Great work, Laurie! I absolutely LOVE David 5, but I haven't used him in a long tme because he just doesn't look as good as he could by today's IRAY standard. I've saved your "recipe" for this and I'll look it over when I get the time.
Well, it's not really my recipe, it's Daz's...lol. It's the shader that's doing all the work, and that was Edward 8's. All I did was make some quickie translucency maps to give it the same maps as the latest figures have. Just clarifying ;).
Here are the texture seams I was talking about - they're pretty easy to spot. I have an idea how to fix them (maybe). Was hoping this would be as easy as a transition as David was, but was not to be...lol. Hope Mike 6 isn't this difficult.
Her eyes have also been a problem. For whatever reason, her corneas have been extra shiny and even tho I've turned the reflection strength way down, they continue to be so. Might be the shape of them, I dunno. I used the same cornea material on the eye reflection and tear, but turned the cutout opacity on those two down to 20 and 50%, respectively. Might turn the tear down even more.
As a member of the older generation, I object to the efforts to bring me up to modern standards. I am perfectly happy with my sliderule, landline phone, 40 year old radio, gasoline automobile, cotton clothes, leather shoes, eyeglasses instead of contact lenses, wind up clocks, animal hair grooming brushes, and wooden pencils.
But if you come to take my Windows7 computer from me you'll find that this old geezer can fight.
As a member of the older generation, I object to the efforts to bring me up to modern standards. I am perfectly happy with my sliderule, landline phone, 40 year old radio, gasoline automobile, cotton clothes, leather shoes, eyeglasses instead of contact lenses, wind up clocks, animal hair grooming brushes, and wooden pencils.
But if you come to take my Windows7 computer from me you'll find that this old geezer can fight.
ROFL +1 (almost) Female so not a geezer, and after I lost himself I did have to let the 25 year old Toyoto go as I couln't justify the running costs.
The rest I agree with. I don't want to be brought up to modern standards, I want to grow old disgracefully
As a member of the older generation, I object to the efforts to bring me up to modern standards. I am perfectly happy with my sliderule, landline phone, 40 year old radio, gasoline automobile, cotton clothes, leather shoes, eyeglasses instead of contact lenses, wind up clocks, animal hair grooming brushes, and wooden pencils.
But if you come to take my Windows7 computer from me you'll find that this old geezer can fight.
ROFL +1 (almost) Female so not a geezer, and after I lost himself I did have to let the 25 year old Toyoto go as I couln't justify the running costs.
The rest I agree with. I don't want to be brought up to modern standards, I want to grow old disgracefully
Changed that part to bold, just because its so good :D
Here are the texture seams I was talking about - they're pretty easy to spot. I have an idea how to fix them (maybe). Was hoping this would be as easy as a transition as David was, but was not to be...lol. Hope Mike 6 isn't this difficult.
Her eyes have also been a problem. For whatever reason, her corneas have been extra shiny and even tho I've turned the reflection strength way down, they continue to be so. Might be the shape of them, I dunno. I used the same cornea material on the eye reflection and tear, but turned the cutout opacity on those two down to 20 and 50%, respectively. Might turn the tear down even more.
Laurie
What version of DS are you using? I got rid of seams in Phx66's Jesse in DS Pro 4.10.x be switching to DS Pro 4.11.x beta.
Here are the texture seams I was talking about - they're pretty easy to spot. I have an idea how to fix them (maybe). Was hoping this would be as easy as a transition as David was, but was not to be...lol. Hope Mike 6 isn't this difficult.
Her eyes have also been a problem. For whatever reason, her corneas have been extra shiny and even tho I've turned the reflection strength way down, they continue to be so. Might be the shape of them, I dunno. I used the same cornea material on the eye reflection and tear, but turned the cutout opacity on those two down to 20 and 50%, respectively. Might turn the tear down even more.
Laurie
What version of DS are you using? I got rid of seams in Phx66's Jesse in DS Pro 4.10.x be switching to DS Pro 4.11.x beta.
I found out that the "seams" problem was related to an HDRI believe it or not. David was doing it too close up. I switched over to DS' default HDRI and boom...no more seams. I blame gremlins.
Here's one of my silly skin experiments. It's David again, cause he seems to be my flavor of the month...lol. The only color maps are in the translucency color channel and no where else. The diffuse is white and diffuse roughness at 100. There is a fresnel thin film top coat (200) with a bump (the same one in the base bump). Started out really pink, but toned down after a bit. No post.
