*Released* Porefectionist for Genesis 8 Females- Commercial

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Comments

  • This is an interesting question. 

    So the problem is really in layering. Hypothetically if these were also available in a normal map, you would have to layer them inside a paint program using the layer mode "overlay".  Which is technically not a big deal.  Until you want to use them with an existing character.  Because Daz doesn't have a LIE or overlay mode that is comparable with how a paint program uses overlay (Damn you Daz), you would then have to decide how you want to proceed. You could alter an existing normal map for character x by digging through runtime folders and messing around in the paint program and altering it, or you could choose to remove the normal map that exists with said character but then there may be seams.

  • NathNath Posts: 2,804

    Looks cool and useful. Do you have any plans for a male version?

  • PaintboxPaintbox Posts: 1,633

    Amazing work! Instabuy for sure!

  • Nath said:

    Looks cool and useful. Do you have any plans for a male version?

    If this set does well enough,yes I'll do a male version. They need love too :)

     

  • NathNath Posts: 2,804
    Nath said:

    Looks cool and useful. Do you have any plans for a male version?

    If this set does well enough,yes I'll do a male version. They need love too :)

     

    Glad to hear it - and looking forward to the female release as well

  • mcorrmcorr Posts: 1,084
    edited September 2020
    barbult said:

    LOL! Yes these are made at subd 5! Most of the Daz ' O HD's are built at subD 4 or higher.   I do realize that some computers can/will struggle with it that high.  But you can dial it in lower and still get decent detail, or you can export it(with patience) and make some nice custom normals.  

    Thanks for additional information. What software would I need to convert to normals?

    I can't say enough good things about Crazy Bump ... can't imagine living without it.

    Edit: And it's free!!

    Post edited by mcorr on
  • I love CrazyBump too!  It makes wonderful normal maps from existing textures.   Unfortunately it doesnt convert normals from an object though:(

  • mcorrmcorr Posts: 1,084
    edited September 2020

    @Chevybabe

    Awesome product. Will buy it. Just a word of caution: you seem to be making stuff these days (like Desert Queen Hair) that leaves some folks with lesser systems in the dust. Each one of them represents lost revenue. Finding a way to be easy on system resources has always been the preferred and most elegant way to program, use texture channels (think of N.G.S. Anagenessis 2), make textures (compressions), make models (less polygons), and other products. Finding the middle way (between size and quality) is how you'll be able to allow most folks to partake and sing your praises =) That said, I have no idea how one could solve the SubD thing, other than to just step it down, which will, however, result in quality compromises.

    Edit: Obviously, none of this is an issue if your target consumer is somebody witha  high-end (lots of RAM, newest GPUs, speedy CPUs, fancy coolers) system.

    Post edited by mcorr on
  • @mcorr I know. I feel really awful about the Dessert Queen Hair. Im trying to get out an update for it for those that have lesser machies.  Unfortunately this has been a learning experience, and I  really don't mean to leave anyone in the dust.   The sub D thing was made at super high resolution but I honestly expect or anticipate the majority of users (including Daz Pas )  to use it at more like SubD 3. 

  • Oso3DOso3D Posts: 15,011

    Sometimes a good product can't be optimized for lower end machines without seriously compromising the product.

    I wouldn't assume it's a lack of effort on the PA's part.

     

  • jardinejardine Posts: 1,202

    personally, i don't mind eating a little dust if the process is eventually going to give me the results i'm hoping for.  pushing the envelope is part of the fun. 

    i really appreciate chevybabe's intense curiosity-driven approach to her work, and the level of craft that comes through the products she offers us here. 

    and as a counterpoint to will's point above:  most of the time, when i do run into a scene my middling machine can't handle--and this does happen a couple of times a month--i can usually figure out a way to address that, eventually.  (goodbye, 4096x4096 displacement map set to render at subD 5!  et cetera...)

    it can take some effort, sometimes.  but it's also a great incentive to poke around under the hood of things a little bit, and figure out how studio really works.

    so keep on chevybabing, chevybabe25!  you're awesome just the way you are. 

    meanwhile, back at the ranch--i'm really psyched about the prospect of being able to add realistic pore detail to my characters.  that'll be cool.

    :)

    j

     

  • mcorrmcorr Posts: 1,084
    edited September 2020

    @mcorr I know. I feel really awful about the Dessert Queen Hair. Im trying to get out an update for it for those that have lesser machies.  Unfortunately this has been a learning experience, and I  really don't mean to leave anyone in the dust.   The sub D thing was made at super high resolution but I honestly expect or anticipate the majority of users (including Daz Pas )  to use it at more like SubD 3. 

    The Dessert Queen Hair thing has happened to other vendors too, so learning new stuff is just a part of venturing into new territory, and people can always return what they don't want or can't use (although some may be disappointed having to do so). Those who like your products (as all my purchases testify to) and who appreciate your gentle touch and helpful ways (like me .... thanks for all your previous help with your Merchant Resources!), will stick with you through the learning curve, so no problem there either. Additionally, I personally have a nice big rig, so I can 99% of the time handle anything a vendor throws at me.

