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OK, last one...
Deviant link: http://fav.me/ddmk2hi
I would've zoomed out on the Troll, but I thought maybe it was better to show how much bigger he is than the average G8M.
It's really enlighting to see the different characters compared this way. It really makes you appreciate those with detailed skins! I have A TON of male characters. I'll see if I can do some renders and add them here during the weekend!
Thanks again for all those butterflyfish, excellent work. I will add links to them on my own deviantArt example later tonight if that's OK.
Looking forward to seeing them Fenix! I did start a G8F thread too but it got buried. Will bump it if anyone feels like posting examples of their G8 females sometime.
I don't have the HDRI light that you used for your examples. I used the Clamshell HDRI light from this set: https://www.daz3d.com/irender-lights-for-daz-studio-with-iray
Each one is an out of the box render with no surface settings, poses or shapes changed. http://fav.me/ddmkjjb
Cormac 8 - I don't have Elios 8, so the complete character isn't representedNo problem. And yes, you're welcome to link to mine. If I get a chance, I'll do some G8F renders for the other thread, too.
It's great seeing everybody's renders!
Thanks Timbales, good job! Never heard of 'Rascal', haha. Joey is interesting, that's the only male texture I know of with so many freckles.
Will do also when I get a chance. I worked the last 4 days, 12 hour shifts so I have no play time during work nights.
Glad to see others joining this thread!
You make something you want to make after all that work, don't worry about this. ;)
The glossiness/spectral hides more detail that I thought it did. That's very interesting to see.
So the title of this has the word "improvement" in it.
What are we looking to improve?
I'd have to hunt to find fellows I have that you all haven't done already, but I have very strong ideas about "improving", mostly materials based.
This is Gustave 8. It shows the included hair.
See the full resolution on DA: http://fav.me/ddmlbru
This is Wise Wizard for G8M. The hair is Odin and the beard Wise Wizard.
See the full resolution on DA: http://fav.me/ddmlf2f
This is Jeroyn for G8M.
See the full resolution on DA: http://fav.me/ddmllhs
Timbales: I personally am not looking for a male texture with freckles, but it might help someone else. Of course, everyone should feel free to post whatever examples they like.
Markus, thanks for those new examples!
Evilded: Yeah I said improvement in the hopes that people might share material settings to improve the textures we're showing examples of. One good example would be George, who I think could look much better with proper SSS and adjusted normals or detail maps. Any ideas you might have to make any of these textures look better would be appreciated.
This is Dolb for Ollie 8.
See the full resolution on DA: http://fav.me/ddmlm9m
This is Hitoshi Sensei for G8M.
See the full resolution on DA: http://fav.me/ddmlmev
This is Crypto Alien for G8M.
See the full resolution on DA: http://fav.me/ddmlmeu
I want to start by saying I don't intend this to be a slight against the vendor. Aesthetics are subjective, I made adjustments I think improve the look. I have always found that lighting is a big component, so these settings may not look good in a different set-up. I'm not sure what they best way to share my settings for these is. I can upload the DazStudio scene file to my DA page and post a link. You'd need to have this character for it to open, though. Or I can type out the original parameters and my edits for each one.
Good new examples Markus, thanks. :)
Timbales, the easiest way to share your settings is to just save a material preset for that character and post that. You should be able to post it as a forum post attachment like I posted the .duf for the example light/render setup. Everyone's textures *should* be in the same location, so MATs will work for everyone who has that character.
I think maybe a better way to work would be to do Shader Presets instead of material presets. That way, you're not posting textures of characters on sale, which I think is a EULA violation. It would be tricky if you're using different settings for different parts of the character -- lips frequently have a different setting than the rest of the body -- but it's still a way to work that doesn't involve posting textures.
It would especially be an issue because I think you don't have to have an account to browse the commons -- only to post -- so you're not posting textures that some random person might be able to snatch.
It's not as easy as a materials preset, but it's far less likely to be an issue.
Unless something has REALLY changed recently, MAT files do not contain the textures. They only contain reference links to the textures elsewhere on your hard drive. If someone tries to apply a MAT for a texture they don't own, they'll just get a bunch of errors, just like if you move a texture from it's installation location and then try to use its MAT.
Here's a comparison of Lee 7 and all the characters I have which are based on him out of the box. [Full res @ DA]
Jurou's skin is really rich in detail and he looks great out of the box.
Next, this is a comparison of how Kai for Lee 7's skin changes when using various skin shaders [Full res @ DA]:
Here are my tweaks to Zander. I've uploaded the scene file. You will have to own the character: https://www.daz3d.com/fwsa-zander-hd-for-michael-8 and this light set: https://www.daz3d.com/irender-lights-for-daz-studio-with-iray to open the scene without any errors. You can still open it if you don't have the light set, but your system will say that it can't find the clamshell HDRI I used for this scene.
Hopefully you will find this useful as a starting point to tweak characters to your own liking.
One can save the file with no texture information at all, and use Ctrl-CLick to have ignore the textures and apply just the settings (so it does not wipe out the textures).
I'm for this idea. I can contribute some. I have a pretty standard set of colors/materials that vary only slightly based on texture requirements.... all based off the IRay skin settings thread.
Perhaps also make it Hierarchical and include the toast, for those fellows who are indeed packing.
May as well throw my characters into the mix:
I'm not sure about everyone else, but I'm more than happy for someone to include mine in a compilation. Rather than having different characters spread all over, it would be great to have them all on a single reference sheet. Just my 2 cents.
Cheers!
Daniel
Very interesting Fenix, thanks! Ilike Anagenesis, but just found it too unpredictable with some skin tones. It's good to see side-by-side comparisons of it in use so people can see the drastic change it can make.
Thanks Timbales, I'm sure it will be helpful. :)
Right evilded, I've used the ctrl-click method many times...although I wish there was also an option for the reverse; to apply just the textures and not touch the settings.
InTheFlesh, are those textures available for sale or did you make or rip them from Devil May Cry 5?
Textures and skin settings are included with the characters, check out my gumroad link in my signture. Textures were hand painted using merchant resources as a base and using the DMC5 characters for reference. In these renders I'm using the included custom sculpted normal maps and displacement maps for extra detail.
Regarding the ctrl-click method for applying images, if you've got a set of textures defined that you want to try with other skin settings you can just save out a Material(s) Preset and check only the images:
Then you can apply any character preset you would like and just load the textures only Material(s) Preset after. It's still a bit of extra clicking, but beats manually having to relink the textures each time. If you have specific settings you want to keep for those textures (displacement values for example), you can drill down to the required values and include those too.
Cheers,
Daniel