That puts Genesis back into the running for me. Thanks so much. I bet there's a way to market this for the entire Genesis line (since it is relatively small). I picked up the G3 clone for Genesis in preparation for this.
I've been having issues also with an HDRI that makes everything look great, but it clouds the eyes (too much white in the HDRI). I'm hoping to find a workaround.
Here he is in his entirety without the diffuse color maps. He doesn't necessarily render faster - maybe a little bit - but so far I haven't dropped to cpu, I guess because I got rid of a whole set of color maps. What I don't know is how doing the skin this way will act in multiple lighting schemes. I'll just have to test it in multiple HDRI and lighting setups and see how it behaves. :). Sorry bout all the veins, but since David was before HD morphs (and his normals aren't all that great), I wanted something to give him more detail.
I found out that the "seams" problem was related to an HDRI believe it or not. David was doing it too close up. I switched over to DS' default HDRI and boom...no more seams. I blame gremlins.
Here's one of my silly skin experiments. It's David again, cause he seems to be my flavor of the month...lol. The only color maps are in the translucency color channel and no where else. The diffuse is white and diffuse roughness at 100. There is a fresnel thin film top coat (200) with a bump (the same one in the base bump). Started out really pink, but toned down after a bit. No post.
Laurie
I've had light so strong in HRDIs before that characters were see-through.
Laurie, I hate to sound like a dunce, but where do I find Edward8's shader? I take it you don't mean his texture maps as they wouldn't fit on David. Sorry for my stupidity. LOL
Laurie, I hate to sound like a dunce, but where do I find Edward8's shader? I take it you don't mean his texture maps as they wouldn't fit on David. Sorry for my stupidity. LOL
Nah, don't feel stupid ;).
Ok, maybe I should make things easy for everybody and identify what's texture maps and what's a shader. The texture maps are of course the color, bump, displacement, normal, specular 2D maps, et al. The SHADER is the information that Iray uses internally to make your texture maps look like something - skin, leather, plastic, etc. So, while the specular maps are the textures (maps), the glossy color, weight, roughness settings, etc, is the shader. Think of it like this: texture maps can be in a shader, but a shader doesn't need texture maps ;). I hope that made sense :).
So, while Edward's texture maps will not fit David (you're right about that), Edward's shader will work just fine so long as you apply each single body type to it's corresponding body type on David. By that I mean, Torso maps for David's head, torso, hip and all his material zones that use his torso maps; face shader for face, lips shader for lips, etc. What I did was save each of Edward's material zones out as SINGLE shaders (not material settings) to a temp folder and then applied them to a corresponding part on David while I held down the Control key....that brings up a dialog box that allows you to ignore all of Edward's texture maps and just apply his shader information to David. Then, I just created the texture maps for David that Edward has (such as the translucency maps) that do not exist currently for David and placed them where they belong. I also moved some some maps that were in the wrong place. I see specular maps in glossy COLOR all the time and it drives me nuts....lol. Black and white maps should be in WEIGHT unless you're using a black and white to drive diffuse color texture. In that instance it's ok because you're actually putting a color in the chip next to the map. Otherwise only colored maps go in anything with the label "color". But for black and white maps that drive specular and that type of thing, they should always always always go in weight. LOL.
Sorry that turned out a lot longer than I expected it to. I hope it made sense. LOL
wow, your work here really impressed me. i'm going to print out your post and try to dupicated your process but at first read i think might hit some problems figuring out exactly what you did. i might be posting some questions in the next day.
if you ever get a chance to write a more detailed step by step tutorial for some us, i'm be first in line.
Thanks, Laurie. I'll give this a try. I haven't really played very much with textures and shaders and I've never saved shaders, so this will be a learning experience. I may have other questions later, but thanks for being so patient.
If you have questions, ask away. As long as I know the answer, I'm usually hanging around in the forums somewhere. LOL. I don't pretend to be an authority on any of it tho. Just stuff I picked up first from Luxrender (I used to write out shaders by hand for that one...urgh...lol), then Kerkythea, Cycles and now Iray ;). They're all pretty much the same under the hood, at least how the shaders work anyway. LOL.
