Getting PMP caused me to go a bit shader happy. After covering a lot of things with astroturf, I turned to something more serious; I THINK this qualifies for both the clothing and building contests, but you be the judge.
It’s almost easier to say what isn’t covered by a shader here. Basically the girl’s face, hair, plus the drill bit, the glass of the visor and the front face of the yellowish building in the lower left corner are untouched. The costume began as Darkworld’s Cheetanah 2nd skin body suit, keeping the original fur glove and boot textures, but replacing the rest with kelvar from the Hardcore Utility Shaders (henceforth abbreviated as HUS.) The climbing gear consists of the baltric belt and knife sheath from Courageous, the garter belt from V4 Domino, the cat collar that came with Cat Girl for Genesis gloves and the facemask from Liquid Halo from Sky 16, all done up with #1 Black Latex and a variety of metal shaders from HUS. The drill is a prop that came packed with Poser Pro 2012, with new steel and aluminum shaders on the chuck and Hamered Gunmetal on the body, again from HUS.
The buildings and street in the far background are a complete “install in one set” from the Poser 2012 “Spy kit,” which has some neat individual items but the some of the worst mixes of scales I’ve ever seen in a prebuilt environment. The Pimp My Prop shaders “Asphalt covered all the road surfaces, as well as the roof and patio of the yellow building,) which got rid of all the scale-breaking road markings. I also daubed concrete from PMP and Gunmetal from HUS on the building directly behind that one, and covered all the ground surfaces with Pavement from PMP to give it a more downtown urban feel. The piece de resistance is the “building” the cat burglar is hanging onto, which actually isn’t a building at all. I wanted something the character could actually hang on to, so that’s that’s the wooden yard table from the Dream Home Yard and Pool set, turned on its side, stretched disproportionately on X and Z axis and completely covered with a rough aluminum shader from HUS. You could never stretch a texture map like that without it looking awful, but shaders, wonderfully, don’t care. (There are also two white ground plane primitives positioned behind the table to bounce the light through the slats and to prevent those lights inside from spilling through onto the main set.) One final touch was to use a PMP concrete shader on a building that’s only seen reflected in the wall of the Yardtable Building, just behind the burglar. Originally this was a white and orange building, but the reflection in the aluminum shader was so clear and sharp in my test renders that it was actually a bit distracting, so I covered it with a more neutral concrete to take it down to a softer blur. With all the reflective surfaces it was hard to nail down the perfect exposure, with the final render being just a little bright for my taste, so I took it down in photoshop, but otherwise, that’s it. (Edit - oops, attached a test render the first time. fixxed now.)
Clothing Kit Bash
Building Kit Bash
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