our textures not "real" enough
AVP_hattonslayden
Posts: 33
in Art Studio
so our new daz product is being halted due to the textures not being realisitc enough
Comments
to finish my thought could anyone give pointers to what is not the realisitc part?
http://sta.sh/2gg8m7ew72f?edit=1
It is a good start, however I do see a lot of texture stretching all over.
I can't help except to say that I think that this is a super cool product and once you get it figured out its going to be awesome
I also think it is a really good start. The finger nails and toenails being more "human" is a nice touch. What is not convincing is the fur texture. It really looks flat and painted. You need some realistic bump/displacement/normal maps in there to really render a fur texture, and a good specular map to make us believe we are looking at hair. Also, it looks like the texture is symetrical. See if you can break up the pattern, and watch out for the stretching at the feet, calves, buttocks, and upper arms. The texture on the body looks like a different scale from that on the head.
This has the potential to be really good. Best of luck.
Another thing you might want to consider is the size of your textures, which will translate into higher details on the model. and since your dealing with fur, you might also want to consider the Look at my Hair plugin, to give it the realism. You also don't need three versions of the fur, one version done exceptionally well can also work.
An example of realistic fur in DAZ Studio
Allessandro does fur
http://www.daz3d.com/alessandro_am
And RawART also made character figure with fur.
If you politely ask Kevin and Daz for more detail they will generally provide it, and it is much more accurate to what they want than the forum is. It took us two tries with Anime Character Builder before it occurred to me to ask, and that's when we learned "not cute enough" actually meant "we would like these very specific facial improvements." It was accepted on the next go.
When they give a vague answer it is deliberate. A lot of people don't want to change their work, or lose their temper when given criticism, so you have to really ask for that criticism to get it. I would like to see you get your product to where it is accepted, I think the morph is really lovely. :)
Yeah Jason, the boss of this group has been dealing with Kevin, and says hes great to talk to but just as you say, a bit vauge on what needs to be changed... How would you sugest approcing them? He tells me that
hes been very willing and eager to hear criticism so we can get the product done and move on to other ones we have in mind.
i am really eager to get these products on the market and i don't mind making changes and i have literally hundreds of models to build but i want them to be really good too
Hi SickleYield! Thank you for the comment (love your stuff tons on wish list!) .
Yeah as hattonslayden has said, I've contacted Kevin a few times in the past and hes always been helpful, but the Vagueness as you point out does sometimes feel hard to understand how to improve our products. If they are worried about people that can't handle critiques, oh we can handle it as we really want to make our products (and the 20 something or so characters, weapons and addons we have in mind) sell well and up to Daz's standard. :)
http://sta.sh/01gtfq4j2864
so after some experiments wer created this normal map
i look forward to hear what you all think
While the standing figure looks okay, the ones with bended arms and legs still have the fur stretched in a non-natural looking way. Besides too much symmetry- no animal has really symmetrical fur, there are always slight, but definite differences between one half of the body and the other.
If I was testing this product (read nit-picking) then I'd have marked the following areas as problems:
1. This stands out as odd, I would want skin texture there too - but this would be personal taste
2. Absence of texture
3. Smudges in the texture
4. They appear to be visible seams
5. Smudged look