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Further work on skin, hair, ane eye textures, still not
quite there...also significant modifications to geometry.
Tried PoseRay's displacement map, utterly perplexed by
how to go about controlling it in any useful manner...
Need some quick commentary on current textures, as I want
to get the human half of the girl finished so I can focus
on the cybernetic augmentations.
Post a reply to this message
Attachments:
Download 'nadia face 1.jpg' (17 KB)
Preview of image 'nadia face 1.jpg'
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Hi Tim
I simply love the hair. Is it off-the-shelf Poser stuff?
Can't judge the other cyber stuff yet. A rubber approach
to the surface could perhaps make it interesting? I mean,
the standard is metal, so a different material choise could
make it very interesting.
/Stefan
"Tim Cook" <z99### [at] bellsouthnet> wrote in message
news:3f6e8da0@news.povray.org...
> Further work on skin, hair, ane eye textures, still not
> quite there...also significant modifications to geometry.
>
> Tried PoseRay's displacement map, utterly perplexed by
> how to go about controlling it in any useful manner...
>
> Need some quick commentary on current textures, as I want
> to get the human half of the girl finished so I can focus
> on the cybernetic augmentations.
>
----------------------------------------------------------------------------
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This looks very promising indeed. The texture of the eye is excellent,
but I think the eyes are too large. It makes it look a bit like a manga
figure. Also, the skin texture is a bit too grey IMHO. I think it should
be more pink. Apart from that it's simply stunning.
/ martin
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Martin Magnusson wrote:
> but I think the eyes are too large. It makes it look a bit like a manga
> figure.
...
*sweatdrop*
You don't suppose...
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Stefan Persson wrote:
> I simply love the hair. Is it off-the-shelf Poser stuff?
Hair is Daz 3D's Sassy Hair...using a flat POV texture with
finish. No other changes to it.
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Tim Cook wrote:
>
> Further work on skin, hair, ane eye textures, still not
> quite there...also significant modifications to geometry.
>
> Tried PoseRay's displacement map, utterly perplexed by
> how to go about controlling it in any useful manner...
>
> Need some quick commentary on current textures, as I want
> to get the human half of the girl finished so I can focus
> on the cybernetic augmentations.
One thing I've noticed about Poser renderings is that if you try
to model things by painting them onto the skin, the results can be
less than optimal, whether due to a low resolution of the bitmap or
due to the need for some objects to have thickness, which can't be
done realistically with a texture.
Regards,
John
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Tim Cook wrote:
>Need some quick commentary on current textures, as I want
>to get the human half of the girl finished so I can focus
>on the cybernetic augmentations.
>
Hair seems a little too specular, and skin definitely needs more red, it
looks a flat brown/gray on my screen. Eyes look great!
Looking forward to updates!
RG
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news:3f6e8da0@news.povray.org...
> Tried PoseRay's displacement map, utterly perplexed by
> how to go about controlling it in any useful manner...
I guess that displacement map in Poseray is inherently limited by the
underlying geometry, i.e. it only displaces existing vertices and doesn't
create new ones on the fly by subdivision. The consequence is that it's not
possible to create a new feature by displacemnt at a place where there are
not enough vertices, or where the vertices are not arranged as they should.
The result may just look like an ugly lump, particularly with Poser models
that are no so detailed in the first place. I haven't tested this thoroughly
in Poseray, but I've seen that in UVMapper.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Gilles Tran wrote:
> The result may just look like an ugly lump, particularly with Poser models
> that are no so detailed in the first place. I haven't tested this thoroughly
> in Poseray, but I've seen that in UVMapper.
Actually I think the problem is just figuring out a single map that
affects the entire mesh, and the proper scale to extrude things...
one of the tests I did gave me an overinflated balloon-person-thing.
But the head for V3 uses a separate texture from the body, so I'm
not sure how to work that.
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Does she have a boyfriend?
Seriously, beautiful.
I think, considering the generations of mixing to come
between now and the time Nadia could have her
augmentations, that her skin tone is very reasonable.
Not that I could do any better, but the human eye looks
a little glassy. (What I wouldn't give to even get to the skill
level where I could have such a problem.) Maybe a little texture
to make it look moist instead of wet? Still, I feel like she's looking
at me, so she's real enough.
Thanks!
Bill
Tim Cook wrote:
> Further work on skin, hair, ane eye textures, still not
> quite there...also significant modifications to geometry.
>
> Tried PoseRay's displacement map, utterly perplexed by
> how to go about controlling it in any useful manner...
>
> Need some quick commentary on current textures, as I want
> to get the human half of the girl finished so I can focus
> on the cybernetic augmentations.
>
Post a reply to this message
Attachments:
Download 'us-ascii' (2 KB)
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