- Nov 14, 2016
- 225
- 2,908
Sunny16
Thanks for your feedback ! Will try to improve.
Sunny16
Sorry but first thing that caught my eye, the lower right corner like "Sellout advertising".Here's a new character from one of the games I work on. Unlike most pics here, this one's very sfw (for now).
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The picture is quite good... but in a way is ruined by the "agressive" advertizing/signature on the lower side that attract to much the attention...Here's a new character from one of the games I work on. Unlike most pics here, this one's very sfw (for now).
View attachment 191649
This image was taken directly from the patreon page, so that's why the logo is there. And just to clarify I'm writer for the game, not the artist, so I can't take credit/responsibility for that aspect. But nice catch on thumb, we'll try to fix that.The picture is quite good... but in a way is ruined by the "agressive" advertizing/signature on the lower side that attract to much the attention...
One of the first rule in composition is to avoid to distract the attention of the viewer from the main interest of the scene... and IMHO a signature cannot be what attract the sight in the first place...
It will be far more bearable if it was slightly blend into the picture than the actual pure opaque white...
EDIT: There is also a glitch at the level of her right hand (right side of the picture): her jacket/vest try to "swallow" her thumb due to the smoothing modifier applied to it (I suppose)....
First of all, I like the picture alot.... The poses and setting are really nice... Just it lack a bit of atmosphere... What I mean is that the picture is too sharp/clear : if I may suggest it, it will be more warm if you used volumetric lighting (dust and diffraction of light) and also maybe use blooming effect... That's just my 2 cents...We have a number of scenes in our game that require large and small crowds in different public places. Turns out, billboards can be expensive. Sometimes they don't exist for the location we want, other times they are at angles that don't jive with our establishing shot. And so we've set out to learn the art of billboard making. This is one of our first attempts and I'm very happy with the net result.
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Going to completely disagree with everyone on this. If your artwork is part of a game, put your logo on it. There is so much art floating through this thread, some of it good, some of it bad.This image was taken directly from the patreon page, so that's why the logo is there. And just to clarify I'm writer for the game, not the artist, so I can't take credit/responsibility for that aspect. But nice catch on thumb, we'll try to fix that.
The problem here isn't that it is an ad. The problem is the way the logo apears. It distracts from the image this way. In an art threas like this one, that is a no go. It would be by far better, if it would be integrated into the image like an additional tatoo of hers, or and in style prop like an ad on a screen in the image itself.Going to completely disagree with everyone on this. If your artwork is part of a game, put your logo on it. There is so much art floating through this thread, some of it good, some of it bad.
When I see art your like yours, I'm going to stop and admire it an then keep scrolling. If I see a the name of a game on it, and the image is really awesome (like yours), I'm going to stop, admire it, and then check out your game.
If you were just piddling around in Daz and were just making eye candy, that's fine, keep it clean. But if your art is part of a team project or a game, that deserves to be recognized.
All 3 alternatives work just fine for inserting into renders. The first however is probably the most realistic. The vascularity morph adds to the image, however is probably a little too severe for the body type selected.My continuation of skin shader research, basicaly every daz base model come with default sss crhomatic mod and base colour effect scatter only, and thats not how skin supposed to work, i have know about that for quite some time but i'm not working with ladies that often in daz and generation 3/8 in particular, and didn't tweak that much surfaces before.
This one is chromatic sss mode and scatter only with default presets of transcluency, transmitted colour and Measurement\scattering distance ammount of glossines and top coat weight are the same. And i change her top and use on it transcluency shader, it doesn't look that good in the end))You don't have permission to view the spoiler content. Log in or register now.
And a Filter for a little fun)You don't have permission to view the spoiler content. Log in or register now.
What do you guys think and what settings you prefer to use?You don't have permission to view the spoiler content. Log in or register now.
Agree with RomanHume here, don't have an issue with content creators advertising their own work, although it is a shame when it detracts from the work (becomes focus of image). For the image in question, if the logo was in the bottom left corner instead, it wouldn't have detracted from the focus of the image which is the character.Going to completely disagree with everyone on this. If your artwork is part of a game, put your logo on it. There is so much art floating through this thread, some of it good, some of it bad.
When I see art your like yours, I'm going to stop and admire it an then keep scrolling. If I see a the name of a game on it, and the image is really awesome (like yours), I'm going to stop, admire it, and then check out your game.
If you were just piddling around in Daz and were just making eye candy, that's fine, keep it clean. But if your art is part of a team project or a game, that deserves to be recognized.
No, that product affects only geometry and don't have option to work with texture at all, there is another product that came with an actual texture, but i don't like it, it's hereAll 3 alternatives work just fine for inserting into renders. The first however is probably the most realistic. The vascularity morph adds to the image, however is probably a little too severe for the body type selected.
As a side query about vascularity, does it have a skin texture adjustment to place vein skin tones to match the morph?
Well, you have a pretty heavy scene, 4 chars, some heavy geometry around and it's seems that it was rendered by cpu only, so it take so much time, what hardware do you have?