    Having apparently had similar experiences, some vendors now make it a point to inform others on their promo pages that a particular product is resource intensive, or the opposite, that is resource light. I think strategically, that's never a bad idea (so that people don't lust after something, only to find out their rig can't handle it). Some even list render times, platform (mac or PC), etc. used so that others have a measuring stick to decide how the product figures into their own set-up. In either case, making it accessible to as many consumers as possible is, of course, the highest income generating approach =)

    Looking forward to those pores!

    Post edited by mcorr on
  • barbultbarbult Posts: 24,244

    Women (and maybe men?) spend big money for laser treatments and creams, etc. to reduce the size and visibility of their pores. In the 3D world we try to emphasize them. Go figure.

  • Is there a release date yet? I want it now! lol

  • mcorrmcorr Posts: 1,084
    edited September 2020
    barbult said:

    Women (and maybe men?) spend big money for laser treatments and creams, etc. to reduce the size and visibility of their pores. In the 3D world we try to emphasize them. Go figure.

    I think we are dealing with two different standards of perfection here. in the real world anything considered a “blemish” (in or on the face) is often unwelcome and made to disappear; in the virtual (3d graphics) world anything that adds to or enhances the aurhenticity and realism (unless it’s toon, anime, or something like that) of the face portrayed is often favored and given its due.** Even if these things are considered “detractors” in the “real” world (like moles, crooked noses, asymmetrical facial features, pores), in the 3d world they can become “artistic interpretations” or expressions of how life really is, and as such, be highly prized and celebrated as stunning “works of art.” So, here we have a rare, bizarre and intriguing example of the virtual standard favoring the real (and leading us back to it), while the “real” world favors and leads us to the illusory .... go figure.

    ** Where the bizarre of both worlds overlap has to do more with (not sure I’d call it a standard they share, but perhaps a penchant for) portraying human body’s in overly perfect proportions, or with physical body “enhancements” that can border on the absurd.

    Post edited by mcorr on
  • SevrinSevrin Posts: 6,306
    mcorr said:
    barbult said:

    Women (and maybe men?) spend big money for laser treatments and creams, etc. to reduce the size and visibility of their pores. In the 3D world we try to emphasize them. Go figure.

    I think we are dealing with two different standards of perfection here. in the real world anything considered a “blemish” (in or on the face) is often unwelcome and made to disappear; in the virtual (3d graphics) world anything that adds to or enhances the aurhenticity and realism (unless it’s toon, anime, or something like that) of the face portrayed is often favored and given its due.** Even if these things are considered “detractors” in the “real” world (like moles, crooked noses, asymmetrical facial features, pores), in the 3d world they can become “artistic interpretations” or expressions of how life really is, and as such, be highly prized and celebrated as stunning “works of art.” So, here we have a rare, bizarre and intriguing example of the virtual standard favoring the real (and leading us back to it), while the “real” world favors and leads us to the illusory .... go figure.

    ** Where the bizarre of both worlds overlap has to do more with (not sure I’d call it a standard they share, but perhaps a penchant for) portraying human body’s in overly perfect proportions, or with physical body “enhancements” that can border on the absurd.

    There's a place for some added texture in some cases, but for the most part, as long as a character doesn't look made out of plastic, that's all I care about.  People sometimes get carried away with pore porn when they run out of ideas for pictures they want to make.

  • xyer0xyer0 Posts: 5,934
    mcorr said:
    barbult said:

    Women (and maybe men?) spend big money for laser treatments and creams, etc. to reduce the size and visibility of their pores. In the 3D world we try to emphasize them. Go figure.

    I think we are dealing with two different standards of perfection here. in the real world anything considered a “blemish” (in or on the face) is often unwelcome and made to disappear; in the virtual (3d graphics) world anything that adds to or enhances the aurhenticity and realism (unless it’s toon, anime, or something like that) of the face portrayed is often favored and given its due.** Even if these things are considered “detractors” in the “real” world (like moles, crooked noses, asymmetrical facial features, pores), in the 3d world they can become “artistic interpretations” or expressions of how life really is, and as such, be highly prized and celebrated as stunning “works of art.” So, here we have a rare, bizarre and intriguing example of the virtual standard favoring the real (and leading us back to it), while the “real” world favors and leads us to the illusory .... go figure.

    ** Where the bizarre of both worlds overlap has to do more with (not sure I’d call it a standard they share, but perhaps a penchant for) portraying human body’s in overly perfect proportions, or with physical body “enhancements” that can border on the absurd.

    This is why art is the last bastion of realists, and artists are first co-opted, then ostracised and eliminated by utopians.

  • Thanks guys :)  Feelin the love heartheartheart.  

    "Is there a release date yet? I want it now! lol"   Nope. It's ready to release but no word on when. Hopefully soon! I was hoping to make the Pa sale but I don't think I submitted in time. Sigh.

