DAZ: Just another Makeup approach
275Thread Activity
Pushee-RiMon, Apr 20
Pushee-RiThu, Apr 09
Pushee-RiSun, Apr 05
Pushee-RiFri, Apr 03
Pushee-RiWed, Apr 01
Pushee-RiTue, Mar 31
G9 (or rather, G9 Starter Essentials) comes with a few good PBR base skins that are quite usable after adjusting a few parameters.
The biggest drawback: there is no makeup. This means that the eyes and lips look very natural, but at DAZ, we have become accustomed to a little eyeliner and other makeup. As a result, the 3D skins always look a little... um... unfinished.
There are various ways to apply makeup. Unfortunately, not all of them can be used... or are too monotonous for me. Let's take a look: Integrating it directly into Face Maps is out of the question, as the face texture would have to be saved and passed on with the model. Then you'd have the DAZzer on your back for copyright infringement. That's not really necessary...
Another option would be L.I.E. - but I don't like it because I find it too inflexible in several respects. I also don't like fiddling around in the LIE editor.
My approach is therefore to use stackable opacity maps. This allows you to combine eyeliner, shadow, and lips however you like. And since I use 4K grayscale maps, the transparency and color can be adjusted quickly and easily.
What do you think?
P.S. While playing around with this model's makeup (it's my own), I noticed that the eyes are much too sad. The facial expressions are also problematic. So before there's anything new to see, I first have to recreate the model (FF Abeni).

The biggest drawback: there is no makeup. This means that the eyes and lips look very natural, but at DAZ, we have become accustomed to a little eyeliner and other makeup. As a result, the 3D skins always look a little... um... unfinished.
There are various ways to apply makeup. Unfortunately, not all of them can be used... or are too monotonous for me. Let's take a look: Integrating it directly into Face Maps is out of the question, as the face texture would have to be saved and passed on with the model. Then you'd have the DAZzer on your back for copyright infringement. That's not really necessary...
Another option would be L.I.E. - but I don't like it because I find it too inflexible in several respects. I also don't like fiddling around in the LIE editor.
My approach is therefore to use stackable opacity maps. This allows you to combine eyeliner, shadow, and lips however you like. And since I use 4K grayscale maps, the transparency and color can be adjusted quickly and easily.
What do you think?
P.S. While playing around with this model's makeup (it's my own), I noticed that the eyes are much too sad. The facial expressions are also problematic. So before there's anything new to see, I first have to recreate the model (FF Abeni).

! REPORT
Well, maybe you shouldn't build models when you're slowly recovering from a long illness: this morning, when I was creating a few promo and UI images, I didn't like what I had produced over the last few days - not at all, in fact.
Therefore, here are just a few words about my project/experiment:
As mentioned above, the aim is to be able to freely combine different makeup components. For example, eyeliner A with eye shadow B and lipstick C. And all this without altering the underlying texture map (base color).
Since I use grayscale maps, experienced users can easily change the colors of eye shadow or lipstick... and maybe I'll manage to program a color picker, which will make it even easier. We'll see...
Therefore, here are just a few words about my project/experiment:
As mentioned above, the aim is to be able to freely combine different makeup components. For example, eyeliner A with eye shadow B and lipstick C. And all this without altering the underlying texture map (base color).
Since I use grayscale maps, experienced users can easily change the colors of eye shadow or lipstick... and maybe I'll manage to program a color picker, which will make it even easier. We'll see...
REPLY
! REPORT
While browsing rawstory (and later huffpost), I came across this interesting and inspiring article. I had already written here and there that one of the things that really annoys me about DAZ is the 136% neatness and accuracy of 3D clothing. And since I'm currently working on makeup, the article is just the right trigger to start thinking in the direction of "messy makeup":
https://www.huffpost.com/entry/messy-girl-look_l_69a07ebce4b059e1adf27bcc?origin=home-life-unit
https://www.huffpost.com/entry/messy-girl-look_l_69a07ebce4b059e1adf27bcc?origin=home-life-unit
REPLY
! REPORT
Since I still can't concentrate for long periods of time (due to the aftereffects of the flu/COVID), I've put work on Abeni (dark skin) on hold and continued with Kaori (pale skin). But that turned out to be a good thing, since I figured out how to make the texture maps for large-area makeup (e.g., eyeshadow) look a bit more natural. Here's a quick example with Kaori, eyeshadow, and eyeliner.


