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Also changed Michelle's wardrobe to be a bit to fit the scene in the story a bit better. And Amanda no longer has her leg inside the couch.
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- njae
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njae wrote: Sometimes I look at an old picture and find new room for improvement. In this case for example I used an actual Skydome for lighting and background rather than having a giant light source shining through the otherwise black window.
Also changed Michelle's wardrobe to be a bit to fit the scene in the story a bit better. And Amanda no longer has her leg inside the couch.
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Very nice improvement. The first try was already good to the untrained eye, but this is a major leap forward.
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Woodclaw wrote: This is downright scary, nice job.
I guess nobody would like to be in her ex-boyfriends shoes right now. At least not in that scene.
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Yeah getting a realistic looking rip in DAZ is quite tricky. I have to make an opacity map based on the texture and it,s not always clear which part goes where.
The fabric on the floor is supposed to be the remains of wjat was ripped off the clothes. That seems even harder to achieve realistically.
Looks like I have a few more runs of trial and error to look forward to.
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Daz (and Poser) is, like you say, really tricky when it comes to fabric/cloth. It always looks very "stiff" unless you use the dynamic modeling.
But your work is really good


Peace.
/K
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kikass2014 wrote: Have you tried destroying the polys instead of trans-mapping them? It will probably produce harder edges, but maybe those can be touched up in PS.
Daz (and Poser) is, like you say, really tricky when it comes to fabric/cloth. It always looks very "stiff" unless you use the dynamic modeling.
But your work is really goodKeep it up
Peace.
/K
If I understand you correctly, you suggest I edit the model of the PJs rather than messing with the textures? I haven't messed with the models themselves so far, so I can't say how that would go. Guess I'll have to get accustomed to Blender in order to do that. Not sure if this will help with clothes, but it sure as hell can with other stuff that's meant to be broken,
Haven't really used dynamic clothes either. They are a lot harder to fit to the character and seem to be more prominent for older generations. Good news is that some clothes at least can be morphed to fit certain poses,
These PJs however are not part of that. They essentially replace the skin they cover, meaning I had to create a geoshell to counter that. Without it, her legs would disappear above her ankles and her torso would be invisible too. In comparison, the leotart I used for the old comparison shot did not have this problem, making it easier to rip.
I really appreciate the feedback here.
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Michelle looks at her weird plant, oblivious of what it can do.
Bad timing to look away and leave the glass unnoticed. Or is it?
One could say it's stupid not to notice the green color of the water, even after she took off her glasses. But hey it worked out well for her...
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What did you use for that nectar-drip? I like the streamer/drip effect.
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AuGoose wrote: Very cool. I really like that rendering engines give us the tools to show a little set-up for the later glories
.
What did you use for that nectar-drip? I like the streamer/drip effect.
That's Sickleyields rigged water: www.daz3d.com/rigged-water-iray
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If I understand you correctly, you suggest I edit the model of the PJs rather than messing with the textures?
Yup. In Poser (you don't need to do this in Blender or 3DS Max, though the results would probably be better in those) you can create custom morphs. By using the "Push" tool and targeting a specific area on the model, you can ostensibly create a "torn" look. Its not perfect, as you are basically "pushing" the polygons beyond the leg. But with camera placement you should not be able to see it.
Check the pic to see what I mean.
The trousers are a model conformed to V4, with the areas "pushed".
These PJs however are not part of that. They essentially replace the skin they cover, meaning I had to create a geoshell to counter that.
I assume the PJ is a separate model conformed to V4/5/6/7 (whichever you use). In which case, the above tip will work. If however, they are a "second skin" texture, then you would simply be deforming her leg. Which you don't want

Haven't really used dynamic clothes either. They are a lot harder to fit to the character and seem to be more prominent for older generations.
Yeah I avoid dynamic clothe. Looks great when you get it right, but is hell to setup and render.
Hope that helps, Any questions, just ask

Peace.
/K
P.S. The setup and render took about 2 mins, so sorry for the crudeness.
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kikass2014 wrote:
If I understand you correctly, you suggest I edit the model of the PJs rather than messing with the textures?
Yup. In Poser (you don't need to do this in Blender or 3DS Max, though the results would probably be better in those) you can create custom morphs. By using the "Push" tool and targeting a specific area on the model, you can ostensibly create a "torn" look. Its not perfect, as you are basically "pushing" the polygons beyond the leg. But with camera placement you should not be able to see it.
Check the pic to see what I mean.
The trousers are a model conformed to V4, with the areas "pushed".
These PJs however are not part of that. They essentially replace the skin they cover, meaning I had to create a geoshell to counter that.
I assume the PJ is a separate model conformed to V4/5/6/7 (whichever you use). In which case, the above tip will work. If however, they are a "second skin" texture, then you would simply be deforming her leg. Which you don't want
Haven't really used dynamic clothes either. They are a lot harder to fit to the character and seem to be more prominent for older generations.
Yeah I avoid dynamic clothe. Looks great when you get it right, but is hell to setup and render.
Hope that helps, Any questions, just ask
Peace.
/K
P.S. The setup and render took about 2 mins, so sorry for the crudeness.
From what I see, DAZ doesn't have a similar function to the PUSH tool in Poser. All searches to editing the morphs however lead to exporting it into Blender.
It's a pain
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Peace.
/K
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kikass2014 wrote: Ah ok. Fair enough.
Peace.
/K
When looking for a similar function I found the possiblity to create new surfaces on an existing object. That mens I can select an area on the object, make a new surface out of it and apply the rips just to that. In theory this would be even better than morphing the clothes inside the leg. Will take a while until I can try that out however...
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Best of luck and happy rendering

Peace.
/K
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