IRAY Photorealism?

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  • Leonides02Leonides02 Posts: 1,379

    This is really special, AriaHoughton. Any particular skin settings?

  • charlescharles Posts: 847

    Long time lurker here :P

    Here is my try:

    Very nice, good use of lighting and posture. Might I suggest using mesh grabber or dformer to put impressions into the seat and tuck your character into a bit.

  • ACueACue Posts: 114
    edited November 2020

    A good photo-realistic render comes down to the right mixture of figures, shaders and light coming together to trick the viewer in percieving the image as an actual photo. We are increasingly sophisticated in judging what passes for photo-real. What was acceptable only three or four, or even two years ago, is different to our eyes today. . Here is an example. It is a simple portrait, using a straight-up IBL set-up by Cake-One, but with a naturalistic pose and odd perspective. I think it succeeds because it triggers a first glance judgement as to whether an image is real or a 3D rendering. I find that bright lighting and saturated colours, in the right context, work well in creating a genuine photo-real impression. This is an image I posted earlier in September. 

    The figure and shader is Bluejaunte's Ensley character, basically out-of-the box.

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  • PaintboxPaintbox Posts: 1,633
    ACue said:

    A good phto-realistic render comes down to the right mixture of light, pose and high-quality objects and figures, coming together in a way that tricks the viewer into thinking the image is an actual photo. We are all becoming a lot more sophisticated in judging what passes for photo-real. What was acceptable only three or four, or even two years ago, is different to our eyes today. Our perception, and the technology, evolve.. Here is an example. It is a simple portrait, using a straight-up IBL set-up by Cake-One, but with a naturalistic pose and odd perspective. I think it succeeds because it successfully mimics a split-second, first glance judgement as to whether an image is real or a 3D rendering. I find that harsh lighting and saturated colours, in the right context, work well in creating a genuine photo-real impression. My take, anyway. This is an image I posted earlier in September. 

    I think if you dial some detailing back into the face, it would be perfect! Really creative shot as well.

  • NylonGirlNylonGirl Posts: 1,817

    Long time lurker here :P

    Here is my try:

    I think that picture looks more realistic than most that I've seen, and looks really good in general.

  • ACue said:

    A good photo-realistic render comes down to the right mixture of figures, shaders and light coming together to trick the viewer in percieving the image as an actual photo. We are increasingly sophisticated in judging what passes for photo-real. What was acceptable only three or four, or even two years ago, is different to our eyes today. . Here is an example. It is a simple portrait, using a straight-up IBL set-up by Cake-One, but with a naturalistic pose and odd perspective. I think it succeeds because it triggers a first glance judgement as to whether an image is real or a 3D rendering. I find that bright lighting and saturated colours, in the right context, work well in creating a genuine photo-real impression. This is an image I posted earlier in September. 

    The figure and shader is Bluejaunte's Ensley character, basically out-of-the box.

    I'd like to know what your tone mapping settings were for that great image. I have the Cake-One IBL but haven't gotten any of the HDRs to render like the png pictures because there was no tone mapping settings included with the set.

     

  • I am testing my new studio light with a new chacter/texture and shader.

    We have a winner, in Japan, meet Imma, a virtual human.

     

    Not bad at all, although a lot of Daz characters come damn close. Where we lose out is on the hair. 

     

    I think that iray is not the best regarding hair and skin shaders. We can come close to those pictures. Here is my feeble attempt. Not really animatable, that is also something to consider when creating hair.

     

     

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  • ACueACue Posts: 114
    edited November 2020
    ACue said:

    I'd like to know what your tone mapping settings were for that great image. I have the Cake-One IBL but haven't gotten any of the HDRs to render like the png pictures because there was no tone mapping settings included with the set.

    latexluv13_65ebcf7300

    Luckily, I still have the work file.

    I used IBL05 in the Click and Render IBL set, with Dome Rotation at 132.39. 

    Here are the settings used for that image, Environment, Camera, Dome Rotation and Tone. 

    Note: I used a curved backdrop from the Z Photo Studio set (I guess any back drop would do) and changed the backdrop colour from white to green (RGB 36,74,74). I created a basic default camera and left the headlamp mode on auto.  Followed by minor tweaks in PS. Hope you'll find this helpful.

