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File: LightTest.png (389 KB, 628x709)
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Which lighting do you prefer?
Any ideas how to make it better?
It's a static perspective. Real time rendering in Unity.
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>>673377
Both are shit
Everything is shit
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>>673381
Point out the flaws
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>>673377
The face in the left is better than the one in the right, but the rest is the other way around.
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>>673377
is that supposed to be a woman
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>>673389
It's a female head on a male body.
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>>673377
this is just as hilarious as it is sad
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>>673377
Uh oh anon, I know this game. Looks like my degeneracy has circled back and found me here.

In any case, lighting on the right looks better than the left, but they're both pretty shit.
They've got that really over-saturated look to them that's really straining on the eyes. That and the lighting has seemed way too dim throughout the game.

Better get on those TF's though, game has been boring as shit without them.
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>>673382
it would take less time to point out what isn't flawed but im having a hard time looking for anything besides that background
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the model is too old
both look like shit

Make something kawaii and it can literally be 300 polygons and people will call it nice
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File: NewLight.png (275 KB, 270x576)
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Is this the right direction?

>>673625
>the model is too old
do you mean age of the character, mesh topology, textures, materials?
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File: NewLightPP.png (158 KB, 268x584)
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>>673691
With light post processing.
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>>673695
Slightly better. At least it doesn't look like a tomato.
Try and get some more intensity to the light or move it. It looks like it's coming from behind the character rather than in front which makes the character look like it's in shadow the whole time. It might not be, but there's really something wrong with the light setup that's really fucking with it.
Maybe look at doing a 3-point setup.
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>>673709
Thanks!
This is actually a 3 point lighting. Main light (casting shadows). Rim light (responsible for e.g. the white on the right side of the neck). And fill (no shadows and coming from front-left)

Maybe I should increase the ambient light?

I wonder if its my monitor. The first image does not appear too saturated, instead the images with new light look washed out and with too little contrast...
Is there a tool/method to validate it, so I don't need to trust my monitor?
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File: NewLightPP3.png (162 KB, 266x584)
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More ambient light, changed angle of lights a bit.
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>>673377
Why is it so ugly?
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>>673721
New versions better?
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>>673719
That's better. The tweaked lighting is definitely a step in the right direction.

Something just seems off about your texture as well, there's really pale spots in areas that wouldn't really look like that, or at least aren't even. The outer/inner thighs for example. The outside of the thighs are pale, but the inside is flushed. There's a really weird dissonance between a lot of areas like that. Maybe think a bit more about what areas would be tan/pale (like where underwear would be), and maybe dial back the contrast between the flushed/pale values so they're closer to each other.
Ironically enough as well, now that the light is a bit brighter, you *maybe* could crank up the saturation ever so slightly.
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>>673377
Wow, both look very harsh and surprisingly low quality.

Image on right is better but...

Problem: Shadows look like dirt on the body, rather than shadows. Is that baked in to the texture? The right image looks like some kind of posterizing has taken place compared to the left, creating a less-smooth blend between light and darker areas. But on both, the shaded areas look like dirt. If that's baked in, go back to your texture and fix it.

If it isn't baked in, do a sanity check and try some test renders on simple shapes like spheres and faceted objects with simple colors to see if you are getting what you expect.

Then try converting your human form renders to gray scale and decide which looks best and tweak accordingly to achieve the best gray scale image. After you get good results in gray, go back to color and see if you can work out a less "dirt has been applied here" effect.
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>>673719
Do yourself a favor and add some test reference geometry to your image, same way photographers use a color reference card in their photos. You got some weird shit going on that can't easily be resolved using a white woman human form as reference.
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>>673377
Both look like pre-2000 realtime-lighting
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>>674624
BS
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>>674669
no, >>674624 is right
OP's thing looks like some PS1 shit with bad texturing and fake flat lighting
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https://youtu.be/7o0PauhFQyo

yea yea ik andrew price bad but just watch it.

