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File: 6c03cdb458d145e⋯.jpg (738.8 KB,1629x1229,1629:1229,1.jpg)

 No.45128 [Last50 Posts]

response to >>45113

Lighting is VERY important. they make all the difference. I wont get into detail about windlights or scripted lighting or reshade. this is all about making the scene pop out, for free without having to resort to special viewers like black dragon(it helps a lot though)

Lets start.

Here's an avatar. it's my friend. their room is very damp, cold and has no lighting. empty. We'll wanna start with some ambient lighting. go ahead and right click the ground and click " create "

____________________________
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 No.45129

File: 21caf6e72c818b6⋯.jpg (1.06 MB,1774x1173,1774:1173,2.jpg)

once you make a dumb cube, move it up and center it in the middle of the room.

ambient lights are a general idea of where light is stored wtihin the confines of a room. Ambient light can act as an agent of reflective lighting, highlighting and illumination lighting.

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 No.45130

File: ed1d7d34ea8ccf8⋯.png (285.56 KB,781x626,781:626,3.png)

The room itself is small, barren, but lighting can help bring more interest to the room, and most of all, color. you dont even have to tint your textures if ur good enough. Here, I have an arrow of warm colors in the orange and blue with some greys and whatnot, pick any warm soft rose, apricot or indian yellow, (pick a soft but not vibrant orange, make sure its faded but still colorful and leans towards the red and not green)

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 No.45131

File: 00151dc750cffac⋯.jpg (1.63 MB,2488x1207,2488:1207,4.jpg)

( forgot to mention, I want my room to bounce with color, you can choose any color depending on your preference and intentional theme/idea but creamy warm colors are a wonderful start )

and establishing shot of one side of the room.

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 No.45132

File: 9b1fe0e1f221fa7⋯.jpg (1.66 MB,2407x1196,2407:1196,5.jpg)

here's another establishing shot. please note, my lightsources are now apparent. the roof is a source of light *you usually want to make sure light comes from a cieling for a generic room, most rooms have light sources in the cieling*

a light source blooms from the corridor on the left and the shut stable doors from the right. We'll open those later. that is 3 light sources. I'll detail further

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 No.45133

File: c993857156c2b69⋯.webm (1.24 MB,744x600,31:25,6.webm)

once you create your ambient light, reduce the radius to about 3-7 depending on the actual size of the room, the walls will gradually light up along with the character.

do not reduce fallout, it is a cheap way to reduce intensity and fucks with your shades. notice as I reduce fallout, the muscle definition decreases. you do not want to do that. pretend fallout doesnt exist unless you have too much light in the room. it is a last resort to reducing bleeding lights.

intensity in general is kept at 1 and if it is too strong, desaturate the color and reduce its luminosity or move the light away. if you want and NEED to maintain its color, intensity reduction is your first option but it will fuck with the ambient lighting. jumble between those 2 options, ignore fallout.

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 No.45134

File: 08f388e27ba7f48⋯.webm (2.5 MB,800x564,200:141,7.webm)

Notice as I move the cube away, the material mapping changes, it becomes less centered and expands the light, because the reflective light expands but dissipated as you gauge distance between material and light source.

So, generally, keep your ambient light a good few feet away from your body. you do not want to be walking around with invisible reflected lights popping all over your body or you'll look like you're in a rave.

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 No.45135

File: ce74399692cf419⋯.webm (1.01 MB,618x600,103:100,8.webm)

as you change radius of the ambient light itself, it will affect chemistry between your background and your character. in general, and in porn, the main focus of the piece is your character, not the fucking background. your character is center stage.

Notice the silhouette of the avatar becoming more apparent as the radius is reduce, the background becomes less visible but your character stands out more. this is what you want, the most important thing in lighting is what you want to see. if the radius was any bigger, the character would end up blending with the background.

so, in this instance, I keep my radius very low but not low enough to not bounce light away from the walls, they still need to be illuminated from the ambient light.

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 No.45136

File: 2c8874c71854aa9⋯.webm (1.27 MB,714x600,119:100,9.webm)

your ambient light is done, go ahead and make it invisible by turning on transparency to 100, make the object phantom and rename the object " ambient light " or anything like that. you'll want to do this, lights end up taking a lot of resources, link them together so they take up less land impact. that is entirely optional but organization > going with the flow.

