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3D-Blender Blender Art - Show Us Your Blender Skill

PashafromRussia

Well-Known Member
Aug 18, 2019
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5,500
Am I the only one doing skin texture customization through actions of photoshop? It's pretty simple and the main thing is fast.
Photoshop is a very flexible, fast and simple tool for post-processing. If you automate post-processing through actions, it will take seconds.
 

PashafromRussia

Well-Known Member
Aug 18, 2019
1,557
5,500
The big downside is that you do it in a destructive way, and you need to export each file every time you want to change something, even a little thing. When using material node I can change colors, overlay, hue/saturation, etc by just sliding options, without affecting the original image :)

For example, I have a material shader with different options. I can even switch skin textures, without ever altering the originals files :

View attachment 2010864
DAZ 3D has full of a variety of skin textures and various roughness maps for the skin. Your method makes sense only if you are engaged in sculpting.
 

Domiek

In a Scent
Donor
Game Developer
Jun 19, 2018
1,996
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You can use whatever skin shader you want with Daz models, I decided to give it a try too, here is a quick comparison :p

Screenshot of sampling, light-paths and render settings used :
Diffeomorphic version used : latest master branch, and Blender 3.2.1.

Model used : and

I didn't plug the Displacement, because the model didn't have any and the HD add-on was used, so I felt it wasn't really needed.

View attachment 2010601

Diffeomorphic out of the box

View attachment 2010579
Skin Shader out of the box + Makeup shader

View attachment 2010580
Skin Shader customized + Makeup shader + DAZ Translucent

View attachment 2010582
Skin Shader customized + Makeup shader + DAZ Translucent + Specular overlay

View attachment 2010583

I think the shader will be way better if you buy the textures by Chris Jones too, otherwise Diffeo + same customisation based on self's preference will be plenty enough. But that's just my opinion :)



"... not use the assets for any defamatory, harassing, pornographic, obscene..." Well it's screwed for any people of f95zone :p
That looks pretty good although Vicky 8.1 textures are awesome and look good on any skin setup

Could you try the shader using some non-Daz official skin like from some random vendor? Really curious how it looks.
 
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BobbySnaxey

Member
Jul 25, 2020
304
4,275
Do you guys know how to use the micro roughness maps from Victoria 8.1 in Blender?
I managed to get the the micro normals to work. :)
 

BobbySnaxey

Member
Jul 25, 2020
304
4,275
Do you use Diffeo ? If so, the micro roughness are added when converting the model, for example "Victoria8_1_MicroDetailR" for the body material. As for the micro normals, they are also added by default in Diffeo with their respective mapping :)
Thanks!
Gonna try again :)
 

Synx

Member
Jul 30, 2018
495
475
What version of Diffeo do you use ? I'm currently using the latest master version (1.6.2.11).
If you are using the 1.6.1 or 1.5, do you use the BSDF, Principled, or single principled option ?

The "Victoria8_1_MicroDetailR" is added to the material node :

View attachment 2023213

If it's not added by Diffeo, you'll need to map them manually and set the scale according to the body part (material slot) if the micro is a different size.

Here is an example for multiple micro-normal parts, but it could be applied to micro roughness as well :

View attachment 2023203
I don't think it's that easy. Normal maps are vectors which can be added together. Adding a second normal map just adds its info to the first normal map. Like if the first one says to -'move' a pixel 1cm out and the second one as well, it will just move that pixle 2cm out.

You can't do that with a roughness map, since a roughness map tells what the roughness is of a pixel, not by how much it needs to be changed. If you would add a roughness map on top of another roughness map, the second one would just override the first one. You could try mixing them 50/50, but I think that would 'flatten' out the roughness info of both maps (it cuts the values in half, before adding them together).

I think the way to combine two roughness maps is to not combine the maps together, but combinding two shaders together instead, using a mix shader node set to add, just before the material output node. Putting the Diffeo DAZ node set-up in the first one, and a simple roughness node in the second one, with the micro roughness map connected to the solo roughness node. That should to my knowledge just add the roughness info of the micro map to the diffeo DAZ set-up. Not entirely sure though.
 

BobbySnaxey

Member
Jul 25, 2020
304
4,275
What version of Diffeo do you use ? I'm currently using the latest master version (1.6.2.11).
If you are using the 1.6.1 or 1.5, do you use the BSDF, Principled, or single principled option ?

The "Victoria8_1_MicroDetailR" is added to the material node :

View attachment 2023213

If it's not added by Diffeo, you'll need to map them manually and set the scale according to the body part (material slot) if the micro is a different size.

Here is an example for multiple micro-normal parts, but it could be applied to micro roughness as well :

View attachment 2023203

I'm on 1.6.2.1068.
I use principled. :)
 

BobbySnaxey

Member
Jul 25, 2020
304
4,275
What version of Diffeo do you use ? I'm currently using the latest master version (1.6.2.11).
If you are using the 1.6.1 or 1.5, do you use the BSDF, Principled, or single principled option ?

