To HD or not. .
cclesue
Posts: 420
in The Commons
Since I don't understand what the deal is with HD how can I make a decision. For instance the images for Ivan 7 show a rugged well weathered face and body but then along comes an add on for Ivan HD and the images look like they are Adding that rugged look that was supposed to be in the original. I spent big bucks (for me) on Ivan does this mean he ain't rugged but instead is a namby pamby wimpy baby skined plasticy looking critter, and to get that mean looking figure I have to spend almost as much as I did for the original? If that's the case I WANT MY MONEY BACK!! if for no other reason they false advertised.

Comments
Ivan's rugged look relies on his Normal maps, which uses Ivan 7 UV map. Ivan 7's HD morphs conveniently allows the similar Ivan surface details with any texture map for Genesis 3 Male.
It will probably be at a steep discount or even free if past HD morphs offers are any indication...
The HD morphs for the Genesis figures do not depend on a UV map so they work with any character skin. If you are not doing close ups, HD morphs would not be required in all honesty. If its up close, the HD morphs will add extra detail.
THe HD morphs are controled from the Parameter tab and you can selelct how much they show up. Using a subdivision level of 2 or 3 will be plenty.
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HD morphs & Displacement maps:
All the detail created by morphs or displacement maps is treated like actual modeled geometry and casts realistic shadows.
Example Image Displacement map:
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Bump & normal maps:
When calculating the shadows cast from the object on the environment the default shape of the object is used.
When calculating the shadows cast by Bump and Normal map details on the object itself approximated shadows that ignore light direction are used.
Example Image Normal map:
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-> If you are trying to create photo realistic close up portraits using bump and normal maps may destroy the illusion because shadows for the details are also placed on the side that is facing the light source.
You may get away with using bump and normal maps if you use only HDRI for lighting that do not cast noticeable directional light. As soon as you are using multiple light sources maybe even with colored lights the differences even for small bumps start to become noticeable.
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If you are aiming for photo realism:
- Use bump and normal maps for figures in the background to save on processing power and VRAM.
- Use HD morphs, displacment maps or actual modeled high resolution geometry for clearly visible objects in the foreground.
If you are interested in more stylish renders:
- Do whatever you feel like doing. ^_-
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Here's Ivan 7 (left, blond hair), and Ivan 7 HD (right, dark hair) in comparision.
The first image is using the default texture that comes with Ivan 7. RenderSubdivision is set to 3 for both characters.
The second image is using the Brayden skin. RenderSubdivision, again, is 3.
Here's a side by side view of Raoul with and without HD. I could have released him without the HD morphs back when Ivan was released, but I preferred their effect. Because he uses Genesis 3 Male UV's, I couldn't use Ivan's normal maps, however, I didn't want all the pore and wrinkle detail in the normals.
That being said, like in his description, he still looks good without the HD morphs, I just liked it for his character :p
The HD details really make Raoul 'pop'. Also, the HD details can be dialed into any other G3M character, and it will enhance looks. (Raoul was insta-buy, btw, even though I usually don't buy G3. Excellent work there, Saiyaness.
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This charcter below for my webcomic has 50% HD of Boris (a must buy character for G2M) added to it. For closeups, it's really giving the character a craggy look.
One thing about HD morphs... as no-map skins become more prevalent (which I think they will be in the next few years), it becomes much more important to drive skin from actual model detail.
I don't buy the HD morphs but I do get the feeling that they keep getting better wich every new release : )
I might buy some one day! ; )
You know, the more I think about it, the more I'm thinking stuff with HD morphs is worth buying for experiments in procedural skin. Hmm. Thankfully I have a bunch of HD stuff already.
This is one reason I like Aging and Vascularity -- you can add HD details.
some hd's are better and offer more than others
You should 100% use HD morphs whenever possible. The tradeoff is to use absurdly large detailed maps, taking up memory for rendering.
Oh, I meant to post it here. Here are two examples of figures with procedural skin where the detail is driven entirely by HD morphs (and, sometimes, body hair stuff)