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 No.45137

File: d70768a3ec3b6e5⋯.webm (1.12 MB,684x600,57:50,10.webm)

right click your dum dum object and shift drag it up OR make a new box and watch the webm. you create a point light. click on the next little color icon near the light button to the right and forget about adding a texture, just click on blank and click ok. Blank is a pure white texture that will project that specific texture as a light onto any visible surface in SL from the prim itself. (think of a flashlight) infact, if u want a flash light point light make a fucking circle in MSpaint and upload it

this new light source is a point light, move it up abit higher than ur ambient light, not too high though. there can ONLY BE 2 POINT LIGHTS at ANY GIVEN TIME. the light will still be casted if there are more than 2 but they will not project cascaded shadows.

point lights produce a shadow, this is important, it adds both depth and contrast to your scene. you want lights and darks in your scene.

https://www.youtube.com/watch?v=ugJfjmxOR2I

Please watch if u have 20 seconds to spare.

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 No.45138

File: bde121747038028⋯.webm (971.12 KB,800x568,100:71,11.webm)

in point lighting, Radius is distance the light source bleeds onto the surrounding. as you increase distance, you reduce the chance of creating shadows as the lightsource radius bubble increases. if 2 bubbles may collide and produce 2 shadows, but if a third clashes with that specific bubble, you will not be able to see shadow from the bubble furthest away from your camera.

https://i.gyazo.com/85c8fe99045974be5f2710a26d6714d8.jpg

https://i.gyazo.com/fac2177cf8a98441bff245e3b52e6822.jpg

press alt+P and look to your Aids tab and look at light radius, you can then study the lights this way too.

for this scene, im keeping my radius to about 5 or 7. notice as you increase radius, light becomes stronger. thats because the distance for the light to bleed and blend with other light sources or the enviroment increases. if the radius was 3, u wouldnt be able to see the light source but if u were super close to the cube, your avatar would reflect the light very vividly.

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 No.45139

File: 6e80a64df44f554⋯.webm (1.3 MB,750x600,5:4,12.webm)

As you increase FOV, the field of view is projection angle of your light source. if your goal is to have a large radius of light surround an enviroment with color, be aware that anything above 2.5 FOV will FUCK UP YOUR SHADOWS. https://gyazo.com/031819798c14fb1743ee7851406e987f

keep your FOV in control and do not fuck it up with the meme numbers 2.5+ even 2.0 is too much, shadows are crisper and more solid as u reduce it. it is redundant to reduce FOV any shorter than 1.2 the optimal setting for FOV is always 1.5, with 1.8 being the most generous before it starts fucking up and turning into blocks, the shadow resolution decreases internally you cannot change any settings to fix that on firestorm. Do not.

for this setting, i keep the FOV to only illuminate the ground, as it is REFLECTING the light perpendicularly, (u wont see any reflections if u look at a surface parallel to any light source, physics man. anyway, only the ground should be abit more lit up. if ur that serious about keeping ur floor dark, reduce the radius but you WANT to keep ur body illuminated thats the most important part.

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 No.45140

File: 9627d2cda726007⋯.webm (1.11 MB,800x598,400:299,13.webm)

Focus is simply an illusion. it is for realistic instances. as you increase the light, it no longer fades and blends with the surrounding surfaces, it basically becomes a doom 3 light. the reason why you'd wanna do this is for wall lights. in example, look here https://res.cloudinary.com/clippings/image/upload/t_big/f_auto/v1/products/b3-wall-light-cubic-light-grey-concrete-gold-plating-gantlights-clippings-8482021.jpg

near the source of the direct light itself, light does not blend with the direction of the light itself. the rays of the light only slowly turn, as the distance of the light increases, it becomes more and more subtle. focus helps you recreate this effect. i have never found a use for focus but it still helps with some lights

do not touch Ambiance, it is if u lack the resources to rez any more cubes or need to reduce prim count. the only thing ambiance does is remove shadows. do not touch it unless your windlight is EXTREMELY DARK and your shadows are INCREDIBLY FUCKING DARK. again, do not touch ur ambiance unless your shadows are PURE BLACK and you cant see a FUCKING THING.

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 No.45141

File: a918530190758f3⋯.webm (1.57 MB,782x600,391:300,14.webm)

the next important thing you'll wanna do is a very neat trick, this is very important. the ground is more illuminated, it is reflecting light from the point light directly. so where does that light go? it goes up. to create that affect without affecting the ground itself and making it ANY brighter than it already is, create a prim, MOVE IT UNDER THE GROUND, make it an AMBIENT light only, make it VERY subtle. ATLEAST intensity of 0.6 or 0.7, if this is a stone floor or hardwood platform; its about 0.6. if it is a metal surface or water, its intensity is 1. if it is cobble, grass or even dirt/sand/cement, the intensity should be about ATLEAST 0.3 i'd go about 0.2 even.

remember, this wont affect your walls if ur smart enough, the radius is very small and only influences the room itself, it is an ambient light not a light source. it is a faux light, a reflection of the light from the ground casted by the point light.

