3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

PeraDrnda

Member
Nov 20, 2019
175
371
Hey, guys. This is my first post and I know it's nothing special. Just wanted to throw something out for feedback before I get into more complex scenes. Any tips to improve this render? Any help appreciated!

View attachment 775648
nice looking girl with realistic boobs (y) , but imho her forehead is a little bit too high (maybe it just looks that way because of that hairstyle) :unsure:
 
D

Deleted member 1427961

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How do you get such good detail? do you bring it out in Photoshop?
I try to use the best materials that I can that also works with my vision, I also use a bunch of custom shaders like the one I used on the hair. I have a bunch of really good morph packs that allow me to add in a lot of smaller details on the characters, I tend to focus the most on the face details. I also render my characters as of recent at subdivision level 4. I also do a lot of pose and expression adjusting by hand to make sure nothing looks too strange. Once I render a portrait I run it through intel denoiser before bringing it into photoshop. When I get into photoshop I sharpen the image to gain back some detail that is lost from denoising, then I bump up the vibrance by around +25 or +30, after that I adjust the curves slightly to bring out the highlights a little more. If there is a color that's too strong after that then I will tone down that color until everything is balanced. That's usually all I do when it comes to post work.
 
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DoctorPervic

Well-Known Member
Game Developer
Aug 13, 2019
1,079
4,424
I try to use the best materials that I can that also works with my vision, I also use a bunch of custom shaders like the one I used on the hair. I have a bunch of really good morph packs that allow me to add in a lot of smaller details on the characters, I tend to focus the most on the face details. I also render my characters as of recent at subdivision level 4. I also do a lot of pose and expression adjusting by hand to make sure nothing looks too strange. Once I render a portrait I run it through intel denoiser before bringing it into photoshop. When I get into photoshop I sharpen the image to gain back some detail that is lost from denoising, then I bump up the vibrance by around +25 or +30, after that I adjust the curves slightly to bring out the highlights a little more. If there is a color that's too strong after that then I will tone down that color until everything is balanced. That's usually all I do when it comes to post work.
Amazing work Man. Thanks for sharing. :)
 

Lightaces

Well-Known Member
Aug 3, 2018
1,411
2,143
girl is hot, pose is sexy, but something is odd about light :unsure:
The light is almost level with the camera, which can be good sometimes, but tends to make things look flat. You get more depth by having the light come from a variety of places, etc. The lack of back light makes is probably the main thing you saw, though. (Sorry, I used to light things for a living. I notice light.)

Speaking of light, I tried 3 point lighting her, and it just looked weird, particularly with he glowing tattoos, makeup, clothes, and jewelry. She really needed source light, so she has a bunch of light tubes on the behind the camera. It's kinda bright though - I might have to stop down the camera.

Any way, please be nice, I've only been playing with DAZ for about two weeks. (Though, understanding real world light already has been a huge help!)

Rave Cave 2.png
 

Powerbabe

Member
Game Developer
Aug 1, 2018
302
2,793
My latest pinup. Tried to utilize the rule of thirds for this one.
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A very bad attempt at composition paired with incredibly dull and flat lighting.

You already have an environment with a dramatic lighting in the background. Why would you point a light source parallel to your character and make everything so flat?

Also your props receive way more lighting and attention than your character does, making them the main focus point of your render.

The materials of clothes feel wrong, like they are made from sand paper.

The character itself is way too dark in comparison with every single other object in the scene. That means your SSS settings are way off. Also those nails, the color and the material settings are very unwarranted.

There are also problems with other things in the scene, like the floor not being reflective enough, but that's probably because of its refraction index compared to the camera angle...

Anyway, keep up the good work.
 
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2C3D

Member
Aug 18, 2017
321
10,912
A very bad attempt at composition paired with incredibly dull and flat lighting.

You already have an environment with a dramatic lighting in the background. Why would you point a light source parallel to your character and make everything so flat?

Also your props receive way more lighting and attention than your character does, making them the main focus point of your render.

The materials of clothes feel wrong, like they are made from sand paper.

The character itself is way too dark in comparison with every single other object in the scene. That means your SSS settings are way off. Also those nails, the color and the material settings are very unwarranted.

There are also problems with other things in the scene, like the floor not being reflective enough, but that's probably because of its refraction index compared to the camera angle...

Anyway, keep up the good work.
Thank you for the feedback!
 
5.00 star(s) 13 Votes