Comments: 48
jbond12345 [2022-01-27 09:09:12 +0000 UTC]
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P250rhb2 [2021-09-06 02:56:19 +0000 UTC]
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SentinelArts In reply to FirstDeparture [2021-06-10 01:04:35 +0000 UTC]
DoA models usually come with a wetness texture that is black and white, you just use that as either roughness input or clearcoat input using the color ramp to adjust the strength and possibly mix it in with the bump map to add a bit more dimension to the wet look.
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Smirkle016 [2021-04-16 11:34:08 +0000 UTC]
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AMIRXBOX1 [2020-10-06 13:13:46 +0000 UTC]
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SentinelArts In reply to FacetiousFurry [2020-07-09 08:07:59 +0000 UTC]
The wetness map came with the model I think, or some other Kokoro model, it shouldn't be too hard to find. Best way to use it would probably be to plug it in the clear coat input on the principled bsdf shader and setting clear coat roughness pretty low, 0.02 or around, Also plug it in the bump node or displacement node but you might have use invert node at some point and possibly color ramp mode to control the intensity/contrast
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SolitaryLapTopTVLove [2019-03-16 00:31:39 +0000 UTC]
Wet,naughty, and in a lovely yellow swimsuit. A fine combination for the majestic Kokoro.
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bachum224 [2019-02-14 20:21:23 +0000 UTC]
how did you make the wetness
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spaceable In reply to bachum224 [2019-06-05 20:37:34 +0000 UTC]
you could probably use noise textures or particles to create the same affect
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SentinelArts In reply to bachum224 [2019-02-15 00:14:05 +0000 UTC]
There is a wetness/roughness map included with the model I believe or I used one from another...I used that map both for roughness and bump to emphasize the effect.
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zacharyknox222 [2018-12-22 09:31:30 +0000 UTC]
i love it!
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zacharyknox222 [2018-12-22 09:31:25 +0000 UTC]
i like it!
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KCRoyalsFan1 [2018-09-25 02:25:55 +0000 UTC]
Very beautiful...very sexy.ย I really like the wet look.ย Outstanding!ย ย ย ย ย
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ilikesexygirlsx02 [2018-04-10 06:14:27 +0000 UTC]
more of honoka's pleaseee
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alsostukove [2018-04-10 05:34:00 +0000 UTC]
It looks amazing, how did you setup the material, I try to use wet texture but I get some werid resultย
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planck87 [2018-04-07 13:05:56 +0000 UTC]
Damn that is hot
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AdeptusInfinitus [2018-04-04 13:33:54 +0000 UTC]
Totally pulled off a wetness map . Looks dope
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dkidpeer [2018-04-04 09:55:53 +0000 UTC]
normal map is too much suttle down a bit and spec map too, other than that she's is HOT
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eagletalon22 [2018-04-04 01:08:57 +0000 UTC]
wowzers everyday with kokoro is a good day.
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RadiantEld [2018-04-03 14:08:11 +0000 UTC]
Very nice wet effect!
How did you use the wet maps? It looks like bump mapping.
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SentinelArts In reply to RadiantEld [2018-04-03 16:45:38 +0000 UTC]
Thanks, I used the same roughness map for bump as well just had to adjust the contrast and invert the color. Not optimal but it worked prerty well.
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RadiantEld In reply to SentinelArts [2018-04-06 17:24:48 +0000 UTC]
Bumping it is a great move.
I have an idea to further explore this:
What if we duplicate the body mesh, so we have one mesh for the skin, and one (transparent) mesh for the water droplets?
This would allow light to shine through the water and hit the skin behind the water.
It could be setup like this:
Body Mesh 1: Your standard body material. Uses the wetmap for ambient occlusion to create the water shadows.
Body Mesh 2 (duplicate of body mesh 1): This should be a transparent mesh so the skin (body1) can be seen through it.
It wouldย just use a vertex color instead of a diffuse texture.
With the help of the wet map, we can bump it (either with bump maps or height maps), control its effect (use wetmap
as transparency mask), and lastly give it specular values and roughness that fits water.
The interesting thing with this setup is that the skin will be intact, and since the water extends out from the body,
and is transparent, light can shine through it and hopefully illuminate the water shadows (ambient occlusion on body1).
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SentinelArts In reply to RadiantEld [2018-04-06 21:33:01 +0000 UTC]
That's a nice concept.
One thing I see as an issue would be the two meshes clipping through each other.
I haven't tested it yet so I wouldn't know for sure. Now one way around this would be
to scale up the mesh for the wetness map just ever so slightly, so it would be on top of the skin basically.
Again the problem with this is that scaling up probably wouldn't be uniform across the mesh so some intersecting would occur.
Now like you said using the height map could work if you used "real" displacement in blender which would require the mesh to have
huge poly count. And would actually displace the mesh itself instead the "fake" normal/bump map displacement. I assume this would be
really tasking on my pc to pull of.
I might test this out soon just to see if it could be pulled off just by duplicating. In my experience blender handles overlapping meshes
really poorly and it can affect the subsurface shader of the skin.
But thanks for sharing this awesome idea with me. It does make me wonder.
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OLmomiji [2018-04-03 09:20:42 +0000 UTC]
It's so pretty!I love it
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David-Holman [2018-04-03 08:03:35 +0000 UTC]
Very nice work; love her expression.
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akira5168 [2018-04-03 07:50:16 +0000 UTC]
ใไฝ ็ๆฏๅคชๅฒๅฎณไบ!ไป็่กจๆ
ๅฅฝๆฃๅฆ!้ๆๅฅน่บซไธ็ๆฐด็!ๆๅๆญก!
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thunder1928 [2018-04-03 07:47:12 +0000 UTC]
Great artwork
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Evansvillemaster202 [2018-04-03 05:41:50 +0000 UTC]
That hot babe is sure soaking wet.
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SevenQuarters [2018-04-03 04:05:23 +0000 UTC]
Oh my fucking god, dude.
God, that's sexy. That is a look to kill and to die for.
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RossWyatt In reply to N7-Rose [2019-06-30 20:19:36 +0000 UTC]
Your blossom? Never heard it called that before
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