Mortze wrote:IRay never messes up shadows. The creator does. IRay emulates physics realism when it comes to light so if something looks odd it's because the lights aren't well set by the 3d artist (or some error happened in the software). In this case, the shadows might seem strange and that's on me, because the scene had lights from almost all the directions in a circle. Shadows will only stand out when there is a strong light source. On a sunny day, by noon, you will see that you have a strong shadow on the ground. That's because the sun is a much more powerfull light than the sky, ground, buildings, that reflect light. But if the clouds cover the sky then you loose a powerful light source and only get scattered light, from the clouds, ground, buildings. And you won't see almost no shadows. That may be what happened in that scene. Put a circle of candles around you and you won't get pretty shadows. Use a 3 point light and you will have beautiful shadows.
Hmm, so I guess I wonder if you can tell Iray there are fewer light sources, or scattered light even though the couple are surrounded by candles? I love the look of sex by candlelight, but it seems like a huge challenge to make an animation in the middle of a circle of candles that is going to look right when animated. The still images all looked fantastic by candle light or not.
Mortze wrote:LIE wrote:Facial expressions - As I pointed out earlier, while the graphics to this game are probably the best 3D renders for an adult interactive game I've seen, there are still areas to improve in, and that's to do with facial expressions. As an example, and this has been prominent throughout many parts of the story, when a character is written as having some sort of emotion during a scene, for example - sadness, a picture would show a character with an over-exaggerated face of that particular emotion.
The problem with that is we rarely feel one particular emotion at the time, even if it's dominates the other ones in our mind, and they're often mixed in with the others. Depending on the situation, one might feel anger and sadness, or sadness and surprise, or sadness and contempt. Not only that, but there's also levels of each emotion, ranging from being slightly sad (I forgot to wash dishes earlier morning, now I'll miss the first 15 minutes of my favorite show cleaning them), to downright breakdown.
In Mortze's renders, instead of showing that they're complex humans with complex emotions, they seem to be fully committed to just 1 expression that is dictated by the narrative: 100% sadness, or 100% happiness, or 100% disgust, or 100% contempt. A good facial expression would be a mix of two emotions, or even three, where, for example, eyebrows would show a slight sadness (forming that "pyramid"-like shape), while the mouth would curve in a wide smile, indicating that they're really happy about something and are holding in their tears because of it.
I'm not sure how to get better here. Not implying there isn't room for improvement, no, but I don't know what do to to correct that. When explained by Tlaero what emotion to portray in the character I use the old book technique of doing the expresison myself and look at a mirror. I don't do that everytime because some expressions are known after a while but that's my modus operandi. And when the expression is "she looks at you with sadness" I make a sad face and look at the mirror. Could use some insight on how to improve that though.
This reminded me - there was one image where Miranda is giving Lucas head, and it may be when he is orgasming, where the direction of her eye gaze is at Lucas, but the view is from the side so that the player cannot see her pupils. It looked like her eyes were rolling back in her head, which easily could have been on purpose. But I like to be able to see pupils/iris if I can see the eyes. If the effect was intended to be to roll her eyes back in the head to show she found intense pleasure from his orgasm, awesome, but still related to this and to the issue LIE raised. I think a good rule of thumb that I've tried to express to Leo and crew, though not successfully, is to start with the emotion that you want to portray as you want to portray it, but then dial it back just slightly. I other words, err on the side of subtle. So for example, the eyes could roll back, but not so far that you only see the whites of her eyes. I think you are as subtle as they come, Mortze, so please don't feel I'm on the attack here - honestly, you are my favorite, you do this so well. From my experience with other artists, they often portray and emotion that I specify in my script, like LIE says, 100%. I imagine that when the goal is to portray the emotion specified, the bias is towards making sure that emotion appears there and so most artists over do it rather than under-do it. But in my opinion, under-doing usually looks better than over-doing it. It probably leaves more room for interpretation, and I think that is always a good thing.
Thanks again. You are just fucking killing it Mortze.
PS Did Tlaero let is slip that you're Portugese?! I thought you were Belgian or Dutch, because of a football comment you made once.