This skin, back with diffuse maps only I used the full color maps in the translucency channel too. Still might play with the colors in the SSS channels. Changed nearly everything else in the shader. Kept the fresnel topcoat tho. :) Test with hair. Skin still a little red for my taste, but getting there. LOVE the eyes. Chevybabe's shader...can't mess with perfection. If it ain't broke, don't fix it...lol.
When I finally cook up something I really like I'll share the settings that I changed from Edward's base shader settings. At this point, it's most of them. LOL
You are so good to us. Many thanks. I like the red. I took your advice and used Spectral Rendering, and I missed the red that it took out, but I'm Californian.
I found out that the "seams" problem was related to an HDRI believe it or not. David was doing it too close up. I switched over to DS' default HDRI and boom...no more seams. I blame gremlins.
Here's one of my silly skin experiments. It's David again, cause he seems to be my flavor of the month...lol. The only color maps are in the translucency color channel and no where else. The diffuse is white and diffuse roughness at 100. There is a fresnel thin film top coat (200) with a bump (the same one in the base bump). Started out really pink, but toned down after a bit. No post.
Laurie
I wasn't around when David was released, but from your work I see he has a really nice sculpt. Maybe Daz should think about updating the way you are, and re releasing some of these characters!
Comments
Great work, Laurie! I absolutely LOVE David 5, but I haven't used him in a long tme because he just doesn't look as good as he could by today's IRAY standard. I've saved your "recipe" for this and I'll look it over when I get the time.
Well, it's not really my recipe, it's Daz's...lol. It's the shader that's doing all the work, and that was Edward 8's. All I did was make some quickie translucency maps to give it the same maps as the latest figures have. Just clarifying ;).
Laurie
Here are the texture seams I was talking about - they're pretty easy to spot. I have an idea how to fix them (maybe). Was hoping this would be as easy as a transition as David was, but was not to be...lol. Hope Mike 6 isn't this difficult.
Her eyes have also been a problem. For whatever reason, her corneas have been extra shiny and even tho I've turned the reflection strength way down, they continue to be so. Might be the shape of them, I dunno. I used the same cornea material on the eye reflection and tear, but turned the cutout opacity on those two down to 20 and 50%, respectively. Might turn the tear down even more.
Laurie
As a member of the older generation, I object to the efforts to bring me up to modern standards. I am perfectly happy with my sliderule, landline phone, 40 year old radio, gasoline automobile, cotton clothes, leather shoes, eyeglasses instead of contact lenses, wind up clocks, animal hair grooming brushes, and wooden pencils.
But if you come to take my Windows7 computer from me you'll find that this old geezer can fight.
ROFL +1 (almost) Female so not a geezer, and after I lost himself I did have to let the 25 year old Toyoto go as I couln't justify the running costs.
The rest I agree with. I don't want to be brought up to modern standards, I want to grow old disgracefully
Changed that part to bold, just because its so good :D
What version of DS are you using? I got rid of seams in Phx66's Jesse in DS Pro 4.10.x be switching to DS Pro 4.11.x beta.
I've been using the beta ;)
Laurie
Great work, Laurie. This thread is so inspirational. Well done.
Of course Dimension-Z is going to come along with NGSIII and make all this obsolete, but until that happens, I guess this'll do ;).
Laurie
Really nice work Laurie
I found out that the "seams" problem was related to an HDRI believe it or not. David was doing it too close up. I switched over to DS' default HDRI and boom...no more seams. I blame gremlins.
Here's one of my silly skin experiments. It's David again, cause he seems to be my flavor of the month...lol. The only color maps are in the translucency color channel and no where else. The diffuse is white and diffuse roughness at 100. There is a fresnel thin film top coat (200) with a bump (the same one in the base bump). Started out really pink, but toned down after a bit. No post.
Laurie
Looks amazing. Can't wait to see (and copy) your work on other figures. :D
That puts Genesis back into the running for me. Thanks so much. I bet there's a way to market this for the entire Genesis line (since it is relatively small). I picked up the G3 clone for Genesis in preparation for this.
