Olympia 6 Discussion and Render Thread (previously Olympia 6 Preview Thread)

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Comments

  • AllegraAllegra Posts: 389
    edited December 1969

    Wow! these are wonderful renders and I love the look of Olympia, the new HD morphs look great too...looks like I'll have to hit the shop;)

  • JabbaJabba Posts: 1,212
    edited December 2013

    Here's my Olympia HD test render...

    Olympia_HD_test.jpg
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    Post edited by Jabba on
  • DecoyboyDecoyboy Posts: 400
    edited December 1969

    Here's my Olympia render. She's mixed in with a few other G2F's. Rendered in Reality 2.5

    It's Red's birthday, and she's ready for the birthday spankings.

    Its_my_birthday_who_wants_some.jpg
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  • DecoyboyDecoyboy Posts: 400
    edited December 1969

    Jabba101 said:
    Olympia HD - looks really nice but can't help feeling it's overpriced in its current form, but I'll shut up before I get myself into trouble.

    Anyway, here's my Olympia HD test render...

    Very nice render. Detail looks good.

  • JabbaJabba Posts: 1,212
    edited December 2013

    Thanks, here's a take on Jane but without Tarzan (he's probably down the pub getting blootered with Cheetah) - Olympia & Olympia HD morphs plus a V6 HD dialed to 50% too, along with some extra belly for a more natural look.
    Full list on Gallery page - http://www.daz3d.com/gallery/#images/17588/

    Jane.jpg
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    Post edited by Jabba on
  • scorpioscorpio Posts: 6,281
    edited December 1969

    Love the render Jabba.

    Under-Tree1.jpg
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  • galactica1981galactica1981 Posts: 1,247
    edited December 1969

    I think Olympia is easily the best of all the V6 women so far. Eventually, I plan to get her, but I'm going to wait a few months for the prices to come down. I'm in no rush, anyway. I've got plenty of stuff I've already bought that I haven't even used yet!

  • galactica1981galactica1981 Posts: 1,247
    edited December 2013

    Do you need the V6 base for Olympia to work? Or do you just need the V6 morphs?

    Post edited by galactica1981 on
  • JabbaJabba Posts: 1,212
    edited December 2013

    Do you need the V6 base for Olympia to work? Or do you just need the V6 morphs?
    Works on own with Genesis 2 Female... she's an official character/shape that stands alongside Victoria 6 and Gia.

    *edit* but to give her that something extra, might also be worth looking at SY's additional shapes specifically made for Olympia...
    http://www.daz3d.com/curvaceous-olympia

    Post edited by Jabba on
  • Miranas ArtMiranas Art Posts: 68
    edited December 1969

    Anyone else who have problem with poses from Lady & Lion in Poser? All sitting and laying looks ugly

    ladylion.jpg
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  • brainmuffinbrainmuffin Posts: 421
    edited December 2013

    My Olympia render. Full length portrait. Backdrop is from Fashion Studio by maclean.

    Olympia-Garden_Dress-Udane-Uber-Fashion-01-render.png
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    Post edited by brainmuffin on
  • DisparateDreamerDisparateDreamer Posts: 2,065
    edited December 1969

    Well i bought Olympia but i have the same issue as I had with bree and V6, they are so RED RED RED. So much SSS it's too red! if I turn the sss down tho the skin looks dirty/speckled for reasons i can't figure out.

    So frustrated. Can't get a single good render. Doesn't matter what lights I use she always looks like she's glowing red even in the dark.

    How the heck do you guys manage any render with V6?

    I much like FW's characters for G2F, they are not so crazy glowing red....

    olympia.jpg
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  • BarubaryBarubary Posts: 1,140
    edited December 1969

    Well i bought Olympia but i have the same issue as I had with bree and V6, they are so RED RED RED. So much SSS it's too red! if I turn the sss down tho the skin looks dirty/speckled for reasons i can't figure out.

    So frustrated. Can't get a single good render. Doesn't matter what lights I use she always looks like she's glowing red even in the dark.

    How the heck do you guys manage any render with V6?

    I much like FW's characters for G2F, they are not so crazy glowing red....

    I dunno, this one looks like an OK render so me. I certainly wouldn't call it 'glowing red'. The reason FW's characters don't 'glow red' is, if I remember correctly, even though they use the SSS shader, they have SSS turned off.

  • DisparateDreamerDisparateDreamer Posts: 2,065
    edited December 1969

    She'd look that red if she was perhaps in bright bright sunlight but not in a dark room with very moderate lighting. And I can't get her to less red, even in the 'dark'. And I can't get her to look the way she does in promos- not as red. I'm really NOT a fan of the new shaders or the new G2F. :( I can't just turn the SSS off it makes her look grungy for some reason and she renders with speckles. I've been messing around with the red scatter to lower the red, and then Daz crashed.

    sigh. I've regretted every single G2F product with the exception of FW characters....

