Need opinions on some first time renders for future game

T-Daw

Member
Nov 10, 2017
140
1,142
Always wanted to create my own game so I picked up Daz the other day and started to play around in the program to see how it worked.. Thoughts and opinions on some of the renders I came up with? ( I realized how overused the asset from BB is but it's cheap and I'm poor:) ) Thanks for looking! IMG000001.png IMG000005.png IMG000006.png
 

lcp

Newbie
May 1, 2017
74
87
The lightning is not bad, but I suggest to look closer for the details, as: theres skin shining/sticking through her pants. Easy to fix with the adjustment sliders of the pant I guess. Then in the first image both characters seem to fly above the couches. Thats jumping into my eyes pritty much.
 

Rich

Old Fart
Modder
Donor
Respected User
Game Developer
Jun 25, 2017
2,565
7,378
As mentioned before, the characters in the first one are floating. They should actually be sunk into the couch just a bit. Also, "his" right arm is intersecting with the pillow against which he's leaning. Easy to do when working in the Daz viewport. Flipping your viewport over to the iRay view before you kick off the full render can help you find this kind of thing. I also find the lighting a bit washed out - if you strengthened the lighting that's coming from the right, so that the shadows were a bit more pronounced, I think it would improve it somewhat. Shadows abound in the real world - when they're not there in CGI, things look wrong, but we usually can't identify exactly why.

I like the lighting a lot more in the second one - it's much more "real world" looking. Note how the hair shadows the face, parts of the arm are lit and part are shadowed, and the shape of her cleavage is emphasized. That's what shadows do for you - your eye turns them into "shape."

Regarding the pants "poke through," there are two ways to help fix it:
  • Add a "push modifier" to the pants, and set it to about 0.1 or 0.2
  • Add a "smoothing modifier", or if there's one already there, dial up the collision iterations a bit.
I tend to use the former technique a lot - it helps a ton. If you need instructions on how to do that, I'm happy to oblige.

Also, on the second one, it looks like the towel is intersecting with her left breast.

On the third one, again I think you need some adjustments to the lighting on the figures to make them "pop" a bit more - separate them from the background and, again, cast some shadows. A key light would help a lot, I think. I'd also move the characters a bit more to the center unless something was supposed to be happening to the right. Not dead center - there's a classic "1/3 of the way in" composition rule, but right now the center of focus (his dick) is about 1/4 of the way in, which feels too far left.

Hanging hair is really hard with Daz figures of, of course, so there's not much you can do there unless you experiment with dForce a bit. Assuming it will work on that hair. There are discussions on doing this on the Daz forums - for some of the hairs people are getting pretty decent results. In others, well, it's good for a laugh.

Finally, in #3, it seems like her knees should be a bit more bent (at least the left one) - in her current position, she's really close to being pulled off the ring. Other than that, the character poses are pretty good. Also, if you want to be REALLY picky, her breasts should be sagging downward a bit - a touch of "up" breast morph. Even implants are subject to gravity. But one can easily forgive that bit of non-realisticness as "artistic license." LOL

Please don't think I'm trying to tear you to shreds - they're pretty well composed, so we're dealing with the kind of subtle tuning that can take them to the next level.

Keep at it. And tell me where I can find girl #3 - I want to meet her!!! :)
 

T-Daw

Member
Nov 10, 2017
140
1,142
The lightning is not bad, but I suggest to look closer for the details, as: theres skin shining/sticking through her pants. Easy to fix with the adjustment sliders of the pant I guess. Then in the first image both characters seem to fly above the couches. Thats jumping into my eyes pritty much.
:coldsweat: I Agree they seem to be involved in some sort or witchery.. Thanks for the input!
 

T-Daw

Member
Nov 10, 2017
140
1,142
As mentioned before, the characters in the first one are floating. They should actually be sunk into the couch just a bit. Also, "his" right arm is intersecting with the pillow against which he's leaning. Easy to do when working in the Daz viewport. Flipping your viewport over to the iRay view before you kick off the full render can help you find this kind of thing. I also find the lighting a bit washed out - if you strengthened the lighting that's coming from the right, so that the shadows were a bit more pronounced, I think it would improve it somewhat. Shadows abound in the real world - when they're not there in CGI, things look wrong, but we usually can't identify exactly why.

