3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

Lednah

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Nov 24, 2017
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The render time depends a lot on the hair. I've seen hairs made with 1-2 mil vertices - a single hair has more vertices then the whole scene! Evade using such hairs if possible; if it is not in the frame better to delete it (even if it not in the frame, you make it invisible and mark it not to be rendered the stupid IRay still calculates it and uses a lot of memory). Also keep in mind the well made "bush" is hair too:)
 

Xavster

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Mar 27, 2018
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Tried doing a batch render for the first time, but for some reason the camera angle wasn't safed in one render and in the other one I forgot the makeup and eye color :D
But I had at least the time to rerender them.[/SPOILER]
I suspect the issue is that you are using the perspective view to do the renders. The settings for the perspective view are not recorded in the save file. To rectify, create camera 1 and then use this to frame the image. It will also allow you to do depth of field.
 
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GhostPhil

❤︎The Redhead Harem Master❤︎
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I suspect the issue is that you are using the perspective view to do the renders. The settings for the perspective view are not recorded in the save file. To rectify, create camera 1 and then use this to frame the image. It will also allow you to do depth of field.
Fuck! I always forget to switch from there to the camera o_O That's why it was only saved in the one scene.

Is there a way to place the camera to the exact same position as the perspective view. On look in the same direction?
 

xht_002

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Sep 25, 2018
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i have worked out the black chick skins with skin builder, the original skin tone already applied to the charector matters when choosing colors in skin builder, but the preview will shot the same white skin anyway, when its first openned

load a gen 8 base model and save the skin as a material preset, for when you mess up the black gal skin

ebony_001.jpg

with golden palace color shell, still no decent wet overlays

ebony_002.jpg
 

RomanHume

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Jan 5, 2018
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Tried doing a batch render for the first time, but for some reason the camera angle wasn't safed in one render and in the other one I forgot the makeup and eye color :D
But I had at least the time to rerender them.
My primary focus here was the creation of the skin. Maybe I went a little overboard with the veins though.
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I actually think the veins look good. Considering how pale she is I think they look very natural on her. Kudos!


I was going to caption this one 'Happy Arbor Day', but that's not for another few weeks.

Got Wood?

Ah yes. Arbor Day. The magical day when Papa Woody runs rampant through the forest planting seeds....
 
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GhostPhil

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I actually think the veins look good. Considering how pale she is I think they look very natural on her. Kudos!
Thank you, that's what I actually intended although I think she could be a bit paler :D
 

Xavster

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Mar 27, 2018
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Thank you, that's what I actually intended although I think she could be a bit paler :D
A good way of doing this using skin builder 8 is to use the blotched skin overlay, however set the colour as white rather than the default deep brown / red colour. It may be easier to change the base / translucent skin colour, however if it is already white, there is no room to move.
 
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GhostPhil

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A good way of doing this using skin builder 8 is to use the blotched skin overlay, however set the colour as white rather than the default deep brown / red colour. It may be easier to change the base / translucent skin colour, however if it is already white, there is no room to move.
I think I used the third option, I think "fine details" it is called.
I will try the blotched skin as well, thanks :)
 

recreation

pure evil!
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A good way of doing this using skin builder 8 is to use the blotched skin overlay, however set the colour as white rather than the default deep brown / red colour. It may be easier to change the base / translucent skin colour, however if it is already white, there is no room to move.
You can simply up the gamma value in the build in image editor. This way you won't destroy any details by messing with the textures.
 
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Xavster

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You can simply up the gamma value in the build in image editor. This way you won't destroy any details by messing with the textures.
You can do this, however you need to adjust 5 base maps with the same settings. In addition, you end up washing out freckles / moles / veins etc.

PS: I would consider the blotches overlay the best feature in Skin Builder 8 to increase the reality of the character skin. It provides the variability required to make it look real rather than artificial.
 

recreation

pure evil!
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Jun 10, 2018
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You can do this, however you need to adjust 5 base maps with the same settings. In addition, you end up washing out freckles / moles / veins etc.

PS: I would consider the blotches overlay the best feature in Skin Builder 8 to increase the reality of the character skin. It provides the variability required to make it look real rather than artificial.
Errr.... What are you talking about? Overlays wash out details. Higher gamma values wont wash out anything.
You can adjust all at ones by the way just by selecting them (ctr+left click) and choose "Selected".
 
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5.00 star(s) 13 Votes