The "Victoria8_1_MicroDetailR" is added to the material node :

View attachment 2023213

If it's not added by Diffeo, you'll need to map them manually and set the scale according to the body part (material slot) if the micro is a different size.

Here is an example for multiple micro-normal parts, but it could be applied to micro roughness as well :

View attachment 2023203

I have update my Diffeo now to the latest.
I have it set to extended principled but it still doesn't import the micro roughness.
 

Synx

Member
Jul 30, 2018
495
475
Looks good. The lines on her body could use some depth so they dont look like to drawn on.

Have been working on some semi-stylized characters for a while now. Got a general workflow done now which should hopefully make any new character not take several weeks but just a couple hours. Some renders:

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Overall pretty happy with how it looks now, only thing I just cant get right is hair rimlight. The characters aren't lid normally so normal rimlight doesn't work. Have tried a shit ton of stuff the last week or two, but they all run into the same issue that the hair is made from haircards and isn't 1 solid object so they don't work properly. Best result I have gotten is just putting a gradient over it which works fine for the guy, but doesn't give the best results for the girl because of the wavy hair. Maybe one of you got some idea for it.
 

Domiek

In a Scent
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Game Developer
Jun 19, 2018
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Looks good. The lines on her body could use some depth so they dont look like to drawn on.

Have been working on some semi-stylized characters for a while now. Got a general workflow done now which should hopefully make any new character not take several weeks but just a couple hours. Some renders:

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Overall pretty happy with how it looks now, only thing I just cant get right is hair rimlight. The characters aren't lid normally so normal rimlight doesn't work. Have tried a shit ton of stuff the last week or two, but they all run into the same issue that the hair is made from haircards and isn't 1 solid object so they don't work properly. Best result I have gotten is just putting a gradient over it which works fine for the guy, but doesn't give the best results for the girl because of the wavy hair. Maybe one of you got some idea for it.
I really like that style, it's super cute!

I wonder if you can build in a fresnel effect in the hair shader to make the edges lighter and fake the rim light?
 

Synx

Member
Jul 30, 2018
495
475
I really like that style, it's super cute!

I wonder if you can build in a fresnel effect in the hair shader to make the edges lighter and fake the rim light?
Thanks. I already tried that, but since the hair is made out of hair cards it puts the Fresnel effect on each hair card instead of on the edge of the whole hair object. Runned into this problem for most things I tried.

Only thing I could think of myself is using freestyle, but I have never done anything with that. And it would prob mean I got to redo it for every shot.
 
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Domiek

In a Scent
Donor
Game Developer
Jun 19, 2018
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Thanks. I already tried that, but since the hair is made out of hair cards it puts the Fresnel effect on each hair card instead of on the edge of the whole hair object. Runned into this problem for most things I tried.

Only thing I could think of myself is using freestyle, but I have never done anything with that. And it would prob mean I got to redo it for every shot.
Ouch. I wish I wasn't a doofus with the shaders and could help out.

Are you absolutely set on using hair cards? Both of those hairstyles are really simple and shouldn't be hard to remake with either hair curves or particle hair.
 

Synx

Member
Jul 30, 2018
495
475
Ouch. I wish I wasn't a doofus with the shaders and could help out.

Are you absolutely set on using hair cards? Both of those hairstyles are really simple and shouldn't be hard to remake with either hair curves or particle hair.
Yeah. I tried curves for a bit but released quickly the tutorials on youtube make it look a lot easier then it is. Would take a long time to learn it. And the shader doesn't work well with hair particles unfortunately. Which is a bit of a bummer since the shader works great for everything ells, just this small issue. Maybe with the new curve system they are working on.

Besides i'm lazy and just prefer to take hair models from DAZ, import and alter them a bit, throw on the shader and be done. Especially if I want to try making an actual game in this artstyle with more then 2 characters.

Anyway I came across some methods that worked on the girl (long hair) but not on the male (short hair), and vice versa, in the past weeks. I will prob just stick with using different methods for different hair lengths. Not the best solution but better than nothing. Here is the female for somewhat the look It would end up with: Female1.jpg

Could be better, but I personally like it more than without it for situation it makes sense.

It's best to just leave it here and go on the next part i wanna work on: creating an animation.
 

zilkin

Member
Dec 9, 2020
152
128
Bulma render (model and setup by banchouforte from smutbase, he is really good). I did the pose and camera and a bit of light only.
 

Synx

Member
Jul 30, 2018
495
475
Created a little indoor scene in the semi-realistic style I have been working on, one at daytime and one at nighttime. Removed the roof to get a better overview picture. The night one might be a bit to dark, I dont know.

Anyway I think its time to now try my hand on creating an animation with some characters going for it in the small room.

Indoor_day.jpg Indoor_night.png
 
Sep 5, 2017
121
348
Anyone have any good recommendations for a good eevee lighting tutorial? I'm sorta new to Blender. I've done the traditional 3-point lighting system and my renders still don't look as good as some of the stuff posted here.