3D-Daz Daz3d Art - Show Us Your DazSkill

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Empiric

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Jan 13, 2020
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So, quick question. On another forum, a poster said that my last character had something of the uncanny valley about her. I'm not too pushed about what they said, but it did get me wondering what I can do to make her and other characters look a little more unique. While sliders are the obvious choice, I was wondering if there's something else (and I've already tried the Auto Face Enhancer....hoo boy, now that belonged in the bottom of the valley!)

View attachment 973828
Okay. First thing first. Give her Eyelashes. Probably the reason for Uncanny Valley comment.
Asymmetric facial features are the key here. For a good example, look at Gal Gadot, she has some of the more visible kind, like a lower set right eye. Look at actual portrait photos all have the face tilted to level the eyes of the subject, or have one eye closer to the camera to even the sizes between both eyes. Same goes for lip corners, cheek dimples, a tilt of the nose, level of the ears etc. This way you can create a chocolate side*.



* is this a thing in the English language? In german we say "Schokoladenseite"

I'd say it's more about the flatness of the face rather than lack of asymmetry. I made the same mistake with my first characters as well. I'd recommend to first add some depth to the face - deeper eyes, bring out lips, chin, eyebrows, tilt the forehead and such. Some creases here and there, no face is completely smooth.
I recently remade one of my earliest models. I used the first one as a base and just shortened the face and brought out lips, nose and chin, gave a bit of definition to everything, so it's not so rounded and it made her look way better.
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There are plenty of morphs for that, but if you are not satisfied as I'm often not, you can export the head morph and do slight changes in some modeling program. I use blender, because it's free and someone recommended it to me when I was starting out. I'm very bad in it, I can only use few sculpting tools properly, but it's the best way to give your models a bit of uniqueness and fix some minor imperfections you get when mixing morphs in daz.
 

W3NTZ

Newbie
May 25, 2020
22
170
thank you :)

I use it sometimes already , but occasionally have the feeling it somehow brings nothing
Maybe there are some bugs. sometimes it does nothing to some props also.. But mainly in reduces render times rapidly. Together with clever hiding of props, that are not visible in scene.
 
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GNVE

Active Member
Jul 20, 2018
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I love it! The light direction is a little bit strange in relation to her eyes. The hard rectangular light is meant to imitate an open door, which would mean somebody is standing in that doorway (likely), but her eyes are not towards the direction of the light/door, nor is there a shadow from a person standing in the doorway. I think changing the light direction to match where she's looking and adding the shadow of a person in the doorway would really elevate this.
To me the light looked to come from a skylight so I don't mind the harshness as it's about as direct sunlight one can get in a house and that the girl is ignoring it (as there is 'nothing' there).
 
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Mengal

Member
Sep 11, 2018
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Ahh, dope. Thanks!

I haven't played with layering renders yet, but it makes sense how the light is so even across all the models.


A good tutorial to start with, helped me out alot
 
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zOh

Member
May 4, 2020
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To me the light looked to come from a skylight so I don't mind the harshness as it's about as direct sunlight one can get in a house and that the girl is ignoring it (as there is 'nothing' there).
Hmm yeah it could be an angled skylight. I just thought the intended scene was a girl looking back at somebody who entered her room.

I never said anything about whether it needs to be more harsh or less harsh though. I was just saying the light didn't match what I presumed was the intended scene. But now that you mention it, I agree that it is more likely a skylight and that my initial assessment was wrong.
 
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xer.0

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Feb 7, 2018
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A good tutorial to start with, helped me out alot
Awesome. I’ve had a render going for about 11 hours and am going to run it through the night but just noticed I forgot a hair tie... gonna need this tut, haha.
 

xer.0

Member
Feb 7, 2018
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Just been practicing with Mesh Smoothers and adjusting clothing for a more natural feel while setting up the placeholder images for my game. Not finished yet (background and more 'life' in them needed still)
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The clothes are looking great! What smoothers are you using? Any tips?

A few of the renders look a bit over exposed. And as for the color, the light on the models is incredibly warm while the sky is a regular “cool” white. Did you adjust the warmth on the main light? Maybe try and get the exposure and then doing the warmth in post or the render settings.

Looking good! What’s the game? I’m excited.
 

probably_dave

Member
Jun 3, 2017
133
363
What smoothers are you using? Any tips?
For the clothes, I added the Fit Control Addon to the clothes to adjust the shape of the clothes to roughly how I wanted. I then added a deForce modifer, making the surface using the default settings but increasing the stretch stiffness to max to so they kept there size. I then monitored as the simulation happened to see how the clothing was moving, making minor tweaks to the different parts like the bra string to adjust how it bending. It was my first time experimenting with these settings so limited myself to stretch stiffness and bend stiffness.
For the Mesh Smoothing, this was mainly for the final pic, trying to get the breast to feel naturally squashed against the bed. Here, I used the Breast Control add on and applied the standard Mesh Smoother to the model, colliding against the bed. It seemed to work quite well, so then I could focus on 'squashing' the breast using the Breast Control, without having to worry about it breaking through the bed.

A few of the renders look a bit over exposed.
Yes, fully agree. Just compare the first picture with any of the others. The swimsuit has gone from pink to white and lost all of it's texture. My concentration was on learning the clothing and smoothing aspects.
Thanks a lot for the advice though. I've just done a quick re-render following your advice and it really helps. It's also helped with the 'sweaty' look I was going for. Still working on it, but it's really helped :)
LisaBella7.png

Edit: Forgot to mention, the game is The Minerva Project, dev thread here here. It's a village builder type game with a plot. It's still quite a few months out however
 

Deleted member 1482745

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Jun 23, 2019
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Yes, fully agree. Just compare the first picture with any of the others. The swimsuit has gone from pink to white and lost all of it's texture. My concentration was on learning the clothing and smoothing aspects.
Yeah rendering outdoor daylight scenes is a double edge sword. On the one hand you can get 100% convergence with sub 1000 iterations, but on the other hand ... I tend to avoid white/light clothing for outdoor scenes.
 
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