- Jan 9, 2023
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Last drink before the show
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I will say it again: absolutely amazing work.~Jill(BaDIK) - I wanna be a racist when I grow up~ (part of a large wish list from Geralt)
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"Racist"? Lol. Sorry for being a grammar police, but it is a sensitive word. I think you mean "racer"?~Jill(BaDIK) - I wanna be a racist when I grow up~ (part of a large wish list from Geralt)
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Just google "racist racer", it's an inside meme."Racist"? Lol. Sorry for being a grammar police, but it is a sensitive word. I think you mean "racer"?
It's actually from a meme, kids were asked what they want to be when they grow up."Racist"? Lol. Sorry for being a grammar police, but it is a sensitive word. I think you mean "racer"?
Looks nice What's the backstory? Why is MC sad? It's Derek right? What did he do?!
Oops, sorry, my bad. Guess I am really out-of-touch with all these memes. LolIt's actually from a meme, kids were asked what they want to be when they grow up.
While clearly thinking of being a "Racer", the kid said "Racist" in the style of Pianist, botanist, etc.
Looks nice What's the backstory? Why is MC sad? It's Derek right? What did he do?!
Some thoughts:Last drink before the show
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Interesting and valuable information Jumbi .Some thoughts:
I would not be surprised if for Lily's eyes DPC also used Hyuna's (Riona model) eye materials, which have very large irises and which he also uses on Quinn, for example. They certainly look familiar.
About that trio of eye reflections you put together, the brighter whatever it is in front of those eyes, the sharper and brighter the reflection on the eye will look. There is a morph called 'Eyes cornea bulge' (or something very similar) which you can set to 100 % or higher (after disabling the limits for said morph dial) to get better eye reflections among other things. And finally, the iRay Uber (MDL) shader, commonly used on most Genesis 8 figures, has settings to control the reflectivity level of the different surfaces that use this shader. Have a look at this screenshot. You might try setting a scene with a bright light source in front of the eyes of your figure and playing with those values for the eye surfaces (sclera, cornea, irises...) to see what you may get.
Also, I don't think DPC does much postwork (if any) on his renderings for the game. But for the whole debate around the use of postwork to get more aesthetic pieces, IMHO while it is possible to get very good looking renders directly out of your 3D rendering application, in most cases, with postwork, especially if you are experienced and skillful doing that, you can further improve your initial work.
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At this point, my general impression when I look at many renders from the game is that he likes bright lighting and low contrast. Two settings under Render settings>Tone mapping that have a big impact on the contrast output of the renders in Daz Studio are: 'burn highlights' and 'crush blacks'. You can zero both of these settings to get low contrast renders out of the application. Alternatively, you can do general light and color adjustments in postwork.Interesting and valuable information Jumbi .
I will definitely try out those settings you mention. You're probably right and DPC doesn't have the time or physical ability to process each redner further (otherwise 1 episode would come out every 2 years), but it's still a masterful use of light considering how many redners it creates. Here are 2 examples:
1. In Lily's eyes I can count at least 4 lighting sources
2. Extremely even and soft lighting on Quinn's face. 3 light sources are visible in her eyes.Unique even light
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I'm just guessing, but I think he's using some asset of lighting fixtures (that are ready made or he created himself) to light several types of scenes. Makes a huge impression on the expressiveness of the characters eyes in the game.
Of course these are just my thoughts (someone who doesn't have a deep knowledge in 3d visualization)
One can only hope my friend.Great job!
So girls getting Jacob'd in this thread soon
Holy shit balls that's hot!!!. I'm going to save that for masturbation material.While we're discussing DPC's lighting techniques... I think it's important to point out realism is certainly not his goal. Far from it actually. If you look at my recent Jacob render for example... that's a realistic 11 point lighting setup you'd find at a photographer's studio. Nothing in game looks anywhere close to that level of lighting. What DPC does is entirely different. He lights the background and subject separately, with a clear intent on minimizing harsh shadows using simple primitive shapes as emissive surfaces.
Take this quick render of Maya getting clapped by Magnar I put together as an example:
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The room is lit evenly by an entire ceiling-spanning ghost light with a warm tint. You don't really even need to use a ghostlight here and could have just turned the actual ceiling geometry into an emissive since it's out of shot and achieved the same effect. Notice how there are almost no strong shadows? This is how almost all of DPC's backgrounds are lit from what I can tell. The characters themselves needed a little more, so behind the camera is nothing but a primitive square projecting soft light onto their bodies to create a little more depth. Now I could have fiddled with it more and accentuated certain parts of the image I want to draw attention to, but hopefully the example at least might help someone out.
As far as the lights in the eyes, those are just the reflections of the primitive emissive squares he's using to light the characters, as well as some could be put there for no other purpose than the eye reflections. This lighting style is much more obvious early on in BAD history, and he's certainly experimented over time, but its pretty clear he still heavily uses emissive lighting.
ahahahahaha me too jill me too~Jill(BaDIK) - I wanna be a racist when I grow up~ (part of a large wish list from Geralt)
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Get This man a POV shot render of him (his version of mc ) holding his weiner in the corner while Jacob is doing MayaOne can only hope my friend.
makes zero sense because your not MC so you are also watching a guy fuck women but the only difference is its a white guyGet This man a POV render of holding his weiner in the corner while Jacob is doing Maya
That's why the POV shot . For More immersion lolmakes zero sense because your not MC so you are also watching a guy fuck women but the only difference is its a white guy
While we're discussing DPC's lighting techniques... I think it's important to point out realism is certainly not his goal. Far from it actually. If you look at my recent Jacob render for example... that's a realistic 11 point lighting setup you'd find at a photographer's studio. Nothing in game looks anywhere close to that level of lighting. What DPC does is entirely different. He lights the background and subject separately, with a clear intent on minimizing harsh shadows using simple primitive shapes as emissive surfaces.
Take this quick render of Maya getting clapped by Magnar I put together as an example:
View attachment 3708744
The room is lit evenly by an entire ceiling-spanning ghost light with a warm tint. You don't really even need to use a ghostlight here and could have just turned the actual ceiling geometry into an emissive since it's out of shot and achieved the same effect. Notice how there are almost no strong shadows? This is how almost all of DPC's backgrounds are lit from what I can tell. The characters themselves needed a little more, so behind the camera is nothing but a primitive square projecting soft light onto their bodies to create a little more depth. Now I could have fiddled with it more and accentuated certain parts of the image I want to draw attention to, but hopefully the example at least might help someone out.
As far as the lights in the eyes, those are just the reflections of the primitive emissive squares he's using to light the characters, as well as some could be put there for no other purpose than the eye reflections. This lighting style is much more obvious early on in BAD history, and he's certainly experimented over time, but its pretty clear he still heavily uses emissive lighting.