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It's a violet color. Sorry about delays in answering, I'm working on the original resource to rework the color. I'm reasonably sure I know what happened, and I did a bit more digging as far as methodology. The newer versions might work a bit better-- the skin I started with has a bit of a blue cast, and I used a warm, saturated yellow as the starting point...
Which gives us the sickly sort of olive green tone that everyone's reacting to.
Okay, here's a test spot render of the in-progress retexture. I've just done the face thus far until I get the balance set up a bit better.
MUCH MUCH MUCH better!
I have a full set done now that's a little less red than that one-- 3DL render forthcoming. It'll be awhile for an Iray version. If that passes muster, I'll start cleaning it up.
Oh, and I'm strongly debating a G2F version for those that don't yet want to switch.
Yes, that's *much* better. The dIfference is like night and day. :)
Edit: but now I'm looking at it on my work computer, and it looks too yellow to me......color perception is weird.
Trying to get the new version uploaded (a tad less Magenta than that one), but I seem to be having a slow internet night. I'll get that up soonest.
I have several on hand, and there's a wider range of Asian skin tone than you'd think. I spent two weeks staring at the original set of textures, so I wasn't seeing the mistake I made on step three. I went back to the original resource and made the first change, and I'll set to on the rest later tonight, depending on the feedback.
DeleteThisPost.
Okay, so that's working again... Here's a shot without having to go to the gallery.
Now time to set up the Iray shaders with the new bases, and we'll see how it looks.
The difference is that your skin tones are going into the very yellow range and giving the appearance of a very green tone. Asians have a characteristc yellowness, but nowhere to the degree that you are showing. Here is your skin palette compared to an Asian women's tones. You can see what colors are in someone's skin by sampling the color in an image editor.
Okay, got it. Let me see what magic happens :)
My interest would be more on the Anime side, but having a realistic texture and an Anime one would give her more felxibility. Whether you should go for G2F depends on how different they would look. Maybe go with a different name (Rumiko's sister....) idf it's too obvious. As for makeup, some subtle options. And nothing crazy. Maybe a small tatoo somehwere.
The biggest difference will be in the skin textures. It's going to take some wrangling to get the tex exactly right, but the shape most likely won't be a problem. G2F and G3F have reasonably similar shapes, so it shouldn't be horribly difficult.
The idea of a second morph with a different name is rather attractive too, now that I think about it.
On the subject of textures... Here's a new one in 3DL.
That last one looks better, but its hard to tell as its rather grainy which makes the skin look dirty, try uping your render settings and light settings.
Which is odd, considering. 3DL usually doesn't do that. I'll look at it once I figure out why Studio keeps crashing.
Have you sent her to testers yet as I was just wondering what they are reporting about the skin?
There has been some testing, but they haven't reported anything off or odd about the skin textures. Their primary concern was whether or not they worked, and to date they have.
The morph is cute but I agree on the skin. I think too many people run straight to yellow when they think of asian skin. However, it is usually a very subtle undertone that is barely noticible most of the time. If it helps I pulled up a few reference models of asian idols and actresses. The skin tones are all different and they all have a wide variety of beautiful features that are clearly asian but don't fall into the eye slant/monolid/mouth pucker that a lot of people seem to default to.
ooops a few more.
How about an Iray version?
She looks hermosa with glasses! Excellent face
The glasses are included :)
Skin looks better but from the iRay render it's still a smidge strong... just take it down a little tiny bit more with the saturation and you've about got it! Morph is cute but realistic enough. I used to have a Chinese client that looked a bit like her when we were both really young and drinking like fish! lmao
Rumiko is Japanese, and is now a bit on the warm side for her particular ethnicity. The next Japanese girl will be considerably cooler, with a touch of olive, and the one after that will be nearly caucasian. Number three will probably need Bethany's morph, but short a guide to show how Bethany's UVs differ from G3F, I'm going to keep using the G3F UVs until further notice.
As of right now, short a tutorial on G3F on separating the G3F head morphs from the body morphs, Rumiko will come as a solid "People" morph. Attempts to generate just a body morph have resulted in the head being changed as well, and I haven't worked out why yet. I'm doing something wrong, but I'll be hanged if I can figure out what yet.
I'll be giving that another go here soon, though. If I manage to get it working It'll go in the package to begin with (assuming I get ti sorted ahead of time), or if it's already been published someplace I'll push an update.
The body is actually pretty sparse as far as dials. The face has a few more, but has been reshaped. So Head and Body morphs will be necessary to get the exact look.
Oh, and she's quite short, which was a bit of a trick in Maya, even with help. The base models are all really tall, and that drives me nuts. Every character I have on the list is different, and height is one of those things. There'll be two base faces as well, one with and one without eyebrows, and I have three different eyebrow thicknesses handy. If I'm half as good as I think I am, I should be able to make two more-- one penciled and one that's really bushy.
Gens will be a completely different issue... I haven't even started on those.
In the meantime, how about a couple of face shots before I make the saturation change?
Just don'g go overboard. I made a huge blunder by adding noise, thinking it was going to make the skin look more realistic.... that was way back, when I was making Bruno years back and when it rendered.... Uh... it looked very dirty and ... well not like skin! lol
Check the previous post... It's been edited to include current faceshots.
http://cpetry.github.io/NormalMap-Online/
Drag your Bump map to the left side, it will offer to generate the size map you throw at it, so don't worry. You can then make some AWESOME maps for free.
I use the bottom settings to get a Normal map that works better than the default (which tends to be really too strong, esp in 3Delight).... iRay you have control over strength but if your making this to work in both I'd suggest looking at my settings...
She looks really good!
That will make my life easier for sure. Photoshop CC/Win10 doesn't like the current nVidia drivers apparently at random, and I need those to use their 3D tools.
Okay that was... Odd. I only got the lower-left quadrant of the normal map. Might have to reload it in Chrome.