REPLY
! REPORT
You may be familiar with the following situation: Let's say you have two models (let's call them Sue and Pam) with the same skin type and complexion. If you assign Sue's skin to the model Pam, it might happen that you no longer see Pam in front of you, but - let's call her - Sue's sister. In other words, Pam's face changes significantly. Amazing… but also a bit unsettling.
But where does this (unplanned) shape-shifting come from?
For one thing, this is due to the models' different makeup (even if you don't notice any heavy makeup at first glance). On the other hand, some producers have taken the trouble to highlight distinctive facial features (cheeks, cheekbones, eye sockets, etc.) - either with blush or, more often, through contrasts in the texture maps.
The DAZ Basic Skins for G9 (Starter Essentials) feature no makeup and very little (if any) contrast in the facial features mentioned. This means these neutral skins can be applied to any model without significantly altering the face. That's really cool! Unfortunately, though, the lack of makeup makes the models' faces look less radiant (compared to other models who are wearing makeup).
And that's exactly where my MUK approach comes in: Starter Essential Skins with makeup that you can mix and customize yourself.
But where does this (unplanned) shape-shifting come from?
For one thing, this is due to the models' different makeup (even if you don't notice any heavy makeup at first glance). On the other hand, some producers have taken the trouble to highlight distinctive facial features (cheeks, cheekbones, eye sockets, etc.) - either with blush or, more often, through contrasts in the texture maps.
The DAZ Basic Skins for G9 (Starter Essentials) feature no makeup and very little (if any) contrast in the facial features mentioned. This means these neutral skins can be applied to any model without significantly altering the face. That's really cool! Unfortunately, though, the lack of makeup makes the models' faces look less radiant (compared to other models who are wearing makeup).
And that's exactly where my MUK approach comes in: Starter Essential Skins with makeup that you can mix and customize yourself.
REPLY
! REPORT
Each MUK project (3 are planned) will include at least 3 different presets for the skin (variations of the base skin in terms of skin tone). While this makes it more difficult to find the right shader for colored presets (such as with eye shadow), it also ensures that MUK should be usable (without adjustment) on third-party skins with the same skin tone. And if it doesn't quite match, the intensity can be easily adjusted.
From left to right:
Mochi Hada (very pale) - Medium Pale - Regular (g2) improved
Please note: even " regular improved " is lighter than the DAZ Genesis Female 01 base skin

From left to right:
Mochi Hada (very pale) - Medium Pale - Regular (g2) improved
Please note: even " regular improved " is lighter than the DAZ Genesis Female 01 base skin

REPLY
! REPORT
Sunny is the protagonist of MUK Bright (i.e., bright skin). The three skin tones for the Bright Project have already been determined (see below). From left to right: slightly paler than G9 Base Skin 01, Base Skin 01 with slight enhancements, and finally, a light tan.
Now it's time to adjust the makeup so it matches all three skin tones. This might take a while, because: it's no walk in the park ... not at all

Now it's time to adjust the makeup so it matches all three skin tones. This might take a while, because: it's no walk in the park ... not at all


REPLY
! REPORT
And that's Pushee-Ri for you: never being able to focus on anything 
MUK Dark (with Abeni) was actually supposed to be my first project, but then Kaori (MUK Pale) came along... and now it looks like MUK Bright with Sunny will be the first project to be released.
Well... the main thing is that I finally get something off the ground


MUK Dark (with Abeni) was actually supposed to be my first project, but then Kaori (MUK Pale) came along... and now it looks like MUK Bright with Sunny will be the first project to be released.
Well... the main thing is that I finally get something off the ground


REPLY
! REPORT
F.A.Q.
Q: Why does the selected color look different when it's displayed on the model after a color change?
A: All material presets are semi-transparent (or even more transparent). This means that during rendering (and even in the preview), the makeup color blends with the model's skin tone. As a result, a pure blue, for example, turns into a violet (unless you increase the layer's intensity... but that doesn't necessarily look good
Q: Can I use one MUK on all skin tones?
A: In theory, it is possible to use MUK Bright on dark(er) skin tones, for example. However, adjusting the colors and intensity is best left to experienced users.
Furthermore, in this case, you would not only miss out on the model (which is different for every MUK G9 project), but you would also miss the special material presets that are exclusive to each MUK project. For example, the specials for MUK Pale will feature the themes " Geisha, Kabuki, and Chinese Opera "
Q: Why does the selected color look different when it's displayed on the model after a color change?
A: All material presets are semi-transparent (or even more transparent). This means that during rendering (and even in the preview), the makeup color blends with the model's skin tone. As a result, a pure blue, for example, turns into a violet (unless you increase the layer's intensity... but that doesn't necessarily look good
Q: Can I use one MUK on all skin tones?
A: In theory, it is possible to use MUK Bright on dark(er) skin tones, for example. However, adjusting the colors and intensity is best left to experienced users.
Furthermore, in this case, you would not only miss out on the model (which is different for every MUK G9 project), but you would also miss the special material presets that are exclusive to each MUK project. For example, the specials for MUK Pale will feature the themes " Geisha, Kabuki, and Chinese Opera "
REPLY
! REPORT

