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Reported that - I suspect the pro and Starter Bundle images were swapped round in error.
That may be the normal maps, rather than the textures.
Rubber lip expressions might be cool on tik tok but I won't buy them ;-)
I think the gonial angle is a bit hard to see in some ladies, but I agree it does look strange in some of Jennie's promo pics. Rendered below out the box, and then with extra sharpness applied to the jaw in shapping. I can see the mandible outline is in there, but it's subtle.
Perhaps she could consider https://www.forbes.com/sites/angelalei/2022/01/20/how-to-achieve-the-best-snatched-jawline-according-to-top-medical-aesthetic-professionals/?sh=7fe679c53e53
Some more test renders.
Her skin is very smooth, but might look nice for a glamour shot, particularlly if you're not super close up.
Next to Xiu Lin 9 HD on the right, whose textures I've enjoyed using quite a lot.
Yes, the legs are very red compared to the rest of her, it's not a lighting issue. The neck I would have to reshape, and it's not posing well for me.
That all said, I can imagine using her in renders with some dial spinning
I mentioned before that the neck felt odd but your last image really displays how strange it is, though one of the weakest parts of any 3d model is the neck... they never look quite right to me.
I didn't say this in my initial post, but with the fully body shots her head looks way to small for her body plus the thick neck make the proportions feel very off to me from the shoulds and up. Strange thing is that comparing Jennie to Xiu Lin, XL actually seems slightly more realistic to me even though both are toon-ish to an extent.
Its nothing new and has been around on G3 & G8(not sure about G2 since I don't use it & haven't bothered with G9 yet). For some reason they insist on making the skin like this. There's a PA over on Renderosity that makes really good characters, but the skin on pretty much all of their characters has the lower half of the character's skin more reddish tinted while the upper half more yellowish. If I had to guess, it almost looks like they were doing their work using a TN panel with poor viewing angles where color shift can occur. Another oddity is that forearms/arms tend to appear lighter than the rest of the skin. If anything, I would expect it to appear either slightly darker or more even wrt to the rest of the skin. I was told a while back that this is due to them using different merchant resources for the skin on the same character. They basically slap it together, try to adjust the color to get each area to better match(usually), and blend it around the seams. Imo, this doesn't work well. I'm not sure why or what they're doing wrong, but I would guess the skin base colors/brightness are just too different and end up being propagated over to and multiplied by the generated bump, specular, and normal maps(that is, assuming they generate them after making the new skin). I wonder if they ever try rendering the characters with no base colors & just use those generated maps to double check. There could be other reasons(i.e. using the base color texture in both the base color & translucency color and/or having the translucency weight set too high for the skin being used), etc.
Anyway, yeah, it is a problem. There are very few characters that do not exhibit this or at least not severe enough to be an issue.
Yeah, but wearing pants. The skin looks very good in each of the zones, but it just looks terrible overall in renders where the character wears anything other than clothing that covers the legs down to the ankles because of how the legs do not match the rest of the body. It baffles me how they put skin sets like this on a character and miss this obvious texture mismatch. Looking at the image above, I would say it was a poor choice on their part for whatever merchant resource they used for the legs. Whatever they used for the legs should've been used for the rest of the body(or at least something closely similar). There shouldn't be that much difference between the forearm & leg, and any difference should be the forearm being slightly more darker due to higher exposure to the sun.
I used to spend a lot of my time carefully adjusting the colors of the textures to fix this, but a lot of the issues come from how different colored lights affect the different layers of the skin textures differently. Since that time I've since realized that it's far quicker to make a simple fix for this in postwork: Basically, once you've got your finished render, make a quick duplicate of the image to a second layer. Nextuse the quick select tool to grab a copy of the aracter's lower body, copy that selection to a new layer. Then, on the newly created third layer, use the hue adjustmemt tool to adjust the legs, dialing the magenta and red down slightly while boosting the green and yellow until the flesh tone matches the upper body. Finally, gradually erase all the parts that weren't too red originally with the eraser at 50%. The advantage of doing it this way is that you can keep the extra red in places where you want it, like the soles of the feet, knees. This usually takes just a minute or so, and once I have a decent match between the upper and lower body color, I merge the second and third layers together, producing the Adjusted Master layer that I'll use for doing all the rest of my postwork.
I'd rather have a new more toonish stylized cute Aiko like Aiko G2 or Aiko for Gen4. I think Mousso and other PAs do these types of characters much better. I like some items in the bundle and will probably get it some day when at least 80% off or maybe buy some items by themselves when on super sale but this character is just boring to me and doesn't seem to take expressions well.