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

miamid99

Newbie
Nov 4, 2019
83
425
woaaaah, I had no idea this was a thing... I usually transfer the specific part as a principle BDSF when i need further editing, didn't know those Daz nodes where editable by pressing tab... again, big noobus here, learning on my own!

I followed your steps, Eevee didn't help, "use nodes" is ticked everywhere, but the transparent BSDF on cornea did work.
here is the group's nodes Daz ray clip group.png
 
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Nov 9, 2022
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woaaaah, I had no idea this was a thing... I usually transfer the specific part as a principle BDSF when i need further editing, didn't know those Daz nodes where editable by pressing tab... again, big noobus here, learning on my own!
This made me smile. You're about to become very powerful.

are a way of creating reusable shader nippets in Blender. Those particular Node Groups were probably generated by the import process you used to get the Daz model into Blender. Probably this eye material is different in some way than the materials the importer's developer used to test it.

I followed your steps, Eevee didn't help, "use nodes" is ticked everywhere, but the transparent BSDF on cornea did work.
Okay then. Either the Cornea Material is opaque, or else it's casting a shadow that completely covers the pupil and iris.

here is the group's nodes View attachment 2634997
Unfortunately, debugging these Cycles shaders is beyond my current skill level. I'm an eevee user. I recommend using the Transparent BSDF to hide the cornea entirely, or else import a different model with working eyes, then switch this model's cornea to the cornea material used by the new model, then delete the new model.
 
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miamid99

Newbie
Nov 4, 2019
83
425
Unfortunately, debugging these Cycles shaders is beyond my current skill level. I'm an eevee user. I recommend using the Transparent BSDF to hide the cornea entirely, or else import a working model, then switch this model's cornea to the material used by the new model, then delete the new model.
Makes sense, sounds like a good workaround. Thank you very much for taking the time
 

Darkhan3D

3D Artist
Game Developer
Sep 18, 2020
81
1,776
Your lighting really is something!
almost your entire library is in my "inspiration" folder.
I would be glad to be half as good someday, keep it up man
Thank you for kind words.
I'm really glad you like my works :)
 
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0ier 3D

Member
Aug 2, 2021
243
2,237
I'm not sure to understand your question but for the previous artwork, I use the standard brush (inflate, grab, smooth).
I see. You mentioned the "cloth filter brush". I searched it up and apparently it applies the cloth brush effect over the whole mesh. I thought you used that as well. Was wondering if it could replace cloth simulations or at least reduce the need for it.
 
Nov 9, 2022
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I see. You mentioned the "cloth filter brush". I searched it up and apparently it applies the cloth brush effect over the whole mesh. I thought you used that as well. Was wondering if it could replace cloth simulations or at least reduce the need for it.
Documentation:
A random tutorial video:

It's basically for making inflated cloth "bags" out of any geometry. Useful for detailing pillows, cushions, quilting, and chairs more than character clothing.

And here are some guides for using the cloth brushes "correctly" to make clothing:
Part 1:
Part 2:

Hope this helps.
 
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0ier 3D

Member
Aug 2, 2021
243
2,237
Documentation:
A random tutorial video:

It's basically for making inflated cloth "bags" out of any geometry. Useful for detailing pillows, cushions, quilting, and chairs more than character clothing.

And here are some guides for using the cloth brushes "correctly" to make clothing:
Part 1:
Part 2:

Hope this helps.
Thanks for clarifying! I'll look through the tutorials, the brushes seem pretty useful from the few times I used them.
 
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So. I asked somebody to explain three-point lighting to me.

conversation.jpg

Let me know if they did a good job. :)

I'm honestly not too happy with how the fake HDRI background turned out on this one. I had to resort to airbrushing in post to fake ambient occlusion in an attempt to "ground" her in the scene.

Even so, I think I've managed to demonstrate the basics of three-point lighting. I'm pretty happy with the composition and pose. Lighting takes a little longer than I'd like, but it's not intolerable. Posing is surprisingly fast considering it's custom.

I suddenly realized that I forgot to add freckles to the skin, but between Genesis 9 and the new Unreal Engine, I'm starting to think photo-realism is becoming a fool's errand. Maybe stylized or at least partially-stylized art directions are the only path forward these days, unless you have the money to sink into Houdini and XYZ textures.

Fortunately, style beats realism every time. :cool:
 

0ier 3D

Member
Aug 2, 2021
243
2,237
So. I asked somebody to explain three-point lighting to me.