I like the lighting a lot more in the second one - it's much more "real world" looking. Note how the hair shadows the face, parts of the arm are lit and part are shadowed, and the shape of her cleavage is emphasized. That's what shadows do for you - your eye turns them into "shape."

Regarding the pants "poke through," there are two ways to help fix it:
  • Add a "push modifier" to the pants, and set it to about 0.1 or 0.2
  • Add a "smoothing modifier", or if there's one already there, dial up the collision iterations a bit.
I tend to use the former technique a lot - it helps a ton. If you need instructions on how to do that, I'm happy to oblige.

Also, on the second one, it looks like the towel is intersecting with her left breast.

On the third one, again I think you need some adjustments to the lighting on the figures to make them "pop" a bit more - separate them from the background and, again, cast some shadows. A key light would help a lot, I think. I'd also move the characters a bit more to the center unless something was supposed to be happening to the right. Not dead center - there's a classic "1/3 of the way in" composition rule, but right now the center of focus (his dick) is about 1/4 of the way in, which feels too far left.

Hanging hair is really hard with Daz figures of, of course, so there's not much you can do there unless you experiment with dForce a bit. Assuming it will work on that hair. There are discussions on doing this on the Daz forums - for some of the hairs people are getting pretty decent results. In others, well, it's good for a laugh.

Finally, in #3, it seems like her knees should be a bit more bent (at least the left one) - in her current position, she's really close to being pulled off the ring. Other than that, the character poses are pretty good. Also, if you want to be REALLY picky, her breasts should be sagging downward a bit - a touch of "up" breast morph. Even implants are subject to gravity. But one can easily forgive that bit of non-realisticness as "artistic license." LOL

Please don't think I'm trying to tear you to shreds - they're pretty well composed, so we're dealing with the kind of subtle tuning that can take them to the next level.

Keep at it. And tell me where I can find girl #3 - I want to meet her!!! :)
Thank you for the detailed input! I will be putting that to use! Any chance you have any tips or tricks on genital matching to the correct skin tone?? I'll have to admit it has been pretty fun so far!:extremelyhappy:
 

Rich

Old Fart
Modder
Donor
Respected User
Game Developer
Jun 25, 2017
2,565
7,378
Thank you for the detailed input! I will be putting that to use! Any chance you have any tips or tricks on genital matching to the correct skin tone?? I'll have to admit it has been pretty fun so far!:extremelyhappy:
I'm assuming you're talking about the Daz G3F gens, and you're running into the problem where, when you apply them, they come in grey? The trick on that is to re-apply the character skin _after_ applying the gens.

There are two types of character skins in Daz. Some of the older ones have separate materials specifically for the gens. In this case, in the materials list, there will be a mat listed specifically for the gens that you can apply to the gens. The more modern arrangement is something called a "hierarchical material" (I think that's the right term). I don't know how it works internally, but the gist is that the main character skin also includes the mat section for the gens. The problem is that when you add the gens, they don't immediately inherit the material, but if you apply the main skin to the main character again after having added the gens, they get picked up.

Of course, the other option is something like which "steals" textures from another part of the figure, and so operates quite differently.
 

Phil52

Newbie
Dec 19, 2017
74
61
some hairs have dynamic morph adjustments, wind etc or you could put her hair in a ponytail so easy to handle being upside down. you have some good poses. the male genital texture map looks off like he it is not his
 

T-Daw

Member
Nov 10, 2017
140
1,142
"When he said he was black from the waist down, this wasn't quite what I expected."
This got to mex'Dx'D I have since figured out how to actually blend :closedeyesmile: No more mr. potato head penis attachments lol
 
  • Like
Reactions: Jimbles

Jimbles

Newbie
Aug 30, 2017
58
81
This got to mex'Dx'D I have since figured out how to actually blend :closedeyesmile:
:D. Good stuff It all takes some time and playing with to figure out. Overall though I think your renders look pretty good and show some real potential. As others have mentioned, there is some poke-through and hovering on the first 2 images. However, the lighting and coloration is full however different lighting can be added to make the scenes a little more dramatic. However, you're not off to a bad start. Keep at it.

No more mr. potato head penis attachments lol
Haha!