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 No.45142

File: a9c8ab5055a8124⋯.webm (1.08 MB,796x600,199:150,15.webm)

here is an example. please forgive the seams on the legs, im actually supposed to be fixing that. but, notice the legs itself become illuminated by the reflection of the light from the floor. an extreme version of what im talking about is here https://f4.bcbits.com/img/a2187335077_10.jpg

notice the strong lights punching color onto the leather boot in that picture, it brings the character further into the realm of the enviroment. we are recreating that effect due to the floor being cement that is reflecting light from a point light. its supposed to be subtle, so do not make it strong and reduce its intensity.

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 No.45143

File: 3491a73fba4a762⋯.webm (1.2 MB,726x600,121:100,16.webm)

lets move quickly along. remember the corridor to the left? THAT creates a light. this is no ambient light, so the intensity is strong, and the radius about 3 or stronger. this is because the look of the next room is vivid, light bleeds from it. http://i0.kym-cdn.com/entries/icons/original/000/000/278/itsgoofytime.jpg

notice the room in the background is almost pure white, light blooms over the surface of the character's arm creating a STRONG CONTRAST between LIGHT AND DARK. we wont recreate that extremity, but realistically, we do want to respect the laws of physics here and ambient lights from the other room WILL BLEED into OUR room. dont forget to set up that light here. cute room isnt it

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 No.45144

I've opened the door, this creates another point of light. this makes 3 light sources. the cieling, the corridor and the stable doors opening. you may have multiple light sources that can collide with one another, it will not damage the point light unless an ambient light is directly over the shadow, then obviously the shadow blends with the enviroment's new color. so, basically, you want no more than 4 or 5 lights, with atleast 1 or 2 point lights

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 No.45145

File: 08820ba034d37d4⋯.jpg (1.28 MB,1818x1140,303:190,17.jpg)

>>45144

forgot to post my pic.

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 No.45146

File: b7013c8b29c1df8⋯.webm (2.53 MB,800x598,400:299,18.webm)

I want to mention something about "window" lights. they are reflecting the light outside, but the actual light that pierces the window directly is the sky/horizon light. for an example, when you walk outisde, bright blue sunny day, the sky is blue. the sun is yellow. if u block the sun's rays, you see shadow. but hold on, the sky itself is vivid, it TOO is a light. the blue light bleeds OVER the shadow, thus a blue shadow is formed in the middle of a sunny day under a yellow sun.

http://2.bp.blogspot.com/-_aPitHQwjqI/URBNhhraBNI/AAAAAAAABYA/i8NVNLshVQc/s1600/DSC_0190.JPG

for this demonstration, because my windlight is violet almost warm blue, i should have chose a faded purple'ish color but because im an asshole, I chose blue. it kinda works but it is incorrect. but notice as I turn the ambient window light on and off, my character's outlines reflect light. those are called highlights. highlights are the last and artistic touch but also beautiful if rendered correctly. they change the mood of a scene from dead to alive. see this example here

http://static.tvtropes.org/pmwiki/pub/images/gon2.png

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 No.45147

File: 958c9370383090b⋯.webm (3.21 MB,800x560,10:7,19.webm)

so when ur poseballing now with these basic lights bumping tossing and turning, notice the details now formed with your scene. in this instance, notice the leg casting a shadow, notice the shirt reflecting lights left and right. in this case, it turns out my shirt is too glossy so I will reduce it's color so that it reflects less light, and I will increase the specularity of my coat of fur, you can see the normal map but my specular is too absent. im not perfect and sound like nitpicks but they make all the difference.

https://gyazo.com/1121743b44f2fa25e53ea652fd19edd5

^see here for an example of specular mapping reflecting multiple light sources while respecting theme of the image (dark and brooding image) This isnt about material mapping but this lighting guide compliments your material mapping so of course dont forget it.

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 No.45148

File: 5f7fc5b7b9f9d49⋯.webm (1.85 MB,800x512,25:16,20.webm)

here is your typical scene being lit on your average poster on 8chan. notice as I flicker between on and off of a single lightsource, an ambient light, it looks no different than say

>>44859

or

>>44832

(im sorry kiki please forgive me, ur lighting sucks but the characters are gorgeous as hell)

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 No.45149

File: d1f4834d96fc0c0⋯.webm (4.15 MB,780x600,13:10,21.webm)

last post of this guide

while ur poseballing, DO NOT BE AFRAID OF ADDING MORE LIGHTS TO COMPLIMENT OTHER LIGHTS.

