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  • Miro makes great points. I also like to see attention to detail. Especially in this medium. Nothing ruins a shot for me like seeing a critical prop shoot through another model unintentionally. Everyone has their own taste for sure but I think the greats distinguish themselves by technical proficiency and characterization. I think 3dx has more in common with Photography, specifically porn photography. The best photographers (like Suze Randall) get the most out of their models delivering maximum sexy in nearly any given situations. I don't think 3dx is any different. Just my two cents.



  • From the viewpoint of a layman:

    1. "Realistic" and detailed face and hair
    2. Skin texture that is not in the uncanny valley
    3. Creating unique characters

    Everyone has a preference (or turnoff) in genre, exaggerated body parts, situation, and style but number 1 is the most important as it separates the hacks from the true artists. The realism and detail can be either to the (my layman's terms) left or right of the valley but it has to be there.

    I add number 2 because I have seen some artists experiment or push the technology from going from a cartoon-like style to ultra-realism and not quite succeeding. I appreciate experimentation and artists pushing themselves but there have been some misses ;-)

    Number 3 is referring to easily recognizable model templates and characters basically looking alike.


    1. Exactly. I can ignore (most) scenes that I'm not into if the girl is overwhelmingly hot.

    2. Or just a really hot pinup pose

    3. Exactly (cartoon or realism)

    @'miro':

    @'hzr':

    haha, doubt that comic will see the light of day very soon. But the forumers here are hardened by holding out on miro`s latest so it shouldnt be a problem to wait for mine too :D

    see how easy I'm making life for other artists :P

    My personal recipe for a great 3DX artists would be:

    1. really sexy characters - an appealing girl doesn't mean auto success, but without one your chance of success is zero
    2. hot sex - it literally doesn't matter who, how or what the girls fucks, if your style is unique and imaginative it will find an audience
    3. either super high quality or uniqueness (or both) … you must be distinguishable from the crowd, whether it's a unique art style, characters with sex appeal so hot they make your mouth water, an eye for positions, elaborate backdrops, engaging story lines, etc, etc... whilst the first 2 points alone can make you, this 3rd very important ingredient will give you the edge!

    That's it :D


  • administrators

    @'hzr':

    haha, doubt that comic will see the light of day very soon. But the forumers here are hardened by holding out on miro`s latest so it shouldnt be a problem to wait for mine too :D

    see how easy I'm making life for other artists :P

    My personal recipe for a great 3DX artists would be:

    1. really sexy characters - an appealing girl doesn't mean auto success, but without one your chance of success is zero
    2. hot sex - it literally doesn't matter who, how or what the girls fucks, if your style is unique and imaginative it will find an audience
    3. either super high quality or uniqueness (or both) … you must be distinguishable from the crowd, whether it's a unique art style, characters with sex appeal so hot they make your mouth water, an eye for positions, elaborate backdrops, engaging story lines, etc, etc... whilst the first 2 points alone can make you, this 3rd very important ingredient will give you the edge!

    That's it :D



  • Thats a good point, does anyone think there are artists with relatively low technical skill who are popular simply because people find their work "hot"?



  • I definitely agree with the "attention to detail" sentiment, but I also think a lot of it is a topic we come back to fairly often around here - personal preference. An image set might be incredible with regard to attention to detail, but I'll pass if it's futa or if the cock is larger than the chick's torso or if the boobs make her seem under-aged or a number of other reasons.

    That's nothing against the artists, but what separates a great 3dx artist from the rest for me is largely just my own personal preferences.



  • @'hzr':

    But the forumers here are hardened by holding out on miro`s latest so it shouldnt be a problem to wait for mine too :D

    Yes, a toughened bunch aren't they? :D



  • Glad to hear that. Finally something refreshing.



  • haha, doubt that comic will see the light of day very soon. But the forumers here are hardened by holding out on miro`s latest so it shouldnt be a problem to wait for mine too :D

    As for the passion-hd stuff. I would really love to create some copy of a scene from them. Theres some really good stuff on their site. This would probably fit best with what I had been doing so far and I dont need to come up with cheesy storylines :)



  • @'fredfred5150':

    I would tend to agree with this, and you touch on the "soul" idea expressed by hzr above.

    Perhaps off-topic: Does anyone think from an artistic perspective that 3dx is harder to get right than other artistic mediums, specifically because of the "uncanny valley" theory?

    After all I've never heard "uncanny valley" used to criticise a painting, or a marble statue

    Well, you could always avoid that dilemma by choosing a non-photorealistic style of rendering. :)
    Or do a character that's humanoid looking but not necessarily human.

    I don't think the uncanny valley is a problem for 3DX audience, since generally they are more inclined to accept CG images. We simply only need the images to be appealing/intriguing enough to get the job done. I do agree with hzr - we certainly could use a lot more variety. You could only stomach so much monster/elf/orcs/whatever. Where's the PassionHD/X-Art equivalent in 3DX?

    hint So, hzr. When will that comic of yours be finished?



  • @'hzr':

    Has to be naughty at the right times and visually appealing. Theres nothing worse than 3dx stuff that looks ugly as hell, but the same goes for stuff thats rendered and postworked very pretty but has no soul.

    There are many people out there who just go for some teen girl gets stuff viloently by random monster/old dude and thats just getting old tbh. I rather look at stuff from Epoch, Blackadder and erogenesis because they usually have a good package of decent looking visuals combined with characters that dont seem totally weird or out of the imagination of a 14 year old teenage boy.

    Just when you had me thinking "I agree with you" I read the 2nd paragraph lol

    But seriously though, I personally think no amount of "teen girl gets stuff violently by random monster/old dude" makes up for inferior visuals

    @'matthacker':

    I\d say the utmost is attention to detail. From the basics like lighting, shadows and shading, to things like expressions, naturally looking posed figures and how the figures 'fit' their surroundings. Those will involve a lot of technical skills, since all great artist will have to spent a great deal of time learning their tools, what it can and can't do, what works and what doesn't.

    I would tend to agree with this, and you touch on the "soul" idea expressed by hzr above.

    Perhaps off-topic: Does anyone think from an artistic perspective that 3dx is harder to get right than other artistic mediums, specifically because of the "uncanny valley" theory?

    After all I've never heard "uncanny valley" used to criticise a painting, or a marble statue



  • I\d say the utmost is attention to detail. From the basics like lighting, shadows and shading, to things like expressions, naturally looking posed figures and how the figures 'fit' their surroundings. Those will involve a lot of technical skills, since all great artist will have to spent a great deal of time learning their tools, what it can and can't do, what works and what doesn't.

    More intangible skills like composition, dynamics, tension and pacing makes a good render into a great one. They are harder to learn (and quantify) though. I think the most overlooked of all is an understanding of the medium used. The image must still be able to get a message across, even in t's most basic form. Kinda like the quote below.

    Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away. Antoine de Saint-Exupery

    I think the same things can be said about any artist, not just 3d(x) ones.



  • Has to be naughty at the right times and visually appealing. Theres nothing worse than 3dx stuff that looks ugly as hell, but the same goes for stuff thats rendered and postworked very pretty but has no soul.

    There are many people out there who just go for some teen girl gets stuff viloently by random monster/old dude and thats just getting old tbh. I rather look at stuff from Epoch, Blackadder and erogenesis because they usually have a good package of decent looking visuals combined with characters that dont seem totally weird or out of the imagination of a 14 year old teenage boy.


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