in the picture sophia is wearing a bra again. did she have that in her bag or did she go home later and put one on for her meeting with morello.Does anyone know the name of this environment asset?
No, that's not it. That effect is very easy to obtain and L&P has done it plenty of times, if you go on fan art you'll see artists there achieving the same effect. The issue with the legs of that asset isn't that. My first impression is that it's DOF + denoiser used to soon and it's the denoiser messing it up.Unless he was trying something to achieve this process.
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or it could have been a mistake.
Is that something between Sophia, Patrica or Dylan?L&P is so nice he answer my 2 question: about save games and Milf Claire (marie´s mother):
1-You need to download part 1 from my website again or a special patch. At the end of part 1 (0.150) you will be asked to save your game. Then in Part 2 the game will ask you for that save
2 There will be something but not much. And much later
Although we have seen few renderings from the expected update, I also got the impression that the quality of the work is somewhat worse and it differs from the previous L&P standards.Perfectly fine is not how I would describe this render and any render I've seen from this update.
I don't know which direction L&P's artstyle is going for, but these last renders are not close to the quality of the previous updates.
Everything looks cell shaded, almost like he's doing 20% of the render and then using a denoiser to clean it up, which gives this cartoonish look.
That could explain exactly why we see this effect under the table.
Either that or we're looking at the work of a different artist.
I'll be fair, I don't mind the quality coming down but if the premise for the updates to take so much time is "Quality is great so it takes longer to do" then if the quality comes down, this update should have been faster by the same logic.Although we have seen few renderings from the expected update, I also got the impression that the quality of the work is somewhat worse and it differs from the previous L&P standards.
We will probably be able to give a more accurate assessment after the update, but the fact that not only I, but also other forum participants express the same opinion gives grounds to assume that the quality has changed, but not for the better.
I really hope this is a deceptive impression.
LOL. Please, man, don't do that. Don't give some guys here a reason to create new theories. After the handbag and blur saga, we might see 10 pages of theories based on the Chair Saga. hahahaha.Has anybody else noticed how big the chair looks that Sophia is sitting in?It looks really wide.
Mind you that could be the camera angle or the lighting
I find that the scaling of props in Daz is wildly inconsistent.Has anybody else noticed how big the chair looks that Sophia is sitting in?It looks really wide.
Mind you that could be the camera angle or the lighting
wildly inconsistent as most things in Daz areI find that the scaling of props in Daz is wildly inconsistent.
So, how’s the update coming?Lol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problemsI think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
Thankyou for the clarification on my question.Lol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problemsI think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
From a scene composition standpoint, would you consider removing the lamp and moving Sophia closer to the desk? The shot feels very fragmented and the main focus is in that ridiculous lamp. Sophia feels like she's a million miles away, and I feel like I have to move my eyes a ton in order to see the scene's most important elements. I'm no expert in Daz or scene composition, but this one feels like it could be improved. At minimum removing the lamp would help a ton.Lol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problemsI think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
Indeed the pictures are perfectly done, nevertheless theLol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problemsI think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
here we go, the salty kid try defend his poor ego instead of workingLol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problemsI think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
This is just an overview render. It doesn't serve for the conversation per se! It literally just serves as the first impression when they're sitting and talking. Giving a spacial impression. For the conversation I used direct character camera angles.From a scene composition standpoint, would you consider removing the lamp and moving Sophia closer to the desk? The shot feels very fragmented and the main focus is in that ridiculous lamp. Sophia feels like she's a million miles away, and I feel like I have to move my eyes a ton in order to see the scene's most important elements. I'm no expert in Daz or scene composition, but this one feels like it could be improved. At minimum removing the lamp would help a ton.
Just some thoughts to be helpful.
It is simpleJust a quick question since You are well versed with the game.
How do you find the logic of game being released on an event basis rather than the entire day basis?
Update based on event will be much shorter compared to the entire day like 0.150 and 0.130, this is my guess. Event based updates will have shorter game time and again the cycle will be the same of waiting 2-3 months for the next event of the same day.
The ideal logic should be longer game time within a shorter release period. This is my understanding of what should be achieved. What’s your say?