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    Post edited by ACue on
  • Long time lurker, first time poster on this thread. I, by trade, am a photographer. I've been messing about with Poser since the early 2000's.

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  • ACueACue Posts: 114
    edited November 2020
    ACue said:

    Long time lurker, first time poster on this thread. I, by trade, am a photographer. I've been messing about with Poser since the early 2000's.

    Pretty amazing.Tuning the brightness of this great render would make it really pop!

    Post edited by ACue on
  • I'm always shooting for photorealism -- dunno if these examples look realistic to you.  

     

    WOW!!!! These are amazing!!!!

  • Quick render of Mei Lin 7 using the bump map as displacement map in subdiv 6 with no bump map used. This drastically improves the plasticity of the render but requires a boatload of memory.

    the usual 4k DAZ textures are not dense enough for this to look good at arms, legs and especially torso though. In this render I have scaled the torso texture to 8k and merged it with a 8k noise texture.

    This also only woks with textures of decent quality, badly patchworked textures and compression artifacts are extremely jarring.

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  • Leonides02Leonides02 Posts: 1,379
    Firlan said:

    Quick render of Mei Lin 7 using the bump map as displacement map in subdiv 6 with no bump map used. This drastically improves the plasticity of the render but requires a boatload of memory.

    the usual 4k DAZ textures are not dense enough for this to look good at arms, legs and especially torso though. In this render I have scaled the torso texture to 8k and merged it with a 8k noise texture.

    This also only woks with textures of decent quality, badly patchworked textures and compression artifacts are extremely jarring.

    This looks excellent, Firlan. Did you otherwise use her standard shader?

  • notiuswebnotiusweb Posts: 110
    edited November 2020
    ACue said:

     

    And her is the other half of her.  cheeky

    THIS is the sonic test that you have passed, that looks like a real picture.  Whatever lighting set up you have running there, it is FANTASTIC.  The renders look like Artstation quality level Busts done in Maya Arnold.

    Just keep putting other characters in that same scene and you will find which ones are good for rendering and which ones are not.  Because that one with the blonde hair too looks real. 

    Congratulations!  ***APPLAUSE****

    Post edited by notiusweb on


  • Home Again

    This is convincing.  This is JeffSomeone level...The blurryness  is tricking the eye perfectly 

    The one comment to I woud say is the eyelashes look a little too thick or something,and I know some wear lashes like that,  but it looks almost too symetrical somehow, it drew my attention.  

    Any *slight* imperfections you add to the skin will enhance, but it looks great already! 

    At somepoint we want to just worry about the story of the picture as opoposed to obsessing over the specs, and you are now at that level.  Like I said to Siciliano, just put different characters in the same scene and you wil find who is good/bad for this lighting/shading.  But this is AWESOME!

  • MasterstrokeMasterstroke Posts: 1,985
    edited November 2020
    notiusweb said:



    Home Again

    This is convincing.  This is JeffSomeone level...The blurryness  is tricking the eye perfectly 

    The one comment to I woud say is the eyelashes look a little too thick or something,and I know some wear lashes like that,  but it looks almost too symetrical somehow, it drew my attention.  

    Any *slight* imperfections you add to the skin will enhance, but it looks great already! 

    At somepoint we want to just worry about the story of the picture as opoposed to obsessing over the specs, and you are now at that level.  Like I said to Siciliano, just put different characters in the same scene and you wil find who is good/bad for this lighting/shading.  But this is AWESOME!

    Thank you :-)
    well, "imperfections" Imperfections are important for sure, but photos often soften those imperfections, which is often welcome on photos. I checked the texture maps (ISource textures Chiquita) and there are indeed imperfections, but blurring and the light sets I used just smooth those flaws, as a camera would.
    sometimes I worry about to overdo those imperfections.
    I added some asymetry morphs to her and spent a hell lot of time to give her a unique and realistc smile.
    Most of the sub component in the morph parameter list is keyed, in order to keep her smile as real as possible at any set of the dial.

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    Post edited by Masterstroke on
  • notiusweb said:
    ACue said:

     

    And her is the other half of her.  cheeky

    THIS is the sonic test that you have passed, that looks like a real picture.  Whatever lighting set up you have running there, it is FANTASTIC.  The renders look like Artstation quality level Busts done in Maya Arnold.

