- Mar 30, 2022
- 94
- 836
Not sure what texture they used, but the asset is easy enough to identify.Wow that's really good.. Tell me please how you did the breasts and physics? Shape, texture, indentations.. I'm really struggling to get realistic breasts. Looks supreme
Thanks. I use Breastacular, they just always end up looking so unnatural and hard, very much unlike what he posted. Especially the nipples end up looking unnatural with Breastacular, like what he posted looked so seamless and nice. Any tips?Not sure what texture they used, but the asset is easy enough to identify.
https://f95zone.to/threads/breastac...-squeeze-for-breastacular-g8-g8f-g8-1f.34426/
The other trick for realism is to cover up what doesn't look right in a believable way.
Try more smoothing and don't forget the mesh offset. I also tend to change the smoothing type to generic with less iterations, which kills detail but stops the HD subdivision from warping due to poor topology (or just DAZ's poor non-vendor support). If you're up for it, making a "pre-deform" morph in Blender will give you a lot of freedom and stop fingers from clipping. Otherwise, just morph, bend, twist, and scale as best you can. There is no substitute for knowledge and effort.Thanks. I use Breastacular, they just always end up looking so unnatural and hard, very much unlike what he posted. Especially the nipples end up looking unnatural with Breastacular, like what he posted looked so seamless and nice. Any tips?
ZbrushWow that's really good.. Tell me please how you did the breasts and physics? Shape, texture, indentations.. I'm really struggling to get realistic breasts. Looks supreme
Really nice model. Can you tell me the model and texture ? Or is it very heavily modified?
You just custom-make the breasts in Zbrush, no addons like Breastacular or anything?Zbrush
It also has squeeze sliders to do the rough deforms then smoothing for fine stuff. But what do you mean by mesh offset?Try more smoothing and don't forget the mesh offset. I also tend to change the smoothing type to generic with less iterations, which kills detail but stops the HD subdivision from warping due to poor topology (or just DAZ's poor non-vendor support). If you're up for it, making a "pre-deform" morph in Blender will give you a lot of freedom and stop fingers from clipping. Otherwise, just morph, bend, twist, and scale as best you can. There is no substitute for knowledge and effort.
Really awesome, love the lighting. What kind of post processing did you do?Well, since I've begun to share, why not share for a second time today? I did this one to share as a cover image of a post somewhere else. Shows both of my girls in the same picture. View attachment 2038535
Thank you so much mate. I did no post processing at all with this. I really don't like doing post. A silly challenge for me but I love pushing the boundaries of the studio to achieve the most I can without post processing.Really awesome, love the lighting. What kind of post processing did you do?