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Charlotte - Wet and Sexy!

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Update, thanks to *toadz, he made me realize a blunder on the hill accross the lake, and gave me a few suggestion to make the scene fuller. Really had no intention as I was just showing off the wet look here, but I did it anyways...
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Ok, before I got side tracked with lighting, I was working with the wet maps, if I recall, I was fixing the "frost" look on it from my last wet image [link]

Studying photos this time, I noted what looked like "speculars" in shaded area and thought how odd, but then hit myself over the head and said "reflections dummy!!" LOL. Soooooooo... fixed the speculars and added reflections and all that.

Also was tampering with the bump settings, mainly on the buttocks since a lot of what looks like "goose bumps" appear from the wet maps. Unfortunately that takes away the natural wet bumps, and looking at the wet textures, I noted how it would take quite a few amount of work and a couple weeks to edit them properly, which I am not about to do. Sooo... I did a little compromising with the bump settings as you can see.

The hair, lol... well, let's say I can't find such good hair that can really look wet, and the "wet hair" from Daz 3D and all their add on textures contain them nasty ugly ass painted highlights which I hate so much, do I didn't bother loading it. I did edit the loaded hair as much as I can, including 4 layers of render (various hair surface with different opacity), did the best I can. No critique needed on that, I do know what I need to do, I need to create a "wet" hair model with real hair textures instead of plastic/cartoon looking garbage lol.

DOF in use, also did two layer renders of each the land, water, and sky and edited them (fade/erase), as the mesh was in much loss of details (very large land with not much in detail).

This image took at least 8 layers of render and some post work 'cause of the hair and environment. I think I'm done playing with wet skin for a while LOL!

Enjoy! BTW hope the "frost" is gone LOL, and special thanks to Petra for pointing that out :)

...wolfie
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Comments37
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PixelPimpz's avatar
This is exactly the look I am trying to achieve! Beautiful work!
Thanks for the feedback for Oil and Water! The program I'm using is a real-time game engine (Virtools). I've got the specular accommodating the droplets, and using the emissive channel to have reflection. I'm in the midst of coding a fresnel reflection term (dot product of normal and view vector) to modify the reflection and specularity as view angle changes...however I'm finding it is still not nearly enough to give the wet look. The 'frost' you mention might help matters, so I think I might look into that.
Again thanks for the technique suggestions! I really appreciate it.