Adding things to basic facial skin- with Photoshop- looks blurry importing to DS

otic_oneotic_one Posts: 0

Hi!


I'm still a beginner with Daz Studio, but I'm more experienced with Photoshop (no expert though). :)
Lets say I want to add a scar to the face texture of M5/PhillipFace. I want it for a close up render in DS, so it need to be as detailed as when I'm working with it in Photoshop. What is the way for me to go?

The way I go is to open "M5PhillipFace01.jpg" in Photoshop, applying the scar by working on different layers. When satisfied I flatten image/save/and load it in DS.

When rendering, the scar looks more like a shadow across the face. No details what so ever.

I've noticed multiple "M5PhillipFace.jpg" textures in the M5 folder.
Should my scar be applied to all "M5PhillipFace" textures for best result?

Comments

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    If you look in the surfaces pane with Phillip's face selected, you will see that there are many maps associated with this figure.

    There are Bump, Specular and Translucency to name a few. You would need to create at least a Bump map and put it in the correct channel, or you could try using Displacement which can be similar, but often better, than Bump.

    You would need to keep your Scar on a layer so that you can use it again, and apply it to several map images for the best results.

  • otic_oneotic_one Posts: 0
    edited February 2014

    If you look in the surfaces pane with Phillip's face selected, you will see that there are many maps associated with this figure.

    There are Bump, Specular and Translucency to name a few. You would need to create at least a Bump map and put it in the correct channel, or you could try using Displacement which can be similar, but often better, than Bump.

    You would need to keep your Scar on a layer so that you can use it again, and apply it to several map images for the best results.

    Thank you for answering my question.

    I don't know anything about bumpmapping, but I guess it's all about creating more realism to surfaces?
    So, bump map in my case is not "M5PhillipFace01"
    but
    M5PhillipFace01B
    B= Bump?

    Post edited by otic_one on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    otic_one said:
    I don't know anything about bumpmapping, but I guess it's all about creating more realism to surfaces?
    So, bump map in my case is not "M5PhillipFace01"
    but
    M5PhillipFace01B
    B= Bump?

    Generally, yes, B = Bump.

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    You should really google bump and displacement to see what they do, but here is a brief explanation

    Bump is an optical illusion that makes parts of surfaces either stand out, or sink in, to the rest of the texture. Very handy for making grouting or joints in brickwork look more realistic. Dark colours sink in, and light colours stand out.

    Displacement does roughly the same thing, but it actually displaces the mesh at render time, and can be more realistic if done properly.

    Another type of map used for more or less the same thing, is the Normal map.

  • otic_oneotic_one Posts: 0
    edited February 2014

    You should really google bump and displacement to see what they do, but here is a brief explanation

    Bump is an optical illusion that makes parts of surfaces either stand out, or sink in, to the rest of the texture. Very handy for making grouting or joints in brickwork look more realistic. Dark colours sink in, and light colours stand out.

    Displacement does roughly the same thing, but it actually displaces the mesh at render time, and can be more realistic if done properly.

    Another type of map used for more or less the same thing, is the Normal map.

    Yes!
    I appreciate your help explaining all this. It looks better already. :)

    Post edited by otic_one on
  • JonnyRayJonnyRay Posts: 1,744
    edited December 1969

    I have some basic info on adding the fine details on my blog:

    Displacement & Bump Maps
    Normal Maps

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