3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

Qsomething

Newbie
Aug 5, 2018
21
67
Hello decided to repost the renders I made for practice and the first one from a renpy game I decided to make recently:
44 minutes 15%.png
Thicc Milf under 2h.png
1889 iterations, 87%, 1h 16min.png
1.png
What do you think of their quality? Please give me some feadback if you can.

Also the game will be about a few girls who find themselves at a messed up space station overrun by aliens.
 
Feb 5, 2020
495
2,039
A
Hello decided to repost the renders I made for practice and the first one from a renpy game I decided to make recently:
View attachment 629528
View attachment 629529
View attachment 629531
View attachment 629534
What do you think of their quality? Please give me some feadback if you can.

Also the game will be about a few girls who find themselves at a messed up space station overrun by aliens.
The story and the script will determine how good the VN is. The images are just triggers for each setting in the player’s imagination. Your renders are good enough but your choice of character is questionable. If you want to appeal to the mass of horny young males who are in the majority here as players a less chubby ‘duh’ expressioned female with a bad haircut might not be suitable. If you’re going for a strong personality who the player learns to like, it will all be in the script. Eva Kiss has clearly demonstrated that the images are only one minority part of the game. I’d say 30-40%.
 

MG-Gaming

Active Member
Nov 11, 2018
659
1,524
Hello decided to repost the renders I made for practice and the first one from a renpy game I decided to make recently:
View attachment 629528
View attachment 629529
View attachment 629531
View attachment 629534
What do you think of their quality? Please give me some feadback if you can.

Also the game will be about a few girls who find themselves at a messed up space station overrun by aliens.
As mentioned by others, the story and script are what matters most in a game.
As for pure visuals from your renders here:
the lighting in the first 3 is a bit basic, but the fourth pic has very interesting lighting. Good job on that one.
As for the 'thickness' of the girls... you do you. Some like them thick, others don't. Make the models you want to see in a game.
As for the 3rd pic... that is one massive schlong. It might be good to tone that down a bit, since he looks like he can impale everyone but veteran porn-stars. I have nothing against big dicks in games, but don't over-do it :)
Sort of a rule-of-thumb; reach her cervix, not her stomach :)
 
Feb 5, 2020
495
2,039
render settings / filtering

1° nominal luminance reduces grain and especially white dots
mini 10 if the image darkens increases the value. I went to 200 for a picture

2° post denoiser available and enabled to on

3° post denoiser start iteration minimum 10 the maximum for an image was 400

start with the denoiser if at the end of your rendering you still have some grain when your setting is at 10 mimnimum use nominal luminance, I am at 20 in general
Your advice improved my renders 300%. But my images look too 2D still.Any advice on getting more depth? Thanks.
 

The Naughty Captain

Active Member
Game Developer
Aug 21, 2019
779
2,306
That was exactly the point. I am trying to take stock assets and re-purpose them so that they look like something "new" except to anyone that is looking really closely. I just saw this environment used in Summer Scent and aside from moving the table into the middle of the room to get better camera angles, it was completely as sold. I am trying to avoid that and create a more unique experience.

To be honest, I did a bit more than just moving a table. I changed all the lights input, changed the roof, and reworked almost every shaders. So, it's not as stock as you think :p
 
  • Like
Reactions: GNVE

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,874
To be honest, I did a bit more than just moving a table. I changed all the lights input, changed the roof, and reworked almost every shaders. So, it's not as stock as you think :p
Hey, no offense intended here. I will have to go back and look at that more closely. Unfortunately, those stupid wall hangings are so distinctive that they kind of drown out anything going on in the scene for me. I knew that once i wanted to use that in a scene though, I would likely have to move the furniture. I can see the logic in what you did and why and it makes sense (especially avoiding having to create outside scenery). Great work on the game ... it's a ton of fun ... and a ton of work figuring out each of the paths.
 
5.00 star(s) 13 Votes