Lorellin for G3F Arm Texture Issues

Product Link: https://www.daz3d.com/lorellin-for-genesis-3-female

The skin came out very nice with the surface settings I used thus far, but then while doing a higher resolution render, I noticed something shadow-like on her right upper arm that didn't look right. Thought the spotlight above-behind might've had something to do with it, but that wasn't the case.

There appears to be a problem with the arm texture on the character's right arm. Hard to tell which texture maps(most likely more than one) are causing the problems. Setting the Normal Map to 0 reduces it slightly, but even after removing everything except for the base texture, the mismatch/artifacts still appear in renders. I recall seeing something like this before where the arms & torso textures were different resolutions where they meet or something like that if I remember correctly. Not sure if this is a similar problem. First image contains all of the relevant surface settings used. The second image is a close-up spot render of the problem area. Third image gives a general idea of what I was seeing from the front when I was doing the test render at a higher resolution with a different camera. Wasn't about to render it for 6+ hours at the original 2834 x 2983, so used a different camera and moved it closer for a spot render.

Precise Translucency Color setting I used was 179 27 7.

Anyone else with this character able to see if they have the same issue? I'm fairly certain something like this could easily have been missed because Lorellin has much darker skin by default compared to the settings I'm using. Looking at Lorellin's last promo image, you can barely see the anomaly on the right upper arm where the torso & arm textures meet. Really nice skin with the settings I'm using, would hate to have to start from scratch again with different skin. frown

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Comments

  • JessaiiJessaii Posts: 845

    Could you check the gamma settings on the maps for the diffuse/bump/spec? I know that with some of the older sets it was an issue that often missed QA. Im not at my computer or i would load her up and take a look. 

  • nicsttnicstt Posts: 11,715
    edited June 2020

    Was just about to suggest that, LOL.

    I haven't found any for ages, and looking at that one, it's a G3 I don't own.

    Click on the template, it's likely to be the arm that is wrong, unless it is very face around the legs?

    You will need to compare arm and torso, i show the steps in the image. You'll also notice that the right hand side image shows the particlular surfaces when clicking on a template - you can probably (or leave till last) any that dont cover all surfaces in that template.

    You'll notice that the torso in the shot below has Image Gamma of 0, with 1 and 0 below; most follow that pattern - just the three values; you are looking for one that deviates; almost always it's the Image Gamma that is set to 1 when it should be zero.

    If you find one that is one, compare the Template it's next to, and ensure it is 0; if they are the same that is good.

    The second image shows the arms with Gamma of 1, which would cause a problem; one of them needs changing, and you'll need to find out which. It will probably be from 1 to zero, but maybe not.

    The normal and specular slots were often the culprit iirc. Normal Gamma popup is different and has more values, but the process is the same; compare to see which is wrong.

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    Post edited by nicstt on
  • I checked the various gamma settings on all of the maps and did not find any differences in the settings between the arms & torso maps. The only thing I found out of place yesterday was one of the maps for the arms was on the legs, so I just swapped it over to the correct one. I think it might have been for the glossy layered weight, because it wasn't something noticeable in renders with the settings I was using.

    I'm curious. Are the left & right arm textures within the arm texture map generally made D & L(i.e. mirrored) like enantiomers? If so, its odd that I don't see the same issue on the other arm.

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  • nicsttnicstt Posts: 11,715

    I checked the various gamma settings on all of the maps and did not find any differences in the settings between the arms & torso maps. The only thing I found out of place yesterday was one of the maps for the arms was on the legs, so I just swapped it over to the correct one. I think it might have been for the glossy layered weight, because it wasn't something noticeable in renders with the settings I was using.

    I'm curious. Are the left & right arm textures within the arm texture map generally made D & L(i.e. mirrored) like enantiomers? If so, its odd that I don't see the same issue on the other arm.

    That would cause the issue too; a very rare issue that one as it tends to get seen during QA.

  • Looks like there's something with the right leg as well where the leg & torso textures meet. You can barely see it & I doubt you would notice it on the default settings. I only noticed it after I set the Dual Lobe Specular Weight to 0.18, Lobe #1 Roughness 0.41, Lobe #2 Roughness 0.48 and did not use any maps in the Dual Lobe Specular settings . Anyway, I moved the camera closer & to a different angle so the problem area on the right arm wouldn't show as much and this is how it came out. The legs I cropped from the original render size.

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  • nicsttnicstt Posts: 11,715

    Check carefully  around the arm seams from different agnles to try and see if the arms are the same.

    If they are, then the torso might be the issue, otherwise it is more likely to be the leg textures, or at least probably only one. It might be a setting as I described earlier, or a mis-assigned texture; failing that, I'd suggest trying without any normal maps, if they are there, on any of the skin texture slots.

    If you still see the issue, then try the same by removing specular, bump, and any others, one at a time.

    If it turns out to be the normal maps, it can be tough to fix, so look for a character with normal maps and try replacing them; they may work well but it does depend.

  • UHFUHF Posts: 518

    I use Octane so over the years I've noticed quite a few issues with texture seams. Some vendors tune the textures for the character without realizing that their character now only functions with their specific shader.  (This will become an issue should the world move on from the existing Iray.)

    If you suspect seam issues, get rid of the shader (load it with grey), and then load up the materials you suspect in the diffuse channel and look at them one at a time over all the seams.  If the materials aren't the issue, then.. its likely a shader issue.  (Some shaders are tuned by body part, for instance more than just allowing more SSS in the ears, they may do something more extreme to get that to work.)

    One vendor fixed their diffuse maps for me, but I had to return one product becuase the normal maps were inverted on the legs.

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