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Critique and Tips Please!
Posted: 26 May 2012 09:31 PM   [ Ignore ]
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Okay, so I’m new to Daz, just started working in it this month, and I’ve been pouring over tutorials. Today I finally tried to make the most realistic face I could. I’m posting here in hopes that you all may be willing to take a look and give me some tips and critiques. (Please ignore the neck, I know it doesn’t match the face…)

Credits: Okay, so this is Vicky 4.2 with the Priscilla MAT by PDesign combined Priscilla’s Bump map as the Displacement Map and with a custom Bump map. The hair is Flexy Hair by Bice & Outoftouch. The expression is from freeposes.net. The light is a slightly modified version of Arey Soul’s Hanyma Skin Light. Rendered in Daz with the standard 3Delight.

I appreciate any help you all have to offer.


Image removed by a moderator till resized…please see this thread for info: http://www.daz3d.com/forums/viewannounce/510_98/

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Posted: 26 May 2012 10:52 PM   [ Ignore ]   [ # 1 ]
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Couple of thoughts..First is that I suspect you did not make any adjustment to the focal length of the camera for such a close up render. Try changing it to around 120 and see if that gives you a better shape on her face. Second ..and I could be wrong because I don’t have those lights, but AS works mostly in poser. Poser lights can be iffy in studio. They tend to be overly bright for a scene. Try looking for some free lights for studio in the freepository. Different lighting can help a good deal with her skin color being a bit too pinky orange. You may need to adjust some of the specularity settings once you change the lighting. Perhaps a bit more on the lips for example. All that said for a beginner render it is a really good start. In fact, you missed quite a few of the pitfalls that new users generally end up in when they start so good job!

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Posted: 26 May 2012 11:08 PM   [ Ignore ]   [ # 2 ]
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...oh, camera…right. Funny how that didn’t even enter into my mind *facepalm* I honestly didn’t even have one in the scene…Thank you so much! I can’t wait to give your advice a try! Thank you, thank you, thank you!

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Posted: 26 May 2012 11:47 PM   [ Ignore ]   [ # 3 ]
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Don’t feel bad about forgetting the camera. It took me a month to figure out that there were textures for over the people…

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Posted: 28 May 2012 06:31 PM   [ Ignore ]   [ # 4 ]
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Okay so following Khory’s tips here’s the most recent version.

All the credits are the same, except for the following:

I added a camera with a focal length of 120, a focal distance of 74.96, and an F/stop of 8.

Instead of AS’s lighting I made my own after a bit of tutorial reading. I used three distant lights, one in brown (to the left and below the camera), one in blue (the the right and above the camera), and one in white as a back light . I used one spot light in white above the other lights and to the left. Then I added UberEnviroment.

I also changed the eyes, they were just too dark. The new ones are are the eyes from mcafee2000’s V4 Firegirl.

Only other thing I did was to play with the settings on the skin and eyes a bit to adjust to the new lights.


So, again, any tips, critiques, or otherwise useful tidbits would be greatly appreciated.

(and yeah, still didn’t do anything to the neck, so please continue to ignore it.)

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Posted: 28 May 2012 07:27 PM   [ Ignore ]   [ # 5 ]
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I think next you need to look at the bump and specularity. Her forehead and chin look a bit bumpy and her skin should have a bit of specularity where the skin is reflecting the light a bit. Think of the bump maps job as breaking up that specularity so that the shine won’t be even and look plastic. The closer you are with the camera the more that roughness shows by the way. For a camera further away you may find that bump level perfect.

Your clearly on the right track and I think some time spent experimenting and general experience and your going to really have the hang of it. Your obviously a quick learner.

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Posted: 29 May 2012 08:49 PM   [ Ignore ]   [ # 6 ]
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Bump map as a way to breakup the specularity…okay so that’s gold. Good to know.
Okay. Trying again. I adjusted the the specular levels, the bump map, and the displacement map. I think the specularity is better now (I keep going back and forth with myself on whether it’s too much or not), but I’m still feeling a little unsure about the bump/displacement.. I think it may still be a bit too much.
I also adjusted the neck this time…it was just bugging me.
Things I notice about this render are the hair and the lips, but I’m not really sure what exactly is wrong with them, much less what to do to fix them.
Also, how much does messing with the render settings affect things?
Any help is appreciated.
P.S. Thank You SOOOOOOO much Khory. I am very grateful for your taking the time to nudge me in the right directions. I’m eager to play around with the settings in some new renders soon. Just your tips about the camera and lighting are making me think a little differently about how to do some things.

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Posted: 29 May 2012 09:17 PM   [ Ignore ]   [ # 7 ]
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It looks to me like the specularity is not carrying over to her lips from the rest of her face. It sort of stops in a line. And there is something else about the lips but to be honest I can’t tell if it is the texture or the maps used for bump/displacement. I think the lighting on the right side of her face (facing us) looks really good. Its giving her a nice skin tone and a good level of specularity. The other side..not so much. It is blowing out the spec and giving her that pink glow. Possibly because it is a warm light or because the light level is too high.

