All my renders are done (With exception of the laser hall scene) in Daz. It’s probebly the combination of lighting and shaders that keeps the renders fresh. I use 3ds Max to build content such as props and clothing I use Human Surface Shader (HSS) with some “Velvet” set on the skin… Sometimes I add some velvet to certain fabrics to enhance the render as well
——————————————————————— WIP Trousers
Wondering about peoples thoughts on my current progress. It’s been a little tricky to add the detail above the knees… It’s SubD so I’m only working with the cage so to speak, I cant add any more edges (Except for when I do seams) as it is using two iterations of sub divisions. (That means for every polygon on the cage that I work with, there is 8 polys inside it)
What are your thoughts on the detail in the pants?
All my renders are done (With exception of the laser hall scene) in Daz. It’s probebly the combination of lighting and shaders that keeps the renders fresh. I use 3ds Max to build content such as props and clothing I use Human Surface Shader (HSS) with some “Velvet” set on the skin… Sometimes I add some velvet to certain fabrics to enhance the render as well
——————————————————————— WIP Trousers
Wondering about peoples thoughts on my current progress. It’s been a little tricky to add the detail above the knees… It’s SubD so I’m only working with the cage so to speak, I cant add any more edges (Except for when I do seams) as it is using two iterations of sub divisions. (That means for every polygon on the cage that I work with, there is 8 polys inside it)
What are your thoughts on the detail in the pants?
*taking notes*
Lol, well I was already impressed but now I’m REALLY impressed to hear they all came out of DS! I’ve been trying to find a good soft lighting setup for DS4P but most renders end up way too dark. You seem to have mastered nice subtle lighting without losing detail which is something I’d love to achieve. I did just pick up omnifreaker’s Ubersoft kit ... so hopefully I’ll make some lighting headway with that. Oh and when you say ‘velvet’ for the skin is that a specific shader or an actual field/value that you can adjust in the HSS?
Its a property which becomes available when HSS is applied in the surfaces tab. Basically it simulates light passing through the fine ‘vellus’ hair we all have on our skin, It covers almost all areas of our body. I use a pale blue colour for the velvet colour, some people prefer a soft pink, But in my experience, a pale blue works better and looks more realistic. The strength is typically set to around 20-25%, the velvet fall off remains default at 20.00… of course this depends on what skin texture your using and values can vary a little depending on the skin tone.
I also add Sub surface and Translucency, but that can be tricky to get right and the values are specific to the individuals skin tone more so than the values of Velvet. For SS and Translucency I use the textures from Interjection. (They are the best Generic SSS Textures I have ever used) I use them on every character now.
With lighting, I studied ‘Lantio’s lights’ I then made my own light sets using what I had leaned. I also have a background in 3ds max, so daz lighting was rather similar to max. But patients, practice and refinement go a long way.
Here is a front and back view of the pants so far. For functionality, I’ll detail the “inner Boots” area of the pants so that it can be used without the boots to create a different look.
I’m not yet happy with the side view, it still needs work I think.
Please let me know what you guys think, as I need to wrap this up soon and start adding pockets and seams.
I’m thinking heavy fabric, something like military BDU fabric. Should it go commercial, I’ll make lots of different colours. But the main texture will follow the concept art and will be all black. Might make some camo versions for the product depends what the rest of the costume turns out like
Its a property which becomes available when HSS is applied in the surfaces tab. Basically it simulates light passing through the fine ‘vellus’ hair we all have on our skin, It covers almost all areas of our body. I use a pale blue colour for the velvet colour, some people prefer a soft pink, But in my experience, a pale blue works better and looks more realistic. The strength is typically set to around 20-25%, the velvet fall off remains default at 20.00… of course this depends on what skin texture your using and values can vary a little depending on the skin tone.
I also add Sub surface and Translucency, but that can be tricky to get right and the values are specific to the individuals skin tone more so than the values of Velvet. For SS and Translucency I use the textures from Interjection. (They are the best Generic SSS Textures I have ever used) I use them on every character now.