  • ben98120000ben98120000 Posts: 449
    edited December 1969

    She'd look that red if she was perhaps in bright bright sunlight but not in a dark room with very moderate lighting. And I can't get her to less red, even in the 'dark'. And I can't get her to look the way she does in promos- not as red. I'm really NOT a fan of the new shaders or the new G2F. :( I can't just turn the SSS off it makes her look grungy for some reason and she renders with speckles. I've been messing around with the red scatter to lower the red, and then Daz crashed.

    sigh. I've regretted every single G2F product with the exception of FW characters....


    Some tips:
    - turn on the shadows on for all the lights hitting the character
    - change subsurface color and/or strength
    - if you have some surface that haves redish subsurface color (like for example inner mouth, tongue, lips) make them a separate/different subsurface group from the rest of character.
  • scorpioscorpio Posts: 6,281
    edited December 1969

    I do have to agree, for my tastes the skin renders a bit to much on the orange side, personally I increase the Diffuse strength remove the SSS maps and the spec maps and make the SSS colour a paler less orange pink. If that's not enough I play with the absorb and scatter strengths.
    Here's a very quick render after a bit of fiddling, its a bit too on the blue side but that could be altered pretty easily.
    I'll send you the exact settings if you want.

    olyface1_copy.jpg
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  • BarubaryBarubary Posts: 1,140
    edited December 1969

    I do have to agree, for my tastes the skin renders a bit to much on the orange side, personally I increase the Diffuse strength remove the SSS maps and the spec maps and make the SSS colour a paler less orange pink. If that's not enough I play with the absorb and scatter strengths.
    Here's a very quick render after a bit of fiddling, its a bit too on the blue side but that could be altered pretty easily.
    I'll send you the exact settings if you want.

    might I ask, why remove the spec maps?

  • scorpioscorpio Posts: 6,281
    edited December 1969

    Barubary said:
    I do have to agree, for my tastes the skin renders a bit to much on the orange side, personally I increase the Diffuse strength remove the SSS maps and the spec maps and make the SSS colour a paler less orange pink. If that's not enough I play with the absorb and scatter strengths.
    Here's a very quick render after a bit of fiddling, its a bit too on the blue side but that could be altered pretty easily.
    I'll send you the exact settings if you want.

    might I ask, why remove the spec maps?

    I found that the spec maps for the Olympia texture caused some dry looking blotchy patches especially on the face so I don't use them. Some times I use spec maps sometimes I don't it depends on the results.

  • AlbiejeeAlbiejee Posts: 151
    edited December 1969

    I must say that I do so love her curves.

    This is using Olympia HD.

    BLUE_GLOW.jpg
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  • ZamuelNowZamuelNow Posts: 748
    edited December 1969

    She'd look that red if she was perhaps in bright bright sunlight but not in a dark room with very moderate lighting. And I can't get her to less red, even in the 'dark'. And I can't get her to look the way she does in promos- not as red. I'm really NOT a fan of the new shaders or the new G2F. :( I can't just turn the SSS off it makes her look grungy for some reason and she renders with speckles. I've been messing around with the red scatter to lower the red, and then Daz crashed.

    sigh. I've regretted every single G2F product with the exception of FW characters....

    One option is to use the materials from the character of choice but using the material settings from one of the FW characters.

  • StormlyghtStormlyght Posts: 640
    edited December 1969

    I do have to agree, for my tastes the skin renders a bit to much on the orange side, personally I increase the Diffuse strength remove the SSS maps and the spec maps and make the SSS colour a paler less orange pink. If that's not enough I play with the absorb and scatter strengths.
    Here's a very quick render after a bit of fiddling, its a bit too on the blue side but that could be altered pretty easily.
    I'll send you the exact settings if you want.

    Hi @scorpio64dragon,

    I know that your offer to share material settings was directed to @belovedalia, however, I'm having similar issues with G2F. Could you post the settings you're using to tone down the red in Olympia/G2F? Thank you :)

    Trish

  • TheWheelManTheWheelMan Posts: 1,014
    edited December 1969

    Albiejee said:
    I must say that I do so love her curves.

    This is using Olympia HD.

    Out of curiosity, what's the point of using the HD morphs when those details are covered up by the clothes? The morphs don't affect her shape, just the detailing on her body.

  • AlbiejeeAlbiejee Posts: 151
    edited December 1969

    Albiejee said:
    I must say that I do so love her curves.

    This is using Olympia HD.

    Out of curiosity, what's the point of using the HD morphs when those details are covered up by the clothes? The morphs don't affect her shape, just the detailing on her body.

    This is a second skin suit. I can definitely see the difference. Most noticeable in the subtleties of light and shadow on her thighs and midsection.

  • JabbaJabba Posts: 1,212
    edited December 1969

    Olympia HD and Olympia texture used - I added a light khaki to both specular channels for the skin ;-)

    The curious case of the discarded jacket...

    Curious_Case.jpg
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  • BarubaryBarubary Posts: 1,140
    edited December 1969

    Barubary said:
    I do have to agree, for my tastes the skin renders a bit to much on the orange side, personally I increase the Diffuse strength remove the SSS maps and the spec maps and make the SSS colour a paler less orange pink. If that's not enough I play with the absorb and scatter strengths.
    Here's a very quick render after a bit of fiddling, its a bit too on the blue side but that could be altered pretty easily.
    I'll send you the exact settings if you want.

    might I ask, why remove the spec maps?