in this situation, notice as the outside light doesnt reach far enough to hit this character. create a prim just 1 foot away from you and recreate that light but reduce the radius by a significant amount, especially when ur poseballing. THIS IS BY FAR THE MOST IMPORTANT RULE

IF U TAKE ANYTHING FROM THIS PLEASE TRY WHAT IM SAYING HERE IN THIS VERY POST

the highlights return without affecting the diffuse textures of the surrounding enviroment, highlights create a nice flair of depth to a very vibrant scene due to the nature of the background.

windlights also affect how dark shadows are, as well as other factors.

so again, this is just lighting in general, I could also go on and on about the other things I said from the lewd thread like material mapping, texturing and seam repair, mesh vs sculpts, freya body abuse, ambient occlusion abuse im looking at you paid programming, depth of field, alpha blending vs alpha masking (and when to use them), tinting walls, what third party programs to use and WHEN to use them (the only person allowed to even use reshade is jdb because they have better vision than any of us, fucking pilots man).

I can make another guide about material mapping, how to make them, where to get them, how to be a nigger with them, how to apply when to apply and how to make some decent ones if u aint got any.

I wish I could have talked about glossiness and enviroment for specular mapping.

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 No.45150

tbh as the person that actually did take that photo, that wasn't paid but actually the boy in the photo, i admittedly kind of hated the lighting it had and i wanted to do a different approach to compliment a really dark bathtime scene. but, they wanted it brighter to get more of a view of things and that's kinda what got it there. thank you for actually making something constructive tho

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 No.45151

>>45150

(also i couldn't be assed to make proper lighting because it was sorta late)

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 No.45155

god damn you talk too much

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 No.45156

>>45155

>guide

>talk too much

what part of guide did u not get, you complete fuckin moron

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 No.45157

>>45156

u fuckin retard middle school art teacher

did i say anything about ur shitty guide?????

i said you (U) talk to damn much

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 No.45159

lmao if you want to look pretty just render in keyshot or marmoset or octane or redshift

who gives a fuck about graphics on a shitty old game like SL, lol

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 No.45166

[Insert shitpost here]

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 No.45169

File: c0cefc790fc5614⋯.png (11.15 KB,404x66,202:33,tumblr_inline_mroy46tlay1q….png)

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 No.45173

>comprehensive lighting guide with a decent knowledge

>ugly as sin, black and white avatar with outdated shitty components that could be EASILY replaced

me thonk

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 No.45181

>>45173

hggrnnnfffff sorry was it not fucking ANIME enough 4 u, fuckface

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 No.45187

>>45173

>ur ugly lol

have your (you) and don't lose it

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 No.45207

Thank you for your effort in... this guide that seems motivated by you being autistic about people's lewd pictures? I'm sure they'll keep this in mind as they plow another box kemono...?

I want to add that a lot of this is personal preference. SL doesn't have anything advanced in the way of lighting, and all of this is just getting the illusion right for a few snapshots in a room. This isn't how to light a house or location for people to visit, just how to set up a pretty scene.

One of the things that I really like to do is backlighting. Does it make sense in every picture? No, not necessarily. But it helps distinguish the character from the background and establish volume. SL tends to look pretty flat by default so it helps. Take some non-projector lights, slap them slightly behind and to the sides of what you want lit, and then adjust their radius down so that they don't hit unwanted objects. Works best in fun colors; my go-to is light blue, but you can pick two colors for each side (blue and pink?) or just be boring and go with... pale yellow/orange.

Another thing: the sky windlights are a great light source. They go through windows and such properly, and cast nice, clean shadows. Adjust the east angle on your windlight, move parts of your build, or straight up just set up a photobox where the sun lights can reach your scene.

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 No.45210

who tf has the time to do all this shit when fucking? "hold on let me take 40 minutes to painfully adjust my ambient lights"

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 No.45211

>ears clipping through hat

>boring black and white theme

>fur collar looks straight out of 2012

>tail looks like it's made out of paper

>cross-eyed

>doesn't even take the effort to fix his legs in a "how to take the best pictures possible" thread

Imagine looking this bad and trying to give other people lessons

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 No.45213

>>45210

it takes like 20 seconds to rez a cub, turn it on as light, tint it to faded yellow and decrease intensity to 4/5 then move it to the side, make it invisible.

get over yourself u big babby

>>45211

>opinions

pls read this post before you shitpost, thanks.

