Blushing Characters - Possible?

Is it possible to make a character blush, either through surface settings for the face. or by some other means, or is this something that would be totally post-work?

 

Comments

  • mtl1mtl1 Posts: 1,507

    You could probably accomplish this using subsurface scattering...

  • Oso3DOso3D Posts: 15,053

    Or translucence.

    One thing I've noticed is that some of the Gen6 maps, particularly Victoria 6, have a 'ruddy' translucency map which really helps bring out red cheeks/ears. If you play that up...

  • nicsttnicstt Posts: 11,715

    either alter a SSS map as suggested or load a png into the LIE with a small about of red in the appropriate places, then just adjust its opacity. Never tried so no clue if it would work.

    Is this something like what you mean? I did it quickly on the G3F default face texture. I resized by a lot for here.

     

    test.jpg
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  • Stryder87Stryder87 Posts: 899
    nicstt said:

    either alter a SSS map as suggested or load a png into the LIE with a small about of red in the appropriate places, then just adjust its opacity. Never tried so no clue if it would work.

    Is this something like what you mean? I did it quickly on the G3F default face texture. I resized by a lot for here.

     

    That's pretty much my idea.  Not sure about how to use the LIE editor, but I have taken a surface map and edited it before in PS Elements.  Since I'm not to familiar with all the settings for surfaces (all the options when I select a skin surface blow my mind... so much with no idea what they do), I might just go with altering a map like you did.

     

  • MistaraMistara Posts: 38,675

    i would use 2 pinkish low strength spotlights, softened edges, beamed at her cheeks,  
    trick i used in poser 7 days smiley

  • mtl1mtl1 Posts: 1,507
    MistyMist said:

    i would use 2 pinkish low strength spotlights, softened edges, beamed at her cheeks,  
    trick i used in poser 7 days smiley

    That's... a really good idea laugh

  • Pack58Pack58 Posts: 750
    edited June 2016

    You could also use a geo-shell with a soft edged cutout map then use diffuse colour and opacity to fine tune and that could be used on any figure of the same generation whatever UV

    Edit, You need to use the same bump as the bottom skin.

    Also my playing around was in 3DL

    Genesis1Blush_002.jpg
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    Genesis1Blush_003.jpg
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    Genesis1Blush_004.jpg
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    Post edited by Pack58 on
  • Stryder87Stryder87 Posts: 899

    These are some good ideas, although I think Pack58 is speaking Greek... wink

     

  • Pack58Pack58 Posts: 750
    edited June 2016

    Now I'm red faced with embarrassment.

    So what don't you follow?

    EDIT: Interesting, my image disappeared. While it may not be gallery worthy I don't think it's offensive enough to remove so I guess I messed up. Lets see if it sticks this time.

    Genesis1Blush_005.jpg
    800 x 1131 - 497K
    Post edited by Pack58 on
  • Stryder87Stryder87 Posts: 899

    Geo-shells... in a nutshell....

  • Pack58Pack58 Posts: 750

    Under Create there is a "New Geometry Shell" option.

    It creates a "shell" around the object you selected that can be offset more or less and follows the morphs and poses etc of the original.

    Most importantly it has completely different surfaces.

    Well worth checking out. There is a tread here in the commons that I'll try to find a link to.

  • Stryder87Stryder87 Posts: 899
    Pack58 said:

    Under Create there is a "New Geometry Shell" option.

    It creates a "shell" around the object you selected that can be offset more or less and follows the morphs and poses etc of the original.

    Most importantly it has completely different surfaces.

    Well worth checking out. There is a tread here in the commons that I'll try to find a link to.

    Awesome, thanks!  That could be very handy for a lot of things.

     

  • Pack58Pack58 Posts: 750
    edited June 2016

    Found it. Hopefully it'll explain things better then I can.

    http://www.daz3d.com/forums/discussion/68454/simple-geoshell-tutorial/p1

    This is a quick example of using a Geo-Shell and changing the opacity on the outer texture (if animated gifs work here).... No they don't. So:

    http://i.imgur.com/AvN1hKT.gif

     

     

    Post edited by Pack58 on
  • Kendall SearsKendall Sears Posts: 2,995

    A specular map will also do the job.