    Just keep putting other characters in that same scene and you will find which ones are good for rendering and which ones are not.  Because that one with the blonde hair too looks real. 

    Congratulations!  ***APPLAUSE****

    Well notiusweb,  Thank you so much!  That is probably the best feedback you can get from a fellow artist!  smiley

  • j cadej cade Posts: 2,310
    edited November 2020

    I haven't popped back here in a while, but I ave been doing some stuff in Iray as well as cycles

     

    So way way back I posted this reference

    And at some point after decided hey lets see how exactingly we can recreate this

    By which I mean lets create a custom morph and heavily edit some textures and just to be extra set up photomectric lights in a pattern that matches the window of the room the photo was taken in so the eye reflections even match

     

    And then I completely forgot to ever post it. A couple months go by - I make another morph completely unrelated, but I look at it and go "hey this is sort of similar to my face" so I tweak it and make a morph matching my face again and then I remember: Oh yeah have a texture that matches the freckles and moles on my face pretty well (actually it only really matches 1/2 my face because I never bothered with finishing the other side)

    So I stick them in some nice lighting and 

     

     

    And I made a new icon!

    Technical notes

    the textures are actually customized V8. Extra details were painted onto the diffuse and bump maps. For the bump map the lips were completely painted over. (I have some feelings about lip bump). Skin settings are pretty similar to the isadorekeegan method - main takeaway transmitted color of .98/.98/.98 so that it works well in spectral

    just an obscene amout of strands: the hair is strands, the eyebrows are strands (the more recent renders with a new and better shape) the lashes are strands from blender converted to mesh, the sweater is covered in strands. There aren't strands on the eyes or teeth, although I'm sure I'll figure out a reason to one of these days. For the vellus hair for instance the max hair density is a truly gross 350 strands per cm^2 (though controlled with a density map so there are less in some areas) and a base thickness of .015mm. So that my computer doesn't explode, all hairs have their tesalation set to 2 rather than 3 - although either DS has gotten a bit better with strand memory or I've gotten better at picking my settings, because I swear its been way less memory intensive and freezy.

    The morph itself is also even more different from the default than it looks - I mean the general proportions and over all skull shape are just completely different - though that may have as much to do with my head as the relative realisticness of the base G8. Some G8 sameyness really comes down to a lot of characters - even if they have different features - having very similar proprtions: thie lip might curve differently but its width relative to the face stays the same; the eyeshape is tweaked but its height and depth remain unchanged. I think I've said it before, but I am really starting to think that things like morphs and hair are at far more important than the minute details of material settings when it comes to realism. Also even when it does come to materials a large part of how our skin looks is effected by the fact that we are indeed covered in hair - In some of these renders you can't really see the idividual vellus hairs, but, were I to hide them, the skin would look completely different

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  • lilweeplilweep Posts: 2,489

    you should release it/you on the store - can you imagine.

  • SorelSorel Posts: 1,395
    Firlan said:

    Quick render of Mei Lin 7 using the bump map as displacement map in subdiv 6 with no bump map used. This drastically improves the plasticity of the render but requires a boatload of memory.

    the usual 4k DAZ textures are not dense enough for this to look good at arms, legs and especially torso though. In this render I have scaled the torso texture to 8k and merged it with a 8k noise texture.

    This also only woks with textures of decent quality, badly patchworked textures and compression artifacts are extremely jarring.

    I've been following this thread to see people's discoveries in unlocking human realism in iray, though I am not an iray user my main renderer being octane but I wanted to echo that I too think using bump as displacement can be really nice (as long as they are a good quality), I have tried the same things in octane, however I also have the same issues with the density of the textures that aren't the face. Hopefully whnever the next figure comes around they resolve the silliness with the different limp resolutions. When experimenting with bump maps I too have noticed the artifacts from compression/lower quality jpeg files. This is an image I did some years ago with Lee 7 using his bump maps as displacement. I used it on the eyes as well, I like how the irises came out. The torso is covered and blured from dof so you can't see how terrible it looks compared to the face the seams become so much more noticeable. 

