes would look so nice in my matroom! lol. Now I see the light...Astonishing but can it hold up in a closer shot. The ear looks sculptural. Most neglected item on V3. You can almost imagine "peachfuzz" on her cheek. A superb bit of homework!
jeriko
Excellent close-up!!! Try to show the eye, will be perfect!!
StealthWorks
Excellent!! I LOVE photo-realistic renders and obviously a lot of work has gone into this - why are there not a lot more comments here? C'mon people - credit where credit is due
Jedi_Padawan
sigh what a wonderful work! I'm deeply impressed. I think it was a perfect idea to hide the eyes, as they always destry the realistic look. This way it's perfect with the poser-abilities - I love it! Would you mind to share your material settings with us? Pretty please? ~Saskia~
face_off
The material settings for this image are very complex. It's a series of edge_blend nodes connected to mathes functions, into ambient and alt_diffuse. It's all very much "work in progress", and seems to be quite light dependent. I'm looking at writing a phython script to take a standard mat pose, and add all the extras. Try this as a starter....1) add a very small amount of ambient red (say RGB 30, 0 0). 2) Switch off specular and use a blinn spec shader in the alt_spec slot. Plug the bump map into the blinn source, and tint it blue. 3) Subtract a small spot node from the diffuse texture map (only subtract green and blue - maybe 30, 30). 4) Use an edge_blend + bunch of mathes nodes to make polys on a 45 degree to the camera redder.