    "There's a place for some added texture in some cases, but for the most part, as long as a character doesn't look made out of plastic, that's all I care about.  People sometimes get carried away with pore porn when they run out of ideas for pictures they want to make."  devil. Pore porn. LOL.

     

     

  • FrinkkyFrinkky Posts: 388
    edited October 2020

    I'm looking forward to being able to throw my money at you for this :)

     

    Oh, referring to a post above about merging normal maps: overlay is not the way to do this.

    I use this method: 

    but a less convoluted way: 

    Basically, set those up as actions in PS (does Gimp have actions/macros yet?) and chose the best one for a given task.

    Post edited by Frinkky on
  • chevybabe25chevybabe25 Posts: 1,256
    edited October 2020

    @Frinkky thank you for posting that. That is a more elegant way to combine normal maps.

    Post edited by chevybabe25 on
  • MelissaGTMelissaGT Posts: 2,611
    edited October 2020

    +1 for hoping/wishing this comes with normals. I do have ZBrush, but it would be an amazing convenience to already have the normals created. With new ultra heavy hairs and geoshell after geoshell of makeup, etc I've started to have issues rendering characters at high SubD. I used to render at SubD 4 as a standard, but lately I've had to drop to SubD 3 (and I have a 1080TI with 32GB RAM). I've even tried some strand based hairs that do some really wonky things with high SubD...I did a promo for one where I tried to render the character at SubD 4 and huge chunks of the hair actually disappeared! Not sure what that was about. (It wasn't one of your hairs, lol). I'd love to say that I'll be picking up the 3090 as soon as possible with it's vast pool of VRAM, but it's not realistic for me at the moment in COVID-Land. 

    In addition, would I be able to use normals from your product, whether baked myself in ZBrush or provided by you, as a merchant resource? I've never sold a character before, but I've considered giving it a go and I honestly have no idea how that would work. Would I be able to combine wthem in PS with other merchant resource skin normals while building that character out? I live in PS with tweaking skins...obviously in the case of selling a character it would need to be all merchant resource bases.

    Post edited by MelissaGT on
  • chevybabe25chevybabe25 Posts: 1,256

    +1 for hoping/wishing this comes with normals. I do have ZBrush, but it would be an amazing convenience to already have the normals created. With new ultra heavy hairs and geoshell after geoshell of makeup, etc I've started to have issues rendering characters at high SubD. I used to render at SubD 4 as a standard, but lately I've had to drop to SubD 3 (and I have a 1080TI with 32GB RAM). I've even tried some strand based hairs that do some really wonky things with high SubD...I did a promo for one where I tried to render the character at SubD 4 and huge chunks of the hair actually disappeared! Not sure what that was about. (It wasn't one of your hairs, lol). I'd love to say that I'll be picking up the 3090 as soon as possible with it's vast pool of VRAM, but it's not realistic for me at the moment in COVID-Land. 

    In addition, would I be able to use normals from your product, whether baked myself in ZBrush or provided by you, as a merchant resource? I've never sold a character before, but I've considered giving it a go and I honestly have no idea how that would work. Would I be able to combine wthem in PS with other merchant resource skin normals while building that character out? I live in PS with tweaking skins...obviously in the case of selling a character it would need to be all merchant resource bases.

    I understand the struggle. I just recently upgraded from a 980ti to a 2080ti.  My computer is already 5 years old and needs upgrades to keep doing what i do.

    That hair issue sounds like it was either the cap was way too low poly, or the hair was not on a skullcap. If you chance it again, I'd be curious if subdividing the cap would fix that.

    I didn't end up including pre made normal maps in the product, but I will think about doing an update and including indiviual normal maps for those that want or need it. If I do, the maps will be just that, maps.  With no direct access to Studio.  

    Yes. You will be able to use the normal maps generated  from this product as a merchant resource for your commercial character creations. 

  • QuixotryQuixotry Posts: 912

    I'm so excited to grab this product when it arrives in the store! It looks amazing and will be so useful. :)

  • Is there or will there be a male version of this? Looks like a great product.

  • chevybabe25chevybabe25 Posts: 1,256
    gbmorphs said:

    Is there or will there be a male version of this? Looks like a great product.

    If this product does well, yes.  The boys need love too :)

  • chevybabe25chevybabe25 Posts: 1,256

    Released!!

  • It's out and in my cart. As I'm sure it will be for quite a few people over the next few days!

  • xyer0xyer0 Posts: 5,934
    edited October 2020

    The wait is over! I'm adding a link to the product page so this will show up with Daz-Deals. That way people can see the extra promos here.

    Post edited by xyer0 on
  • chevybabe25chevybabe25 Posts: 1,256

    Thanks guys :)  

  • veenveen Posts: 139

    I cant download part 4 of 5 but this was instabuy for me. I hope to see something simmilar to this but for the whole body AND a male version of course.

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