With lighting, I studied ‘Lantio’s lights’ I then made my own light sets using what I had leaned. I also have a background in 3ds max, so daz lighting was rather similar to max. But patients, practice and refinement go a long way.
Oh really? I actually have Interjection so I’ll try to put it into use much more now I’m looking forward to seeing you finish this project you’re working on, thanks so much for all the tips Spyro!
Its a property which becomes available when HSS is applied in the surfaces tab. Basically it simulates light passing through the fine ‘vellus’ hair we all have on our skin, It covers almost all areas of our body. I use a pale blue colour for the velvet colour, some people prefer a soft pink, But in my experience, a pale blue works better and looks more realistic. The strength is typically set to around 20-25%, the velvet fall off remains default at 20.00… of course this depends on what skin texture your using and values can vary a little depending on the skin tone.
I also add Sub surface and Translucency, but that can be tricky to get right and the values are specific to the individuals skin tone more so than the values of Velvet. For SS and Translucency I use the textures from Interjection. (They are the best Generic SSS Textures I have ever used) I use them on every character now.
With lighting, I studied ‘Lantio’s lights’ I then made my own light sets using what I had leaned. I also have a background in 3ds max, so daz lighting was rather similar to max. But patients, practice and refinement go a long way.
I used to have Interjection on my wishlist but at some point in the past I removed it. On your recommendation I’ve added it back in!
Still not sure where to rank it, though, on a list of “ways to improve skin realism beyond HSS/Ubersurface.” The other contenders being Ubersurface2 or PWSurface2.
I use UberSurface 2, but not for my humans lol… US2 is really good as it has more control and various layers of parameters. I have found US2 to be best for Aliens and creatures more so than humans… Though, If I wanted to make a human that is wet eg, they just got out of the pool, I would choose US2 over HSS. I used US2 for all the zombies I’ve made, for dirt covered clothing, The Terminator character was also US2.
I’ve been so happy with the realistic results of HSS that I’ve seen no reason to change, and it also works with layers of parameters such as Spec and Spec 2. It’s uncommon for me to make a character with only one specular.
In regards to Sub Surface and translucency, it is a very touchy procedure… Very much Dependant on the skin tone of the character, And it’s a trial and error sort of game until you get it right, but it’s certainly worth it in the end. If you have M5 pro bundle, it’s a good idea to study the settings of Philip/James/Benjamin and see how their surface parameters flow. make sure they have SSS and Trans switched on of course. And click my DA, in my favorites is a tutorial made buy RawArt who explains it quite well.
As I said it’s trial and error… But Interjections textures are my most favorite SS textures.
It’s also good practice to study Interjections surface settings as well.
Okay, so my tests with importing found issues with the previous version, so the pants are now Version 4.0 lol!
Weight mapping will slow the item, but will certainly bring it to it’s best. I have added the straps and am adjusting the pants fabric as required. The straps will be of equal resolution and is Sub Divided all the same. The straps will of course have clips… Am considering holsters, but am hesitant to use your typical drop leg holsters as this is Sci-fi man! So, may require further research before I work on that addition.
May make two versions of the pants… One with straps and one without. It’s a possibility. There are seams on the outer legs and on the inner. Next I intend to make A fly. Not sure how the pockets will go with the straps
Okay, so my tests with importing found issues with the previous version, so the pants are now Version 4.0 lol!
Weight mapping will slow the item, but will certainly bring it to it’s best. I have added the straps and am adjusting the pants fabric as required. The straps will be of equal resolution and is Sub Divided all the same. The straps will of course have clips… Am considering holsters, but am hesitant to use your typical drop leg holsters as this is Sci-fi man! So, may require further research before I work on that addition.
May make two versions of the pants… One with straps and one without. It’s a possibility. There are seams on the outer legs and on the inner. Next I intend to make A fly. Not sure how the pockets will go with the straps
What a wonderful project. I can’t wait until I can see the final results. it looks great so far.
Thanks very much Ivy! at the moment I’m just trying to figure out the pockets and the fly, and to work out how they will be affected by the existing seams and the holster straps. I trailed two leg pockets, but I realized I went about making them the wrong way… But I think I have an idea of how I’ll make them now.