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  • nonesuch00nonesuch00 Posts: 18,131
    j cade said:

    looks is effected by the fact that we are indeed covered in hair - In some of these renders you can't really see the idividual vellus hairs, but, were I to hide them, the skin would look completely different

    Super talented.  

  • This looks excellent, Firlan. Did you otherwise use her standard shader?

    No it is a basic shader setup that I use, but its not really adjusted for her texture i just wanted to show the effect of the displacement map.

     

    j cade said:
    I think I've said it before, but I am really starting to think that things like morphs and hair are at far more important than the minute details of material settings when it comes to realism. Also even when it does come to materials a large part of how our skin looks is effected by the fact that we are indeed covered in hair - In some of these renders you can't really see the idividual vellus hairs, but, were I to hide them, the skin would look completely different

    This is true, the single biggest problem with nearly all models available for daz is the complete lack of asymmetry and the few characters that actually have some kind of asymmetry only do so on a small scale, lets say wrinkles looking slightly different on the left and right side of the face. Real humans, even ones that would be almost universally considered beautiful are HUGELY asymmetric even on a larger scale. The entire headshape is uneven, eyes

    are offcenter have different heights and are tilted differently. Noses and mouths are crooked etc.

    You can test this yourself. Take a frontal photograph of a real human, split it in half and mirror each half. You will get 2 completely different and slightly odd looking faces. Do the same for most DAZ characters and the faces will look pretty much the same. We humans are very well trained in analysing faces and if we see a symmetrical face we instantly recognize it as fake, because its something we simply do not encounter in real humans.

  • notiuswebnotiusweb Posts: 110
    edited November 2020

    I have often wondered about the symmetry/assymetry part, because for example my icon is more defined with color and detail than Masterstroke's black and white Freddy Mercury, but you can clearly identify that his icon is a real person whereas mine is not.

    Is it subtle assymetry, or more specifically, assymmetry on the hair.  Or just the pose...

    Or, is it the fact that my icon looks like an egg-head and not a human head, like is Daz way-off shape wise with realistic humans.

    Post edited by notiusweb on
  • just saw this picture... if it hadn't been labeled as to what it was .. would have been a test to say either way. 
     

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  •  

    Firlan said:

    This looks excellent, Firlan. Did you otherwise use her standard shader?

    No it is a basic shader setup that I use, but its not really adjusted for her texture i just wanted to show the effect of the displacement map.

     

    j cade said:
    I think I've said it before, but I am really starting to think that things like morphs and hair are at far more important than the minute details of material settings when it comes to realism. Also even when it does come to materials a large part of how our skin looks is effected by the fact that we are indeed covered in hair - In some of these renders you can't really see the idividual vellus hairs, but, were I to hide them, the skin would look completely different

    This is true, the single biggest problem with nearly all models available for daz is the complete lack of asymmetry and the few characters that actually have some kind of asymmetry only do so on a small scale, lets say wrinkles looking slightly different on the left and right side of the face. Real humans, even ones that would be almost universally considered beautiful are HUGELY asymmetric even on a larger scale. The entire headshape is uneven, eyes

    are offcenter have different heights and are tilted differently. Noses and mouths are crooked etc.

    You can test this yourself. Take a frontal photograph of a real human, split it in half and mirror each half. You will get 2 completely different and slightly odd looking faces. Do the same for most DAZ characters and the faces will look pretty much the same. We humans are very well trained in analysing faces and if we see a symmetrical face we instantly recognize it as fake, because its something we simply do not encounter in real humans.

    I remember reading that the more symetrical the face the more appealing it is considered to be. 
    This could very well be a long ingrained genetic thing. 
    Basically symetry of bodies and faces (as part of the body) is affected by stress on the growing fetus .... a person with visible damage is more likely to have invisible damage leading to non-successful reproduction., the genome has spend 100s of thousands of years picking successful reproductive combinations the more off kilter someone or something appears the more likely we are to feel uncomfortable or even repulsied by it. 

     

  • lilweeplilweep Posts: 2,489


     

    Firlan said:

    This looks excellent, Firlan. Did you otherwise use her standard shader?

    No it is a basic shader setup that I use, but its not really adjusted for her texture i just wanted to show the effect of the displacement map.

