- May 6, 2017
- 3,988
- 30,573
@Saki_Sliz feel free to make your edits to the post above and just @ me or reply to this message, and I will make it it's own new thread in Tools & Tutorials.
The reason for people might say it's not right, is that with ghostlights it's not easy to get realistic light and it's especially hard to keep the details on skin. If you can manage that, then there is no problem with using them. I use them a lot too.In my game I use only ghost lights (except outside scenes and the lights that is already in the environment). Yes, everyone will say that it is not right. But it is quick and easy. That's what I get.
I try not to be pushy, and try not to make my suggestion the OP's top priority (I make no demands), let them know it is ok to come back and review what I have said at another time that is more convenient (when they want to experiment). This allows readers to review the data and observations and draw their own conclusions, avoiding users taking what I say as gospel. Throughout the rest of my replies, when I give a statement, I don't just give it, I also give a why, an explanation of how the conclusion or statement was reached, or why doing things in a particular way may be of interest to the reader, nothing is left in a vacuum, and that's why I'm the ass that makes walls of text, so I don't make an ass of my self for being to brief. it's perfectly imperfect logicthis isn't telling you what to do before you release, but rather, here are things to try as you get more experience in the future and want to experiment with improving your art.
Mostly there's two people who answered, and both have proved, more than once, that they are far to be untalented. So I'm wondering to whom you're talking here. As untalented people in this thread, there's me, but well I haven't addressed OP's abilities so...Despite what.. certain.. untalented peole have said here..
Like every "untalented" people who talked before you said/implied, the light is responsible of most of the problems. With a more proper lighting, the models will lost most of their angular aspects and look betters.Im not even remotely a fan of the models.. theyre just bad.
That's not what the, many, meta threads about this said. A good story make people excuse average CG, but that's all. There's, more than one, game that failed because the CG were really too bad despite the interesting story. There's also many games that have an interesting story, but also have endless arguing about the not this good quality of the CG.Two things ive realised about adult games: 1: its about the story.. a great well done story and gameplay will offset meh or even bad models.
Just look at A Wife and Mother, you'll see that it's far to be true.2: the models. A brilliant model will have people clicking like mad to get through your shit story.
Since Dating My Daughter have an average story and average models, served with an average rendering, what point are you trying to make ?If you have both you have something like DMD etc...
Agreed. Very nice!Wow !!!! You should ask a mod to make your post as a new thread, it really worth it.
@bas ?
Thanks, I already did,Agreed. Very nice!
It is a shader. You can adjust pretty much whatever you want. I'll probably be lessening the tan on that character before I'm finished with her. I played around with the original skin but I couldn't find a parameter that strengthened or noticeably lessened that weird shading. I don't know enough about it to say it can't be fixed only that I don't know how to fix it if it can. I've applied other skins to the same figure and didn't really have similar issues with any of them (one had a slight blue tint without blue light but it was barely noticeable). It might be why it was one of the cheapest complete models I saw.Since I am a blender user, I do not know the technical aspects of Daz. Is the skin a type of shader, which you can change or adjust the parameters, or does daz default to a particular type of shader that can not be changed, or is the shader baked into the assets when you buy it, making it even hard to customize (and being prone to having issues such as publishing the file with a bad shader asset). In blender, you just make a better shader if you have the skills, nothing is locked in.
I have yet to cum across a skin texture that didn't need a lot of work.But have yet to come across a skin texture that couldn't be saved with proper lighting techniques.