Art. Take a look around.
I was hoping to start commissions at some point.
”Welcome to my shop, weary traveller. Won’t you take a seat and rest those frozen bones?” The satyr slinks over holding a tray already laden with a teapot and a tea cup and saucer.
Setting the tray down he offers a smile and pours the steaming hot tea in to the cup and pushes it toward the stranger.
“Don’t worry it’s just black tea, you can sweeten it if you like. Or I can bring you something else. Either way I think it best you tell me why you came here in the middle of the night beating down my door like the end of the world was upon, sweet dear.”
Adding bones to an existing figure in DAZ StudioProps such as navel piercings, earrings and the like often do not come with bends. This makes it difficult to adjust them to look like they are following the laws of gravity after you've posed the parent figure. Sometimes these props include morphs to add swing, but these morphs usually result in the shape deforming or exploding the more you dial them in. A better solution is to add new bones and joints to the prop, as these allow bends without deforming. This is a quick tutorial on how do to this.
Note that this tutorial is targeted at making multiple segments out of a prop that has natural split points (such as between links in a chain). Weight maps are either 0% or 100% influence, and no bulge weights are applied. More complex figure rigging will require more advanced weight map painting beyond what is shown in this video.
Quick 'n easy Iray wet skin tutorialI looked for tutorials on how to make sweaty/wet skin in Iray renders, and I ended up using an easy fix of my own. The problem is, with default values it's impossible to make skin look wet. Here's a typical setup, with an Uber shader, glossy layered weight set to 1, glossy reflectivity 1 and glossy roughness 0.1:
The glossy highlights are barely visible, mostly because the glossy color textures are really dark. Tutorials either involve removing them, which gives a plastic wrap effect, or tweaking the top coat setting with custom textures. The solution I found just involves slightly messing up the default values. Just select the character's skin, edit the glossy layered weight parameters and remove the limits:
Then you can boost the glossy effect to your heart's content. Here's the result when set to 10:
The highlights are much larger, and the whole skin
3D artist, more of a hobby than anything else.
I play video games in my spare time, which isn't as often as I would like because of work.
I see a lot of movies at the cinema and I like to read Sixpencee posts on tumblr.