simplified solution for modernisation of 10-15 year old content


  • Poser Ambassadors

    @vilters

    I hear a LOT of talk, from people that have NO clue about what or how it works

    Now this is something. You want to tell here that all the people here have no clue how the material room works and you have found with your one material zone on a human figure ,and three nodes set up , the holy grail?
    And than you ask people to apologize? People who study since years realism in Render's, watch webinars from Experts, read explanations from masters like BB ,Snarly, spent hours of hours ,over weeks, months, years with try and error to learn correct material zones creating, light study on different part of the skin , SSS set up and name all the nodes.
    Now you come and set up three nodes ,merge materials together and present this as the real deal?

    Nope, from my side no apologies.


  • Poser Ambassadors

    @bagginsbill How did you set up your shader here? Could you please share the set up?


  • Poser Ambassadors

    @bagginsbill Absolut fantastique .



  • @vilters You do realize that with that skin setup, as I mentioned to you years ago, you are completely unable to have a 3D figure who can show some basic human variations? I recall you said at the time, and still do, that having separate textures for each eye is a waste of time, but that means you can't make a figure who looks like this:
    alt text
    or this:
    alt text
    or this:
    alt text
    There's no retouching of the eye colours: David Bowie, Mila Kunis, and Jane Seymour all have heterochromia. Others include Kate Bosworth (she usually wears contacts to even them out when acting), Henry Cavill (one blue, the other tinged with some brown), Alice Eve, Simon Pegg, Dan Ackroyd, Christopher Walken...

    And, of course, you're unable to show a character with one eye different due to physical damage, or a character such as this who is supposed to have an artificial eye:
    alt text
    So it's not just realism that setup is bad for, it's bad for science fiction and fantasy.


  • Poser Ambassadors

    Well, I am strangely wondring that this still kreeps up.
    Only 1% of the human population has different color iris, and 99% of that 1% is in Holywood productions.

    Unfortunately for most of you, the human sin is a single piece of leather all around.

    But seeing what garbage passes through Quality Control and beta testing lately, (yes talking LaFemme here) nothings surprises me any more.



  • So, you are one skin colour all over Vilters?

    I seriously doubt that.

    My face is redder than my chest. My arms are darker than my legs, with my right arm darker than my left... And so on.

    And I'm a normal human being.

    Just admit that this technique is only good for background figures and let's all just move on.



  • @vilters said in

    Only 1% of the human population has different color iris, and 99% of that 1% is in Holywood productions.

    While this may or may not be true, no one has two irises that are the same.

    Each iris is unique, and they are always different.
    They can be used like fingerprints. No one else has either of the patterns you do.

    If you are after realism, they can not use the same texture.


  • Poser Ambassadors

    It is so tiring to constantly be discussing with people that don't study.
    Both eyes of LaFemme point to the same texture in the same material zone.

    God, dammid, study before answering.


  • Poser Ambassadors

    @khai-j-bach
    Man, man, man, another one.

    Having skin color variations is something completely different then having the most stupid different material zones/textures combinations.

    Want a "stupid" material zone? What about a tearline?
    What about a double brow geometry? With the weakest of all excuses too. Toon and cartoon artists need them. Well, let me tell you one thing.
    Toon and cartoon artists "know" how to retexture an obj file and are probably the LAST to need a tearline and or double brow geometry.

    Again, same answer as before. STUDY before answering..



  • @ladonna said in simplified solution for modernisation of 10-15 year old content:

    @bagginsbill Absolut fantastique .

    It's not the shader. The shader he used is a very simple skin shader. The model he used is created from an actress, with all bump and specular maps taken in real high quality directly from her skin.

    That's the difference that a really good set of maps can archive.


  • Poser Ambassadors

    @bantha Thanks. Yes you are right. High resolution maps are the key for realistic human rendering.
    I have to say, most of the skin textures we have for Poser and DS and not really high Quality . Brushed out skin blemishes , almost no pores makes many character looking like Dolls.
    There are maybe a handful merchants who take care of this small but important details.



  • @vilters
    If your technique is that superior, why not showing some results?
    I mean some results which do not look like they are taken from an very old videogame, but well lit with a belivable skin?

    If you like big textures you can merge all maps into one. Still, there are reasons why figures do have multiple skin sections, tearlines etc. Yes, you can work around it.



  • Not worth the energy to argue it anymore. His mind is made up and it won't change. There's a lot more I can be doing than a pointless fight on the net....



  • True. But I don't want that newbies looking at the thread see Vilter's remarks as the conclusion.

    BB said it, it's probably Dunning-Kruger.



  • @vilters said in simplified solution for modernisation of 10-15 year old content:

    What about a double brow geometry? With the weakest of all excuses too. Toon and cartoon artists need them. Well, let me tell you one thing.
    Toon and cartoon artists "know" how to retexture an obj file and are probably the LAST to need a tearline and or double brow geometry.

    I know a lot of toon shaders which relay on geometry to create the lines. You don't want to paint them on the texture, because they would not look like the other calculated lines. Freestyle in Blender works that way, for example. If you use a system like that you want the brows to be geometry.

    Again, same answer as before. STUDY before answering..

    I did. Did you?


  • Poser Ambassadors

    I am perhaps the last one left that FIGHTS for quality.

    And what do we get?
    Broomsticks with a complete lack of female anatomy that somebody calls "arms".
    Funnels with even less female anatomy topology and somebody calls them legs.

    A rigging that "at best' can be called "cracked hoses".

    And what's more, all that in a sauce of over 3000 sharp edges too.

    Double geometry, material zones that go no where. Textures that not even used .
    Bumpmaps that at best can be called wannabe's.
    Spec maps that look like spilled inkt..

    And everybody seems to "think", that these things are "normal", acceptable.

    Well, they are NOT !!!!!!



  • Money where your mouth is then.

    Instead of yelling at us, belittling us and generally being obnoxious, ante up.

    Where's your figure?



  • @vilters
    Thin arms and thin legs can be corrected by morphs.
    Stick with whatever figure you like if La Femme's rigging is not to your taste.
    Sharp edges, I did not find them yet. For this, there is subdivision.

    So, show a quality render then. Anything which looks pleasing, realistic.

    You know, it's fine if you want to render your images like you could have done it with Poser 4, if you like flat skin without SSS. Look how they do skin shaders in the blender community. Look at the Arnold style skin shaders. You are the only one who fights for quality, with a Poser 4 shader setup?