    I found that the spec maps for the Olympia texture caused some dry looking blotchy patches especially on the face so I don't use them. Some times I use spec maps sometimes I don't it depends on the results.

    hm, never noticed this. But I'll keep it in mind, thanks! :D

  • TheWheelManTheWheelMan Posts: 1,014
    edited December 1969

    Albiejee said:
    Albiejee said:
    I must say that I do so love her curves.

    This is using Olympia HD.

    Out of curiosity, what's the point of using the HD morphs when those details are covered up by the clothes? The morphs don't affect her shape, just the detailing on her body.

    This is a second skin suit. I can definitely see the difference. Most noticeable in the subtleties of light and shadow on her thighs and midsection.

    Oh, cool! I'll have to keep that in mind.

  • RogerbeeRogerbee Posts: 4,460
    edited January 2014

    I really like Olympia and will get her someday, like most of the G2 characters I've seen she looks really nice in the promo renders. However, Daz never include their promo lights with the figures. Most other lights I've tried on G2's are good, but, the shader settings on the G2 textures do require a fair bit of tweaking to get them looking really good.

    Outside of the Daz promos, the best lit renders I've seen of Olympia in this thread have been Sedor's, I'd love a lighting tutorial from him, and wouldn't we all!?

    CHEERS!

    Post edited by Rogerbee on
  • SickleYieldSickleYield Posts: 7,318
    edited December 1969

    Rogerbee said:
    I really like Olympia and will get her someday, like most of the G2 characters I've seen she looks really nice in the promo renders. However, Daz never include their promo lights with the figures. Most other lights I've tried on G2's are good, but, the shader settings on the G2 textures do require a fair bit of tweaking to get them looking really good.

    Outside of the Daz promos, the best lit renders I've seen of Olympia in this thread have been Sedor's, I'd love a lighting tutorial from him, and wouldn't we all!?

    CHEERS!

    My promos, including the Curvaceous Olympia ones, start with this setup:

    1 advanced ambient light, about 40%, radius 3 or so, centered on subject
    1 Uberenvironment light, about 15%
    1 specular-only distant light, shadows off, aimed right at subject
    1 slightly blue distant light from an angle, diffuse only, shadows OFF, turned low
    1 slightly orange distant light from an angle, diffuse only, shadows ON (one of these is the shadowcaster, which varies per scene), turned low
    1 spotlight from slightly behind and to one side of subject, usually white or yellow, shadows off, around 20% but it varies

    Then I go from there with light levels etc. depending on what sort of atmosphere I want. I could upload the preload I use, but one, it doesn't have the spotlight, and two, you'd still have to adjust everything per scene. This is not too demanding with my usual render settings, by which I mean I can do a 1000x1300 promo with no water (or postwork-only water) and maximum two hairs in it in a couple of hours usually at shading rate 0.1. That's on an Intel quad core in 3Delight.

  • cwichuracwichura Posts: 1,041
    edited December 1969

    Sickle, that's the perfect opportunity for you to do some viral marketing making use of the fact that .duf files don't include any content-proprietary information like Poser and the old .daz files do. Use one of the stock background props that comes with Studio (boring, but everyone will have access to it), stock Olympia, and some of your G2F clothing and one of your final light configurations. Then post the .duf as a freebie. Kinda like the DAZ 'ready to render' stuff, and it hopefully drives some sales of the clothing you used.

    (I use LuxRender, so any 3Delight lighting rigs are of zero interest to me, personally. But I bet a lot of folks would appreciate being able to see how you did one of your promos.)

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    My promos, including the Curvaceous Olympia ones, start with this setup:

    1 advanced ambient light, about 40%, radius 3 or so, centered on subject
    1 Uberenvironment light, about 15%
    1 specular-only distant light, shadows off, aimed right at subject
    1 slightly blue distant light from an angle, diffuse only, shadows OFF, turned low
    1 slightly orange distant light from an angle, diffuse only, shadows ON (one of these is the shadowcaster, which varies per scene), turned low
    1 spotlight from slightly behind and to one side of subject, usually white or yellow, shadows off, around 20% but it varies

    Then I go from there with light levels etc. depending on what sort of atmosphere I want. I could upload the preload I use, but one, it doesn't have the spotlight, and two, you'd still have to adjust everything per scene. This is not too demanding with my usual render settings, by which I mean I can do a 1000x1300 promo with no water (or postwork-only water) and maximum two hairs in it in a couple of hours usually at shading rate 0.1. That's on an Intel quad core in 3Delight.

    Thanks for that, that's really helpful,

    I'm not terribly used to positioning lights by using them like cameras, so could you possibly give me some x,y and z translation settings for those!? A lot of lighting tutorials never tell you those settings, so positioning the lights where they tell you to can often be confusing.

    Maybe, with a bit more practice, and knowledge like this, anyone with Olympia et al can make them look as good as Daz can.

    CHEERS!

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