Her hair is looking flat because it doesn’t have any specularity or bump. My suggestion is that you select a specular color somewhat lighter than the hair texture. Add the bump map for the hair into specular strength to help break it up (if there isn’t one use one of the lighter hair colors). Try starting the gloss and strength about 50 and adjust up and down with both till it looks more realistic. Also check the bump and displacement for the hair and see if there is any. Adding that will help break up the gloss more realistically.

Render settings will make a difference in a final render but they won’t solve problems like lighting or funky surface settings.

Not to sound like a sales person, but I suggest the next time there is a good price on an elite skin texture that you get it. Not just because they are good textures but because they can teach you a bucket load about good surface settings. Bree for v5 and Ariana for V4 are both exceptional.

I want to reinforce though that your making massive strides with this though. A willingness to learn and experiment will get you a long way toward really great images.

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Posted: 04 June 2012 11:57 PM   [ Ignore ]   [ # 8 ]
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From first to last image,  you have made super improvements.  Follow khory and you won’t go wrong.  Well done my friend. cool smile

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Posted: 16 June 2012 02:17 AM   [ Ignore ]   [ # 9 ]
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I’m no expert by any means, but it looks like you’ve done something to the skin texture in the last image. Is that the light?, the camera? Speaking of cameras - and this is more to Khory (if they see this), what is the benefit of using a camera in a still image like this?


Anyway, I haven’t even done a face closeup like this, so I’m just gonna say good work!  cool smile

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Posted: 16 June 2012 09:01 AM   [ Ignore ]   [ # 10 ]
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Speaking of cameras - and this is more to Khory (if they see this), what is the benefit of using a camera in a still image like this?

In close up images the face is actually distorted if you don’t adjust the focal length. Depending on where the camera is actually placed it can go from hardly noticeable to “my what a big nose” or really ugly.

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Posted: 17 June 2012 02:14 AM   [ Ignore ]   [ # 11 ]
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Khory - 16 June 2012 09:01 AM

Speaking of cameras - and this is more to Khory (if they see this), what is the benefit of using a camera in a still image like this?

In close up images the face is actually distorted if you don’t adjust the focal length. Depending on where the camera is actually placed it can go from hardly noticeable to “my what a big nose” or really ugly.

I’m actually messing around with camera settings right now on a close up of Genesis. I was messing around with individual settings like F-stop, and noticed that, by itself (without adjusting anything else) the lower the number, the blurrier the image gets, higher the number, the clearer it gets. However, I tried what Blackbirdwake set his camera at, and got a nice image.


I was actually going to ask if it made any difference where the camera is placed, or if just adjusting the settings is enough. And to my original question, what is the difference in realism if I use a camera as opposed to not using one?

 

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Posted: 17 June 2012 02:32 AM   [ Ignore ]   [ # 12 ]
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You mean just using the perspective preset rather than adding a camer? I think it really depends on the render and where the “camera” is placed.

One thing you might want to do is add 2 new cameras. Go to the camera tab and then select one of the camera. Now use the other camera to look around the scene. You should see some guide lines that will show you where focal distance and focal length are. BTW, I freely admit I am not a camera guru by any stretch. I am still pretty dependent on the basics myself.

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Posted: 17 June 2012 02:51 AM   [ Ignore ]   [ # 13 ]
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Khory - 17 June 2012 02:32 AM

You mean just using the perspective preset rather than adding a camer? I think it really depends on the render and where the “camera” is placed.

One thing you might want to do is add 2 new cameras. Go to the camera tab and then select one of the camera. Now use the other camera to look around the scene. You should see some guide lines that will show you where focal distance and focal length are. BTW, I freely admit I am not a camera guru by any stretch. I am still pretty dependent on the basics myself.

Well, sort of…So far in all the renders that I’ve done, I have not used any cameras at all. I have a thread up showing some of my stuff, and you can see what I’ve done with no cameras. I’ve never been sure whether using them was really necessary or not.


Also, I tried the light settings that Blackbirdwake set up, and man - did I end up with a mess! The girl was mostly purple, and this is after I cranked down the intensity on all the lights, intensity and intensity scale in Uberenvironment2. I had to, Gen looked like she was under interrogation lights, LOL! But then, I have no idea how he oriented his distant lights. I guess I’ll have to play with it.

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Posted: 17 June 2012 08:23 AM   [ Ignore ]   [ # 14 ]
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How have you been rendering if you haven’t been using cameras?

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Posted: 17 June 2012 09:59 AM   [ Ignore ]   [ # 15 ]
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Studio will let you render from any of the views I think. If I recall correctly they are a bit flat unless you use the perspective view.

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