If you couldn't immediately tell that the one on the right is clearly superior to the one the left then I think you need it
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>>674679
>PS1
You are retarded.
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>>673428
just point out the flaws instead of a blog post lmao
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>>676109

Alright,

1. Transition between the hair and head is too sudden

2. Shading of hair is too basic

3. It's very obvious that the waistband of the pants are just swapped materials, look at real life reference when you model my dude.

4. the model itself isn't that bad but the material could be made more convincing, maybe make it more moist or something idk.
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>>676685
the model itself IS that bad and the textures fucking suck it looks like some shit youd see in XRA
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File: Kinky Life Game bra.jpg (54 KB, 357x788)
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>>676685
>2. Shading of hair is too basic
>4. material could be made more convincing, maybe make it more moist or something idk.
I've added SSS to the hair and skin shaders to soften it up and changed the light a bit. I think I want to go towards "soft and delicate" direction (compared to "oiled up sexbomb")

>1. Transition between the hair and head is too sudden
Thanks. I didn't even notice it. I'll gonna watch a tutorial how to make it convincing.

>3. model is poorly done
I know... :-/
I'll try to redo it, when I've learned more about modeling.

>>673778
>>673780
>>676685
>>673419
Thanks!

>>678447
XRA?

>>678453
what?
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>>673382
butterface, too fucking old
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File: propEdit.jpg (124 KB, 714x788)
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>>678509
Pay more careful attention to ratios thru out the body and try to capture a more balanced body. Way it currently exist way too much mass is located high up, she has a head bigger than Bruce Willis and hips narrow like a young boy atm.

Here's a quick attempt at some more natural proportions for comparison.
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>>678521
>hips narrow like a young boy atm.
That's because it is a boy :^)
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>>678523
Oh.. sorry didn't know it was supposed to be a trap, how insensitive of me to misgender her.
Then you need to give her some male sex characteristic that won't change even with gender reassignment therapy such as a more massive boxy bone-structure and ligaments
more sloped Neanderthalish forehead sharper brows and more massive knees and wrists. Blue hair, more aggressive makeup and a more pissed off facial expression will also add to the realism.
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>>678521
It kinda looks more natural.
Not sure I'll go in this direction though. The mesh is based on a blood&flesh model and was shaped accordingly.
Including head shape.

If I had the time and knowhow I'd try to add some character editor, but it's too early for that.
Man, I'd add jiggle physics and fluid dynamics to the game, if I had the time...

>>678523
Original model was a woman though.

>>678526
Anon, that's rather inconsiderate of you. Very offensive, if you know what I mean...
Maybe you should realize what's best for you and show some repentance, like supporting the game with a monthly $10.
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>>678537
>Maybe you should realize what's best for you and show some repentance, like supporting the game with a monthly $10.

Dude, Taylor is already rich af and I don't even enjoy rap music cept maybe some old 2pac now and then.
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>>678538
Who the fuck is Taylor?
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>>673377
Isn't this 4channel?
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>>673377
Hello sir, could I have a word with you?
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>>673391
why
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>>680569
Why did you need to bump this thread?
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>>673377
>unity lighting
Fucking disgusting.
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File: HQ.jpg (11 KB, 320x180)
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>>680692
It's not Unity lighting. It's their standard shader(which looks great given that the developer isn't shit). pic was made in Unity, for example.
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>>678526
>trap
>massive bulge

now this activates the penis.
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OP I have to ask are you using any reference for your lighting at all? It seems like your textures are conflicting a lot with your lighting direction (of which there is none, seemingly). Adding a rim is a step in the right direction but actually I think you may want to take some of the huge differences in brightness on the chest for example down. A lot of that sort of detail should be introduced via top light interacting with a good shader, rather than a diffuse texture.
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>>681360
OP is long gone.
Stop bumping this thread.
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>>681367
Not him, but I keep forgetting how slow /3/ is, holy shit.



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