- Apr 30, 2018
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Awesome work ^^ Like ur pics!You don't have permission to view the spoiler content. Log in or register now.
Awesome work ^^ Like ur pics!You don't have permission to view the spoiler content. Log in or register now.
Glad you like her, I do not use faceegen, I simply overlay an image on to g8F and then sculpt the face using Zbrush and the photoshop bridge to edit the model live, bit more to it than that but you get the idea.Damn, she looks spot-on! Have you used Facegen? Also, if you could please upload the Emma Watson character/morph file here, I'd be really grateful. Only if you're comfortable sharing your hard work that is, it's cool if you're not. (I'm just curious to see what I can create with her...for my umm...'personal usage' only.)
I've used a lot of simple planes lately to help with that, not quite as genuine but much easier to control and if you layer them it can work pretty good.Still fighting with volumetrics and the noise they cause:
merci beaucoup : thx a lotSave the character from one scene as a scene subset. Then add that character to the other scene. Character is found in My Library \ Scene Subsets.
You could also merge the scenes and remove unwanted content (little messy).
I had the same problem with this image:I had the figure in the front adjusted with a smoothing modifier so certain body parts were deformed against the glass. Whilst the model mesh was deformed, when rendering those parts rendered partially black. This persisted, even when I made the glass wall invisible. Anyone have any ideas to rectify?
Gave it a go, however issue persisted as per the image in the spoiler below.I had the same problem with this image:You must be registered to see the links(only it was with her hands)
I fixed it by creating an invisible plane slightly offset from the glass window and used that as the collision mesh. I think it has something to do with the glass object (window in your case) being thicker than a plane so iray renders it weird but don't quote me on that.
That is exactly the problem I was having that I fixed, weird...Gave it a go, however issue persisted as per the image in the spoiler below.
Is it just me or she looks a lot like Natalie Portman? A little more naughty and curvy, sure, but...
Not intentionally, but I take that as a compliment And thanks.Is it just me or she looks a lot like Natalie Portman? A little more naughty and curvy, sure, but...
Beautiful work.
This is the type of mystery that rather than forcing Daz to behave the way it should, I'd render two separate images, one for the woman pressed against the glass (with the glass invisible) and another with the scenery (glass and scenery with no woman) and then just lay the glass on top of her in Photoshop. This way I could control the glass layer's opacity better and increase/decrease the strength of the reflection as needed.Gave it a go, however issue persisted as per the image in the spoiler below.
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Sup homie. If you notice, most games use the same 4 or 5 models with the same fucking hair and some even the same clothes. It gets repetitive after a while seeing the same boring shit. Its like someone told me; 'why do 100% of the work for $2,500 when you can do 50% for $2,000.' However, people on this thread spend so much time actually doing thing different and I can see there effort. If you want to know how we make different models; people use facial mods and/or already made characters. Take this render I did for example. Its an already premade face, but i changed a few things (mostly the head and eyes), to better match what I was trying to do.I'd have veins popping out like that too if my mother looked like that, haha...
Wish I knew how every was making these Daz3d models, I got daz but their's hardly anything I can do with the very plain bland model, unless it's all hidden in the confusing file interface.