>>45142

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 No.45215

>>45213

I did read it, still looks like shit. Your avatar is not appealing whatsoever. But keep stroking yourself cause you put on a facelight I guess

>I want to see the best in avatars. people spend real money to make the greatest of avatars, their hearts and fantasies presented for the public to indulge in. for the world to see. I will not stand for these dreams to be incomplete. I fathom tolerance no longer, the vulgarity of despicable avatars which creep from the cellars of the foundations in which we place our beloved heroes of innovation. .We, as creators of the very beings that provide the pleasure of hedonism that we must expect further into the deeper reaches of experience that we find the satisfied, that must be plucked within our garden of glee. I will not stand for any further hindrance, so I must bully; The evermore ignorant of men and ever stricken with the twisted bowels of your inadequate visions of eroticism and forever more we daydream further into the abyss of thought and realms of creativity. Do not squander the opportunity your very existence entitles you to, the wisdom bestowed upon those within the chosen; words given from those of the inner circle of our board.

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 No.45217

>>45215

if you had read my post then you know its not my avatar and i was working on the seams but instead decided to work on the guide first.

pls dont shitpost.

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 No.45218

This thread is shit and the guide is absolutely useless. Shining a light on your avatar with default SL shaders won't make it look pretty no matter how hard you try.

If you really want to do "quality" pictures then do it like JDB and fuck with reshade. Too much effort for pictures about frankenstein'd avatars clipping through eachother's dicks tbh

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 No.45219

>>45218

Lmao if you think reshade alone makes "quality" pics, everyone messes with lights

>too much effort

refer to >>45213

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 No.45229

>>45218

JDB has to fuck with the lighting as well to get shit like that looking right. There was a point where people even complained about his stuff being hard on the eyes because of the use of Reshade with really intense lighting.

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 No.45236

>>45147

so the shitposter was MAZ all along lmao my dude people take pics sepperately and poseball sepperately, people poseball to fap or to compliment roleplay, nto to fucking start going YO MY DUDE I KNOW WE SCHLICKING BUT LETS ADD SOME LIGHTS ALLLLLLLRIIIIIIIGHT

>>45218

lmao you might be more austitic than maz/op

i can prove you wrong about "basic sl lighting" too and i can post in this thread to do it just let me know my dude i'll put up screenshots from sl that haven't been photoshopped, just all in-world lighting and no third-party shit except maybe blackdragon but the effects are the same no matter the viewer (in this case)

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 No.45238

>>45236

go ahead and do it and I will tell you why it's bad

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 No.45239

>>45128

This thread is so useful in so many way. People think they can just snap a photo or take video and say it's good even without any lighting whatsoever it fucking aggravating. But as you can see you're gonna gt shit n from people because they either didn't think about it first or hate being critiqued(no surprise). Keep doing the lords work.

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 No.45240

>>45239

The truth of this thread is to show people are assholes, even if you try to do a good thing. Just a waste of time posting on this board, really.

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 No.45244

>>45236

>no third-party shit except maybe blackdragon

stop posting anytime.

>>45239

>>45240

i can do a thread about materials and ttexture work to improve details on diffuse maps if u think i should. im an art teacher irl so i have an impulse to be as informative as possible

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 No.45245

Thanks for the guide, your avatar is shit though. Cheers

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 No.45248

WHEN UR JUST TRYIN TO YIFF BUT THE BITCH IS LIKE WAIT DONT CHANGE THE POSE I GOTTA SETUP MY LIGHTING CUBES

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 No.45252

>>45248

stop posting

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 No.45256

>>45244

I’d appreciate if you could. I really liked this guide and I want to improve my materials.

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 No.45262

>>45248

>not fucking in a decent, eye-pleasing environment

i bet your ideal home is an empty skybox with a sex bed

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 No.45265

>>45262

*ahem*

sex TOILET, ok?

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 No.45277

File: 20d3858a34ae47f⋯.jpg (24.8 KB,390x478,195:239,1513048380149.jpg)

>>45265

I unironically wish more people had sex toilets in their skyboxes because I am a degenerate.

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 No.45282

>>45277

You're not alone

I'm thinking about dropping 4k on this pack of toilet anims that is nice. Just need a decent toilet mesh to go with it

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 No.45284

>>45282

is it the jr toilet thing that is made if sculpt?

if so, yea its really really good.

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 No.45289

>>45284

ya, that's the one! I have a MIGHTY NEED

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 No.45353

>>45141

I love the rest of the guide, but why show this when all adding that light does is highlight your leg seam?

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 No.45357

>>45353

pls lrn to read

>>45142

>here is an example. please forgive the seams on the legs, im actually supposed to be fixing that.

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 No.45378

Thanks for the thread, OP. Very informative, as someone who also cares about shit like this. I do have to say I disagree about falloff -- I never bump it over 1.0, but I do use it. Granted, that's mostly for shit like lights built into a skybox, or lamps/other lighted objects, moreso than deliberate ambient lighting.

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