     

    j cade said:
    I think I've said it before, but I am really starting to think that things like morphs and hair are at far more important than the minute details of material settings when it comes to realism. Also even when it does come to materials a large part of how our skin looks is effected by the fact that we are indeed covered in hair - In some of these renders you can't really see the idividual vellus hairs, but, were I to hide them, the skin would look completely different

    This is true, the single biggest problem with nearly all models available for daz is the complete lack of asymmetry and the few characters that actually have some kind of asymmetry only do so on a small scale, lets say wrinkles looking slightly different on the left and right side of the face. Real humans, even ones that would be almost universally considered beautiful are HUGELY asymmetric even on a larger scale. The entire headshape is uneven, eyes

    are offcenter have different heights and are tilted differently. Noses and mouths are crooked etc.

    You can test this yourself. Take a frontal photograph of a real human, split it in half and mirror each half. You will get 2 completely different and slightly odd looking faces. Do the same for most DAZ characters and the faces will look pretty much the same. We humans are very well trained in analysing faces and if we see a symmetrical face we instantly recognize it as fake, because its something we simply do not encounter in real humans.

    I remember reading that the more symetrical the face the more appealing it is considered to be. 
    This could very well be a long ingrained genetic thing. 
    Basically symetry of bodies and faces (as part of the body) is affected by stress on the growing fetus .... a person with visible damage is more likely to have invisible damage leading to non-successful reproduction., the genome has spend 100s of thousands of years picking successful reproductive combinations the more off kilter someone or something appears the more likely we are to feel uncomfortable or even repulsied by it. 

     

    Regardless of the genetic psychosocial basis, fact is it's not realistic when taken to an extreme.

    just saw this picture... if it hadn't been labeled as to what it was .. would have been a test to say either way. 
     

    it just looks like really bad postwork on a photo to me.  

  • PitmaticPitmatic Posts: 899
    edited November 2020

    That is amazing I would definatly buy that just saying  smiley 

    j cade said:

     

     

     

    I haven't popped back here in a while, but I ave been doing some stuff in Iray as well as cycles

     

    So way way back I posted this reference

    And at some point after decided hey lets see how exactingly we can recreate this

    By which I mean lets create a custom morph and heavily edit some textures and just to be extra set up photomectric lights in a pattern that matches the window of the room the photo was taken in so the eye reflections even match

     

    And then I completely forgot to ever post it. A couple months go by - I make another morph completely unrelated, but I look at it and go "hey this is sort of similar to my face" so I tweak it and make a morph matching my face again and then I remember: Oh yeah have a texture that matches the freckles and moles on my face pretty well (actually it only really matches 1/2 my face because I never bothered with finishing the other side)

    So I stick them in some nice lighting and 

     

     

    And I made a new icon!

    Technical notes

    the textures are actually customized V8. Extra details were painted onto the diffuse and bump maps. For the bump map the lips were completely painted over. (I have some feelings about lip bump). Skin settings are pretty similar to the isadorekeegan method - main takeaway transmitted color of .98/.98/.98 so that it works well in spectral

    just an obscene amout of strands: the hair is strands, the eyebrows are strands (the more recent renders with a new and better shape) the lashes are strands from blender converted to mesh, the sweater is covered in strands. There aren't strands on the eyes or teeth, although I'm sure I'll figure out a reason to one of these days. For the vellus hair for instance the max hair density is a truly gross 350 strands per cm^2 (though controlled with a density map so there are less in some areas) and a base thickness of .015mm. So that my computer doesn't explode, all hairs have their tesalation set to 2 rather than 3 - although either DS has gotten a bit better with strand memory or I've gotten better at picking my settings, because I swear its been way less memory intensive and freezy.

