Daz Image - How can improve?

The Dark Moonshine

Active Member
Game Developer
Oct 15, 2020
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Here is my last experiment with Daz.
I'm searching tips how to improve it (rendering, material skin option, lights...), any suggestion/critic is welcome!
Thank you!
nursefrist.png
nurse.png
 
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KiaAzad

Member
Feb 27, 2019
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The answer is almost always lights.
In daz, like photography, you're capturing rays of light in your render, and the better quality of light, the better your images will look like.
Try tinting your lights a little and create some contrast in the face.
 
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3D Reaver

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May 15, 2020
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i agree with KiaAzad. Framing and lighting are going to be the most important. I would check out tutorials about photography and movie camera framing. You need to understand some basic rules so you at least have some basis to critique your own images or to identify why someone's elses look good.
When it comes to this specific image im going to say that its flat. You have a light source " more than likely the camera flashlight" right from the front.
 

The Dark Moonshine

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Game Developer
Oct 15, 2020
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Thank you guys, I'm following some tutorial and with a little of light, the result is different!
I'll work on it!
Thanks again!

test9_5.png
 

mickydoo

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Jan 5, 2018
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Put her on an angle like this looking towards the camera. Also its kinda hard to visualise but dont put the light source straight on her, you want like 30 - 45 deg (I making that up but something like that) around from the camera if you look down from the top, sort of, if the camera is 12 o'clock you want the light to be at 2 o'clock if you get what I mean. You want the shadows fall across her face.
2022-11-09_7-28-35.png
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
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Aug 17, 2019
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mickydoo more or less has the right idea. What he's explaining is basically Rembrandt lighting. In a very rudimentary form, it looks something like this:

2022-11-09_7-28-35.png

To break it down as simply as possible, I've just used colors.

Blue: This is your main spotlight/emissive/etc. The blue circle on her face is traditionally called the "short side", and for the best result, the brightest light sources should be on that side. Not always, but most of the time. That blue arrow point to the orange inverted triangle is the light from the spotlight spill over form the short side of the face. This is the key symbol of Rembrandt. As mentioned by mickydoo, again, it should be near a 45 degree angle, aiming downward at the model.

Green: The green circle on her face is often called the "shadow side". Leaving a dim fill light or just shadow here creates a level of mystery and drama. As a said a dim fill light, or even natural ambient lighting should be all that's here.

Pink: This is an optional step, a rim light. It's easy enough to faux this being natural lighting either via a ghost light or a spotlight that isn't in frame. What having that rim will do is allow your model to see light-dark-light, and in that context, creates visual dynamic.

Something like this is done in a similar way to the example I posted above:



Or this, which was done with just a single spotlight on the figure at said 45-degree angle (and two more to illuminate only the background):

tpldrma.jpg
 
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kintarodev

Member
Game Developer
Oct 9, 2022
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Mind also the HDRI. It really makes a difference depending the one you are using. Personally, the whiter or brither the better.

ps. white clothes are always trcky. Try to put some light gray basic color and perhaps a bump or normal map strong enough.