Months after the slaughter of their people and the death of the perpetrator, a few survivors of the people of Rilaun wander the wilderness searching for their own kind and just trying to survive. In a few months winter will be setting in and a winter home must be found.
Here two survivors, Etane and Jacinthe, have teamed up since finding one another and are looking for others while trying to find a place to winter over.
Rendered in PoserPro 2012 and I used DOF in poser to get the blur. The background photo was edited in photoshop and inserted as a background in Poser.
Etane is Exnem's Jonesy and Sisterhood Skin by Alfa Seed from RDNA. Jacninthe is, of course, Pixeluna's and Shadownet's recent creation. I enhanced their physiques a bit with some morphing as well.
Rilaun is a reference to an earlier project by the Pixel/Shadow team and a coulple of Chuck Nepo's pole weapons from that set are seen here. Outfits are The Queenslayer Rendo and Centurion (DAZ) and Rilaun and Assassin.
Finally the ruins are Ruins of Alecto (DAZ) And as always, XandM's V4 Fixes are here.
The background photo is mine take behind my house.
My apologies. These characters are not using SSS. I used the shader nodes of the creators. The Indirect Lighting works great with the skin textures as they are. Sometimes I will add SSS myself to simple texture mats. The nodes with these characters have so many nodes and the worked well as is. This link [link] will take you to an image where I added SSS to the character texture. Basicaly, if you are familiar with adding the SSS node in the material room; you add the node off of the main texture node and return it to alternate diffuse. On the SSS node itself there is a diffuse color. More reds make darker/tanner skins and you can tint from there. Really you have to experiment. If you use one character morph and mat and add an SSS node it can look different than another. I always use IBL with AO for lighting even without Indirect Lighting. That gives the best results to the SSS. The other two settings you have to see what works best. For the detail, if you leave the original too much you don't get enough effect. I use 50% to 80% typically.
Been trying to try what sets work well for me
Thats cool
Basicaly, if you are familiar with adding the SSS node in the material room; you add the node off of the main texture node and return it to alternate diffuse. On the SSS node itself there is a diffuse color. More reds make darker/tanner skins and you can tint from there. Really you have to experiment. If you use one character morph and mat and add an SSS node it can look different than another. I always use IBL with AO for lighting even without Indirect Lighting. That gives the best results to the SSS.
The other two settings you have to see what works best. For the detail, if you leave the original too much you don't get enough effect. I use 50% to 80% typically.