    The morph itself is also even more different from the default than it looks - I mean the general proportions and over all skull shape are just completely different - though that may have as much to do with my head as the relative realisticness of the base G8. Some G8 sameyness really comes down to a lot of characters - even if they have different features - having very similar proprtions: thie lip might curve differently but its width relative to the face stays the same; the eyeshape is tweaked but its height and depth remain unchanged. I think I've said it before, but I am really starting to think that things like morphs and hair are at far more important than the minute details of material settings when it comes to realism. Also even when it does come to materials a large part of how our skin looks is effected by the fact that we are indeed covered in hair - In some of these renders you can't really see the idividual vellus hairs, but, were I to hide them, the skin would look completely different

     

    Post edited by Pitmatic on
  • notiuswebnotiusweb Posts: 110
    edited November 2020
    Pitmatic said:

    That is amazing I would definatly buy that just saying  smiley 

    j cade said:

     

     

     

    I haven't popped back here in a while, but I ave been doing some stuff in Iray as well as cycles

     

    So way way back I posted this reference

    And at some point after decided hey lets see how exactingly we can recreate this

    By which I mean lets create a custom morph and heavily edit some textures and just to be extra set up photomectric lights in a pattern that matches the window of the room the photo was taken in so the eye reflections even match

     

    And then I completely forgot to ever post it. A couple months go by - I make another morph completely unrelated, but I look at it and go "hey this is sort of similar to my face" so I tweak it and make a morph matching my face again and then I remember: Oh yeah have a texture that matches the freckles and moles on my face pretty well (actually it only really matches 1/2 my face because I never bothered with finishing the other side)

    So I stick them in some nice lighting and 

     

     

    And I made a new icon!

    Technical notes

    the textures are actually customized V8. Extra details were painted onto the diffuse and bump maps. For the bump map the lips were completely painted over. (I have some feelings about lip bump). Skin settings are pretty similar to the isadorekeegan method - main takeaway transmitted color of .98/.98/.98 so that it works well in spectral

    just an obscene amout of strands: the hair is strands, the eyebrows are strands (the more recent renders with a new and better shape) the lashes are strands from blender converted to mesh, the sweater is covered in strands. There aren't strands on the eyes or teeth, although I'm sure I'll figure out a reason to one of these days. For the vellus hair for instance the max hair density is a truly gross 350 strands per cm^2 (though controlled with a density map so there are less in some areas) and a base thickness of .015mm. So that my computer doesn't explode, all hairs have their tesalation set to 2 rather than 3 - although either DS has gotten a bit better with strand memory or I've gotten better at picking my settings, because I swear its been way less memory intensive and freezy.

    The morph itself is also even more different from the default than it looks - I mean the general proportions and over all skull shape are just completely different - though that may have as much to do with my head as the relative realisticness of the base G8. Some G8 sameyness really comes down to a lot of characters - even if they have different features - having very similar proprtions: thie lip might curve differently but its width relative to the face stays the same; the eyeshape is tweaked but its height and depth remain unchanged. I think I've said it before, but I am really starting to think that things like morphs and hair are at far more important than the minute details of material settings when it comes to realism. Also even when it does come to materials a large part of how our skin looks is effected by the fact that we are indeed covered in hair - In some of these renders you can't really see the idividual vellus hairs, but, were I to hide them, the skin would look completely different

     

    I think as a photo-real render it looks great, especially the eyeballs.  However, that heavy-duty purple under the eyes is ultra-extreme.  I think it looks unhealthy, like a zombie, not realistic ironically.  It detracts from everything else mastery-wise you have going on.   I know it is the character's feature, but I would tune it down.  And yes, I know the reference photo had a version of that coloring, but it's not a must-have for yours to look real.  Hers was a softer dark-pink and yours is looking heavy purple.  Just my thoughts, ignore as you wish.

    Post edited by notiusweb on
  • lilweeplilweep Posts: 2,489

    I have very heavy purple under eyes IRL. E.g., someone asked if i had a black eye once when i went to work without concealer lmao.

    To me, it doesnt look 'off' or non-photorealistic in the bottom image where the focus is just her eyes. But in the some of the full face images it does look kind of jarring, almost like wearing eyeshadow under her eyes.

    I think the lower lid is bigger in the 3D one vs the reference image, so the colouring of the 3D texture comes across as more extreme than the reference.  I think you can keep the purple of the under eye area (lid/cheek area) as is but reduce the colouring of the lower lid and it might look better.  For instance, just have the deep pink/purple colouring on the top part of the lower lid rather than covering the whole of the lower lid. 

  • lilweeplilweep Posts: 2,489

    I mean, in saying that, it still looks really good i hasten to add.

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