    Kendall

  • GatorGator Posts: 1,312

    Stryder, are you familiar with Photoshop?

    Lots of great ideas in here, it's also easily done postwork in Photoshop.  I'd use a very soft brush, using red at 5% strength or less.

  • Stryder87Stryder87 Posts: 899

    Stryder, are you familiar with Photoshop?

    Lots of great ideas in here, it's also easily done postwork in Photoshop.  I'd use a very soft brush, using red at 5% strength or less.

    Yup.  Have CC but I still prefer Photoshop Elements.

  • outrider42outrider42 Posts: 3,679
    Stryder87 said:
    nicstt said:

    either alter a SSS map as suggested or load a png into the LIE with a small about of red in the appropriate places, then just adjust its opacity. Never tried so no clue if it would work.

    Is this something like what you mean? I did it quickly on the G3F default face texture. I resized by a lot for here.

     

    That's pretty much my idea.  Not sure about how to use the LIE editor, but I have taken a surface map and edited it before in PS Elements.  Since I'm not to familiar with all the settings for surfaces (all the options when I select a skin surface blow my mind... so much with no idea what they do), I might just go with altering a map like you did.

     

    Wouldn't it be nice if those settings had little tool tips pop up when you hovered your mouse over them explaining what they do?
  • Stryder87Stryder87 Posts: 899
    Stryder87 said:
    nicstt said:

    either alter a SSS map as suggested or load a png into the LIE with a small about of red in the appropriate places, then just adjust its opacity. Never tried so no clue if it would work.

    Is this something like what you mean? I did it quickly on the G3F default face texture. I resized by a lot for here.

     

    That's pretty much my idea.  Not sure about how to use the LIE editor, but I have taken a surface map and edited it before in PS Elements.  Since I'm not to familiar with all the settings for surfaces (all the options when I select a skin surface blow my mind... so much with no idea what they do), I might just go with altering a map like you did.

     

     

    Wouldn't it be nice if those settings had little tool tips pop up when you hovered your mouse over them explaining what they do?

    Understatement of the year....  smiley

  • Kendall SearsKendall Sears Posts: 2,995
    Stryder87 said:
    nicstt said:

    either alter a SSS map as suggested or load a png into the LIE with a small about of red in the appropriate places, then just adjust its opacity. Never tried so no clue if it would work.

    Is this something like what you mean? I did it quickly on the G3F default face texture. I resized by a lot for here.

     

    That's pretty much my idea.  Not sure about how to use the LIE editor, but I have taken a surface map and edited it before in PS Elements.  Since I'm not to familiar with all the settings for surfaces (all the options when I select a skin surface blow my mind... so much with no idea what they do), I might just go with altering a map like you did.

     

     

    Wouldn't it be nice if those settings had little tool tips pop up when you hovered your mouse over them explaining what they do?

    Except that it would blow the EXE size of DS up to the point where the RAM consumed could be a problem.  Would you rather use your RAM for 3D assets or for tooltips?  For those that don't know, tooltips use a lot more memory and resources than most would think.

    Remember that the items in those lists can be changed by plugins and such, as can the behavior.  There is also the fact that different "skin shaders" will have different fields and different values in fields that are named similarly may not behave the same.  The first thing to do if using a complex shader is to see if the PA who created it also documented it in a README or on a website somewhere.  This is the case in the Uber shaders, where detailed documentation is available on an external website by the creator of the shader.

    Kendall

  • Stryder87Stryder87 Posts: 899

    So I finally finished the scene I was working on that prompted the topic question.  Thanks to all that offered suggestions.  Since I have a bad habit of having too many scenes in the works, I decided to try the suggestion that seemed quickest to impliment, the two red spotlights on her cheeks.  You can check out the results here....

    http://www.daz3d.com/gallery/#images/160126/

    I think you'll be able to figure out who's blushing.  wink

    Thanks again for all the suggestions.  I'll be sure to try them in the future for different applications.

  • Oso3DOso3D Posts: 15,053

    Very funny. ;)

     

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