View attachment 2646571

Let me know if they did a good job. :)

I'm honestly not too happy with how the fake HDRI background turned out on this one. I had to resort to airbrushing in post to fake ambient occlusion in an attempt to "ground" her in the scene.

Even so, I think I've managed to demonstrate the basics of three-point lighting. I'm pretty happy with the composition and pose. Lighting takes a little longer than I'd like, but it's not intolerable. Posing is surprisingly fast considering it's custom.

I suddenly realized that I forgot to add freckles to the skin, but between Genesis 9 and the new Unreal Engine, I'm starting to think photo-realism is becoming a fool's errand. Maybe stylized or at least partially-stylized art directions are the only path forward these days, unless you have the money to sink into Houdini and XYZ textures.

Fortunately, style beats realism every time. :cool:
The lighting looks pretty good to me. One thing that stands out is the lack of shadow from the character on the couch. Have you ever heard of this feature of Blender?

There's also this add-on: that projects hdri onto the environment. Not sure how well that would work with a couch though :unsure:.

The links are to tutorials on how to use/find them if you haven't seen them before.

Another way could be to find a couch from daz/other source and import it as a prop for her to sit on? That would produce more realistic shadows and ground her in the scene even more imo.
 

miamid99

Newbie
Nov 4, 2019
83
425
So. I asked somebody to explain three-point lighting to me.

View attachment 2646571

Let me know if they did a good job. :)

I'm honestly not too happy with how the fake HDRI background turned out on this one. I had to resort to airbrushing in post to fake ambient occlusion in an attempt to "ground" her in the scene.

Even so, I think I've managed to demonstrate the basics of three-point lighting. I'm pretty happy with the composition and pose. Lighting takes a little longer than I'd like, but it's not intolerable. Posing is surprisingly fast considering it's custom.

I suddenly realized that I forgot to add freckles to the skin, but between Genesis 9 and the new Unreal Engine, I'm starting to think photo-realism is becoming a fool's errand. Maybe stylized or at least partially-stylized art directions are the only path forward these days, unless you have the money to sink into Houdini and XYZ textures.

Fortunately, style beats realism every time. :cool:
Lighting seems okay. what really comes out weird if the depth of field, and the lack of shadows. it almost looks like you rendered the background and the character separately.
also, a step I never skip when doing a couch/bed pose (anything a little squishy) is that i always pose the character slightly deeper than the top of the surface they're suppose to be on, and then I sculpt the couch to adapt to the form of the model (add geometry if needed). Use reference pictures to see how the fabric folds under one's weight and reproduce.

as for realistic textures, Daz has tons of genesis models with high quality skin texture. that you can download here (for free... technically) and extract the skin texture, normal, SSS etc and use on any model you want. (you don't even actually need to download and install Daz Studio... just download a model you like, and look in the "runtime" folder, all the textures should be there. just paste them into your Blender Nodes.)
 
Nov 9, 2022
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437
Lighting seems okay. what really comes out weird if the depth of field, and the lack of shadows. it almost looks like you rendered the background and the character separately.
I mean...

...the fake HDRI background...

also, a step I never skip when doing a couch/bed pose (anything a little squishy) is that i always pose the character slightly deeper than the top of the surface they're suppose to be on, and then I sculpt the couch to adapt to the form of the model (add geometry if needed). Use reference pictures to see how the fabric folds under one's weight and reproduce.
I used to do this (when I use physical furniture props,) but then I learned that you can accomplish the same thing with Shrinkwrap + Corrective Smooth modifiers.

Needless to say, like everything else in Blender, Geometry Nodes pushes it to the next level.

as for realistic textures, Daz has tons of genesis models with high quality skin texture. that you can download here (for free... technically) and extract the skin texture, normal, SSS etc and use on any model you want. (you don't even actually need to download and install Daz Studio... just download a model you like, and look in the "runtime" folder, all the textures should be there. just paste them into your Blender Nodes.)
I'm rolling my own hybrid textures specifically to reduce my dependency on the Daz Store. But my point was that even new Daz Store content almost can't be made anymore without a Houdini liscence and $100 worth of input textures if you want to compete on realism... and the amounts people are willing to spend on Daz products surely won't increase to cover that kind of barrier-to-entry.

Just who is supposed to be making these new 8k texture sets? How do they keep the lights on? I know how to do it, I just can't figure out how to be able to afford to do it.

At the same time, we're entering a new era in which the perpetual dick-measuring contest of "realistic" graphics has gone far enough that it's now at odds with the "make 'em prettier than reality" aesthetic of porn.
 
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