Yes, that's half the job, and for some folks harder than the creation of their product.I'll attack the whole promo renders thing (groans...) while he's in Beta. LOL
I can relate.I am fine creating the item; but trying to "sell" it or "advertise" it and it's like someone tossed a cog into the middle of the gears in my brain. LOL
Not so much for carpenters who only use computers to watch movies or Youtube. LOL
Satira, is it possible when you load lights to apply them to that viewpoint? In DS they can apply in the default position or you can choose to apply the current viewpoint. Does Poser have a way to do this?
Thanks, Satira. That post had a lot of very useful information in it!
Question : Can the cameras be un-parented from their lights, and then have the lights parented TO the CAMERA, instead of the cameras being parented to the lights? I will have to try that the next time I'm inside Poser. If the lights are parented to the camera instead, then moving the camera ought to make the lights follow, so you could then "point" your light in the direction you want by moving the camera...
It's just a random thought. But I personally find that looking through the lights is what helps me the most when setting up a light rig. If I aim the lights in DS while looking through that light, then I have a pretty good idea of how the lighting will come out when I do my test render. With Poser, up to this point, every single time I light a scene, it's just a lot of poke and prod and hope like crazy that the lighting actually works... and that just got old for me after a while. LOL
The way I understand it is that looking through the camera is looking through the light. You select the light camera for the viewpoint, but you select the light itself to move. As you make changes to the light, the camera view reflects those changes. Sometimes, it's helpful to me, other times it isn't. Any time I think I understand lighting (not just Poser lighting, but lighting in general), I discover I don't understand it at all!
Well, the LIE presets are so far going well. The LIE images folder will be hefty, but compared to the size of the download by mapping out all of the possible combinations, I definitely think this is the way to go.
Been doing some more work on the bumps, normals, and spec maps for him tonight. Please ignore the neck, as I have to change that bump map out; the current one is far too strong and darkens the skin horribly.
But this is a render of Nataani with the full beard/shadow option, using spec map, and normal map. Click the image to expand it to full size, but I think the normals are doing a good job with bringing the detail out in the skin. Also, this is still just the dzdefault shader.