I've been having issues also with an HDRI that makes everything look great, but it clouds the eyes (too much white in the HDRI). I'm hoping to find a workaround.
any ideas on how to use a procedural for a skin roughness texture?
ideally for carrara, but i could prolly adapt a concept from ds shader mixer
TY
noise speckles not really ideal.
they merged the inner nostril domain, so slapping procedural specular doesn't work any more, gives nostril glow
Here he is in his entirety without the diffuse color maps. He doesn't necessarily render faster - maybe a little bit - but so far I haven't dropped to cpu, I guess because I got rid of a whole set of color maps. What I don't know is how doing the skin this way will act in multiple lighting schemes. I'll just have to test it in multiple HDRI and lighting setups and see how it behaves. :). Sorry bout all the veins, but since David was before HD morphs (and his normals aren't all that great), I wanted something to give him more detail.
Laurie
He's ready for release!
I've had light so strong in HRDIs before that characters were see-through.
He looks fabulous! Wonderful work! That theoretically makes iray a little more interesting to me... you attained amazing results.
Laurie, I hate to sound like a dunce, but where do I find Edward8's shader? I take it you don't mean his texture maps as they wouldn't fit on David. Sorry for my stupidity. LOL
Nah, don't feel stupid ;).
Ok, maybe I should make things easy for everybody and identify what's texture maps and what's a shader. The texture maps are of course the color, bump, displacement, normal, specular 2D maps, et al. The SHADER is the information that Iray uses internally to make your texture maps look like something - skin, leather, plastic, etc. So, while the specular maps are the textures (maps), the glossy color, weight, roughness settings, etc, is the shader. Think of it like this: texture maps can be in a shader, but a shader doesn't need texture maps ;). I hope that made sense :).
So, while Edward's texture maps will not fit David (you're right about that), Edward's shader will work just fine so long as you apply each single body type to it's corresponding body type on David. By that I mean, Torso maps for David's head, torso, hip and all his material zones that use his torso maps; face shader for face, lips shader for lips, etc. What I did was save each of Edward's material zones out as SINGLE shaders (not material settings) to a temp folder and then applied them to a corresponding part on David while I held down the Control key....that brings up a dialog box that allows you to ignore all of Edward's texture maps and just apply his shader information to David. Then, I just created the texture maps for David that Edward has (such as the translucency maps) that do not exist currently for David and placed them where they belong. I also moved some some maps that were in the wrong place. I see specular maps in glossy COLOR all the time and it drives me nuts....lol. Black and white maps should be in WEIGHT unless you're using a black and white to drive diffuse color texture. In that instance it's ok because you're actually putting a color in the chip next to the map. Otherwise only colored maps go in anything with the label "color". But for black and white maps that drive specular and that type of thing, they should always always always go in weight. LOL.
Sorry that turned out a lot longer than I expected it to. I hope it made sense. LOL
Laurie
wow, your work here really impressed me. i'm going to print out your post and try to dupicated your process but at first read i think might hit some problems figuring out exactly what you did. i might be posting some questions in the next day.
if you ever get a chance to write a more detailed step by step tutorial for some us, i'm be first in line.
Thanks, Laurie. I'll give this a try. I haven't really played very much with textures and shaders and I've never saved shaders, so this will be a learning experience. I may have other questions later, but thanks for being so patient.
If you have questions, ask away. As long as I know the answer, I'm usually hanging around in the forums somewhere. LOL. I don't pretend to be an authority on any of it tho. Just stuff I picked up first from Luxrender (I used to write out shaders by hand for that one...urgh...lol), then Kerkythea, Cycles and now Iray ;). They're all pretty much the same under the hood, at least how the shaders work anyway. LOL.
Laurie
This skin, back with diffuse maps only I used the full color maps in the translucency channel too. Still might play with the colors in the SSS channels. Changed nearly everything else in the shader. Kept the fresnel topcoat tho. :) Test with hair. Skin still a little red for my taste, but getting there. LOVE the eyes. Chevybabe's shader...can't mess with perfection. If it ain't broke, don't fix it...lol.
Laurie
AMAZEBALLS! Love the results. Thanks for sharing.
When I finally cook up something I really like I'll share the settings that I changed from Edward's base shader settings. At this point, it's most of them. LOL
Laurie
You are so good to us. Many thanks. I like the red. I took your advice and used Spectral Rendering, and I missed the red that it took out, but I'm Californian.
I wasn't around when David was released, but from your work I see he has a really nice sculpt. Maybe Daz should think about updating the way you are, and re releasing some of these characters!
Wow, I did not know he could look that good. Amazing work, Laurie!