MUK Bright is finally online. Hallelujah

The link takes you to the gallery entry first. From there, you can also access the project:
https://www.renderhub.com/gallery/89747/muk-bright-info
REPLY
! REPORT
Sometimes I surprise myself when I'm experimenting with my projects (even when the following solution is actually quite obvious):
TIP:
The material presets in my MUK projects are all fairly subtle. But if you prefer a more glamorous look with bold colors, you can either increase the opacity of a single layer... or simply place two identical layers on top of each other.
I just came across that tip while creating the subsets for MUK Pale. Well - as I said - it's actually pretty obvious… it just takes me a little longer to see the light

TIP:
The material presets in my MUK projects are all fairly subtle. But if you prefer a more glamorous look with bold colors, you can either increase the opacity of a single layer... or simply place two identical layers on top of each other.
I just came across that tip while creating the subsets for MUK Pale. Well - as I said - it's actually pretty obvious… it just takes me a little longer to see the light


REPLY
! REPORT
Moels and such...
Both - MUK Bright and MUK Pale - include mole options for the face makeup layers. In both cases, the mole is shown on the left upper lip (Madonna style). But this isn't set in stone. So if you'd rather have the mole shown on the right cheekbone, here's how to do it:
Select the layer where the mole option is applied (usually FACE), go to the " Surfaces " pane, expand the layer there, and select the " Head " surface group.
Now scroll down the list of options until you see " Horizontal Offset " and " Vertical Offset ". By carefully adjusting these values, you can reposition the mole.
This also works in " Texture Shaded " preview mode (i.e. you don't have to switch to " Nvidia Iray " mode).
Both - MUK Bright and MUK Pale - include mole options for the face makeup layers. In both cases, the mole is shown on the left upper lip (Madonna style). But this isn't set in stone. So if you'd rather have the mole shown on the right cheekbone, here's how to do it:
Select the layer where the mole option is applied (usually FACE), go to the " Surfaces " pane, expand the layer there, and select the " Head " surface group.
Now scroll down the list of options until you see " Horizontal Offset " and " Vertical Offset ". By carefully adjusting these values, you can reposition the mole.
This also works in " Texture Shaded " preview mode (i.e. you don't have to switch to " Nvidia Iray " mode).
REPLY
! REPORT
MUK Dark - my next and final MUK project - will include special material presets centered around the themes of " Tribal and Glamour ". While these special presets may not necessarily be suitable for everyday use... they're (hopefully) all the more perfect for close-up shots of makeup artistry.
I won't have any trouble with the Tribal variations... but when it comes to Glamour, I'll (probably) have to step out of my comfort zone: as I said, I'm more of a fan of French makeup style (light to none)... but for Glamour, I'll have to dig a little deeper into the makeup bag and pull out some tricks. We'll see how it turns out....
I won't have any trouble with the Tribal variations... but when it comes to Glamour, I'll (probably) have to step out of my comfort zone: as I said, I'm more of a fan of French makeup style (light to none)... but for Glamour, I'll have to dig a little deeper into the makeup bag and pull out some tricks. We'll see how it turns out....
REPLY
! REPORT
Meanwhile ...

... you can't just do makeup all the time - so here's yet another (and new) character (though this one will have a very special twist)

... you can't just do makeup all the time - so here's yet another (and new) character (though this one will have a very special twist)
REPLY
! REPORT

The final part of my MUK series is now online
https://www.renderhub.com/pushee-ri/muk-dark-makeup-kit-for-dark-skinned-genesis-9-females
REPLY
! REPORT
By by toony faces (for a while)
I have certain preferences when it comes to faces, like fuller, round, upturned noses, big eyes or round faces. Try searching for pictures of Sarah Gilman or Diona Reasonover. Unfortunately, when I'm modeling or sculpting, those kinds of faces always turn out pretty toony -no matter how hard I try to make them look realistic. And when my MUK or COS makeup comes into play, it gets really bad. Seriously!
That's why, for my COS series (with the exception of the freebie), I decided to set aside my preferences mentioned above and focus on creating a more realistic face / makeup look. You have no idea how hard that is for me ...
Since COS will be a series aimed at a mature/adult audience, most of the WIPs, promos, and teasers will be posted by my dark(er) alter ego. But I can post the link to the freebie myself
https://www.renderhub.com/pushee-ri/cos-mae-cheeky-teen-character-morph-for-genesis-9
I have certain preferences when it comes to faces, like fuller, round, upturned noses, big eyes or round faces. Try searching for pictures of Sarah Gilman or Diona Reasonover. Unfortunately, when I'm modeling or sculpting, those kinds of faces always turn out pretty toony -no matter how hard I try to make them look realistic. And when my MUK or COS makeup comes into play, it gets really bad. Seriously!
That's why, for my COS series (with the exception of the freebie), I decided to set aside my preferences mentioned above and focus on creating a more realistic face / makeup look. You have no idea how hard that is for me ...
Since COS will be a series aimed at a mature/adult audience, most of the WIPs, promos, and teasers will be posted by my dark(er) alter ego. But I can post the link to the freebie myself

https://www.renderhub.com/pushee-ri/cos-mae-cheeky-teen-character-morph-for-genesis-9
REPLY
! REPORT














