RomanHume: So your latest batch of blender renders are looking pretty good. The only think I notice that catches my attention is that Cassie's face seems a little too smoothed over, but perhaps that is just due to the low resolution.
First, thanks for the feedback on the test renders. And I agree, her face is very flat. I'm using all the maps and layers that came with the original character. But for some reason, the maps that come with the Blair character have a lot of subtle detail in everything except her face. I'm going to continue working on it and see what I can do to improve.
On along enough timeline, I'd like to run the mesh through ZBrush and add a bunch of details that I can then use to make a new normal map for the character. This will keep all the coloration and such the same, but add additional details like pores and minor imperfections that will make the face more life-like.
But, I am wondering, what is the benefit of Blender vs. Daz rendering? Your renders of Amanda in the last update looked great, which were in Daz right? What does Blender do for you that you can't do in Daz, once you master it? Does Blender give you more fine-grained control of the lighting, skin textures, model parameters, etc., so you can customize better than in Daz? Are there more or better resources available with Blender that don't work in Daz? I've only dabbled in Daz, and never used blender, so I really don't know why you would pick one over the other, except Daz seems much more popular with VN's I see here, probably because it is free (as is Blender) and semi-user friendly.
The difference between Daz and Blender is the trade off between simplicity and full control. Daz keeps things simple by saving new adopters from having to really know anything about how 3D modeling, texturing and rigging work. Everything is control with simple tools and sliders. It's great for getting started.
Blender by comparison is a full 3D modelling suite. It's more complex, requires a lot more training to maximize it's effectiveness, but once you know what you're doing, there is literally nothing you can't do. Things like clipping, where one mesh pushes through another (like Amanda's hair consistently does), can only be controlled in Daz through premade sliders, and plugs-ins. And even then they work with varying degrees of success. But in Blender, I can just literally grab those pixels and push them wherever I want.
The Cycles Shader that Blender uses, is also significantly faster than Daz and capable of producing (from what I've experienced) far more complex results a lot faster. Some of Amanda's art took upwards of 30 minutes to render. The Cassie image above took less than fifteen. In Blender I can also manipulate the light in near real-time. If a grab a light in Blender and move it around, I can see the effects of the change almost immediately!
In Daz, if I move a light while it's rendering, the system freezes for about a minute while it recalculates the change I made, and that's before I've even finished making my move. So in Daz I have to move a light, test render for a minute or two. Stop, make an adjustment, test render for a minute or two. It's a painful process that I don't have to suffer in Blender.
But one of the biggest advantages of Blender is that I can make all my own environments from the ground up. I can build props, items, surfaces...pretty much anything. And I can make it fast! So there is a creative freedom in that I can make whatever my story requires, without having to shop the Daz store waiting for sales. And that is assuming what I want even exists.
With Blender, if I need it. I can make it, and I can make it look good.[/spoiler]