I really don't like commenting on others work as I am no superstar myself, but the point of focus, at least to me, appears to be the nipple whereas the kiss, that is slightly out of focus, is where all the passion is. I think it should be the other way around, I hope this make sense to you.
Yes it does make sense and I like that you pointed out something because that way I can improve it. I kinda wanted to be the focus on the nipple but it could be better if it was focused on the kiss.
Can't find on the DAZ store, so assuming they're not dforce, have you tried just applying a dforce modifier to the shirt and simulating to get a better fit? (you could also add a dforce surface adjuster node (think that's its name) and tell the material to be more silky, etc, so it acts more like that delicate fabric).
But, I've definitely had mixed results applying dforce modifiers (the dreaded mesh explosions), these usually happening because of geometry intersections, though the shirt doesn't look like it has any intersecting stuff, so could be okay.
Can't find on the DAZ store, so assuming they're not dforce, have you tried just applying a dforce modifier to the shirt and simulating to get a better fit? (you could also add a dforce surface adjuster node (think that's its name) and tell the material to be more silky, etc, so it acts more like that delicate fabric).
But, I've definitely had mixed results applying dforce modifiers (the dreaded mesh explosions), these usually happening because of geometry intersections, though the shirt doesn't look like it has any intersecting stuff, so could be okay.
You can disable self collision and see if that does it better without that explosion because it happens sometimes or just try using weight node for what you want to simulate.
Can't find on the DAZ store, so assuming they're not dforce, have you tried just applying a dforce modifier to the shirt and simulating to get a better fit? (you could also add a dforce surface adjuster node (think that's its name) and tell the material to be more silky, etc, so it acts more like that delicate fabric).
But, I've definitely had mixed results applying dforce modifiers (the dreaded mesh explosions), these usually happening because of geometry intersections, though the shirt doesn't look like it has any intersecting stuff, so could be okay.
Can't find on the DAZ store, so assuming they're not dforce, have you tried just applying a dforce modifier to the shirt and simulating to get a better fit? (you could also add a dforce surface adjuster node (think that's its name) and tell the material to be more silky, etc, so it acts more like that delicate fabric).
But, I've definitely had mixed results applying dforce modifiers (the dreaded mesh explosions), these usually happening because of geometry intersections, though the shirt doesn't look like it has any intersecting stuff, so could be okay.
What all is done in post? I imagine the side smoke, particles, and maybe background? More and more I render I realize I can do a bunch of stuff in post and save time. Hate waiting for long renders.
What all is done in post? I imagine the side smoke, particles, and maybe background? More and more I render I realize I can do a bunch of stuff in post and save time. Hate waiting for long renders.
My postwork tends to consist of strengthening catchlights, correcting things that look off (usually painting out / in hair / fixing strange artifacts), and treating the colors, adding glows, vignettes, etc.
I almost never composite things into my pictures because I'm just so bad at it, plus as a hobbyist photographer one thing I was taught was to 'get things right in camera', because if everything is right in the camera, then postwork is minimal.
And, the image that leaves DAZ is always 'flat': I set 'burn highlights' / 'crush blacks' to 0, as this will give me more play at the bright/dark extremes of the image without me having to render out as an EXR (would be better, granted), this giving me more flexibility in post so I'm not losing highlight/shadow info.
The
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,
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,
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are all transmapped planes. If I can get away with it, I'll render out in layers, then composite that together in GIMP. So ... yeah, I'm kinda old-school how I approach my pics (keep it simple).
(this image took around 2hrs to render / 20 mins in post)
(and, if anyone's interested: all postwork is done in Blender and GIMP)
Tried to mix a little MILF action and comedy in this one, the fucking outfit kept clipping through her skin and didn't come with great adjustment options.
I was playing with an idea and did this as a rough test. There is a lot of "cheating" in these renders by hiding parts of the strip poses that I didn't have good assets for.
I was playing with an idea and did this as a rough test. There is a lot of "cheating" in these renders by hiding parts of the strip poses that I didn't have good assets for.
Image 4 is definitely my favorite, but ... everything is so ... so ... so ... DARK! You spend all this time and effort only to make it nearly impossible to see clearly (unless viewed in a really dark room), and the images are good (especially #4).
So, I have a trick people may or may not know (one I use quite a lot):
Left-most is your original image and the right-most has been tricked so we can see the girl in all her beauty (me personally, I love the right-most pic).
I only use/have GIMP, so, in GIMP:
Load your dark image / image that needs a little more POW ZAP PING!
Duplicate the layer
Change the blending mode of top-most layer to SCREEN blending mode, and you'll notice the image get brighter
Keep duplicating that layer until the image is as bright as you want
Play with the opacity of the layer if you only want a little brightening (sometimes you'll only need a touch)
Remember, post-processing is your bwest, bwestest friend in the whole, wide world
You can also use the OVERLAY blend mode to create darker, more contrasty images. And, you can use this trick on nearly any image to give it more punch / bite.
Why duplicate a layer 10 times when one can do the exact same thing with a single levels/curves adjustment layer? At least that's how I'd do it in Photoshop, but I can't imagine GIMP not having something similar.