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That's awesome @dreamfarmer! You want to give it a more "painted" look, you can always try overlying different watercolor textures.
Here's some examples of what I mean. I used the process for the sprites (the one in the tutorial I showed before) on the DAZ render (right). Then I added a watercolor textured background and kept blending different watercolor textures. To unify the colors, I played with vintage gradient maps after I was done texturing. This List of 85 watercolor textures & these free Watercolos Splatters should get you started.
Bigger size of the finished artwork here.
Below, you can see the comparison between a textured & untextured artwork. In this case, instead of watercolor, I used a canvas texture and blend it with overlay. Here's a good list of free canvas textures. The ones I used below are deeezy's free vintage paper textures.
Ghost Effect Tutorial
You can find this also in my deviantart: gigi-fenixphoenix | Free resources for this tutorial: Smoke Texture
Alright, finally got around to finishing this tutorial. This is to create ghost-like figures or give a smokey "fading" effect. This require you to have the linereder9000 product (http://www.daz3d.com/linerender9000) & Photoshop. If you don't have LineRender 9000, you could always paint the outlines in by hand (using a wacom tablet would be ideal).
BTW, another result using the above process (on the dragon):
~Hope you find this useful!
How to create Manga with DAZ mini tutorial
So since I haven't updated this in a while, I thought I'd share some tips to create "manga" using DAZ as a base. I'm only showing one panel as an example. Here's a brief overlook of the effect you can create using Daz (iray rendering) + Illustrator + Photoshop.
Here's a graphic with a bit more information. BTW, the halftone patterns for illustrator I used is a free resource which you can get here.
If you're not familiar with illustration and/or photoshop, you are probably thinking this is still quite vague. I left it as such because there's really not "one formula" solution to this. Each render would need different things to yield the same results I had. In summary you need to remember:
Still, if anyone is interested in learning more about how I got through each step (perhaps with more visual instructions), then I can always expand upon each step. We can even start over (together) and share light sets and whatnot to work our way along the process together. Just let me know and we can do so :).
This is excellent information.
If I may ask, @Gigi_FenixPhoenix what was your process for these Sojiro renders? The hair looks especially good.
Sure thing, @ArkadySkies,
So here's more or less the process (I'm adding only the text. If I have some time this week, I'll do a step by step visual example):
Thanks. I've seen that tutrorial (and variations of that overall technique) before but I used too small of an image when I tried it so the results weren't very good. They were much better when I resized it. I'll make a note to try rim lighting as well and see if that helps.
If you prefer keyboard shortcuts to menu navigation, [CTRL]+[ALT]+[SHIFT]+[E] will make a merged copy of all your layers in a new layer. Granted, it's a long keyboard shortcut, but it's a timesaver for me.
I use this all the time. Every single image. Another huge time save if you need to go back a step is CTRL + Z.
Yeah, if you have a small image you'll lose way too much detail. The trick is working with the biggest image you can get. I usually increase the DPI to 250 or even 300 dpi before adding any sorts of filters. And yeah, I'm aware of the shortcut, but I think I do the image --> apply image faster than use the shortcut. The one that does save TONS of time is CTRL + J for new layers (more so when I'm painting over a render).
I think that, overall, it's difficult to convert a render into a painted look only through filters. Usually you end up with a face that looks weird and the hair looses the detail. But using a render as a base, then adding filters and then refining via handpainting does save tons of time. Here's an example (character I'm currently working on):
Oh, yes! I even went to my preferences and increased the history states so I can do more than 100+ CTRL+Z's lol.
Sounds like make a texture from photos and import to Photoshop has one thing in common: make photos without light/shadows, because light is added later inside 3d/2d programs
For cartoons it's easier to add "cartoon ish" light fx with postwork
You can enhance eyes with postwork, make a character stand out in a crowd, because they have very beautiful very blue,or very green and if it's manga very red,purple etc
A question, for you and others using wacom,what's your choice of settings on pen and 4 buttons? What's best settings? I haven't choose my extra buttons yet
My guess is one button should be ctrl-z,one maybe should be right click because I turned off the annoying standstill = rightclick
You seem very skilled in postwork, do you also know ps tricks you can share that is before render = texture making?
I do my lighting in studio and then enhance in postwork. As far as my wacom goes, Mine is probably 8 or 9 years old now and still works perfectly by the way, highly recommend) I actually don't use the buttons at all, I use a combination of the tablet and keyboard shortcuts.
Yes, normally if I'm going to use a lot of fliters to go for a 2D / flat painting look, I'll render the character with little to no shadows. You can also take out the bump maps on the skin, but that's really up to you.
Like @IceDragonArt, I've never used those buttons at all. I prefer just using the shotcuts. But if you want to add functions to those 4 buttons, I'd suggest ctrl+j which creates a new layer. That's probably the one I use the most.
There is one I can think of. It's very basic but also very useful. It's using the "blending options" via layer styles to better blend one image into another.
1) There's no blending, just the two images on top of each other.
2) Is using the layer blending options and setting it to highlight. As you can see, the blending is unrealistic.
3) Adding the following options within the layer style blending:
thanks @icedragonart and thanks @gigi_fenixphoenix
maybe that would improve my aircraft texture
If you plan to postwork it anyway,to create for example manga, cartoons look or go for ghost or other effect,doesn't it make postwork easier to plan several renders same scene but different 3dobjects and background with a single color background= the several different layers later in postwork?,easier than lot of manually breaking up into different layers?
DVI to Hdmi cable +Big HD TV. Is nice for postwork,texture making,showing reference photos
@Gigi_FenixPhoenix Love seeing how you do things. My one question is what all did you do in the handpainting step? It looks amazing!
Apologies I didn't reply to your comment, @mach25. I must have missed the notification!
Yes, that's what I've been using for the visual novel I'm working on. I do all the renders of a specific place, then work the post-work back to back to keep the colors & light the same. For example:
Thank you very much, @Lotharen. I'll take some screenshots so I can share a step-by-step process of the handpaint I do for the characters. I'll post it as soon as I can. :)
In case anyone's interested, this is the final look for that character:
Very nice looking image! Thank you for considering a step by step, its most appreciated! :)
Alright, so here's a more detailed (though, since I'm pressed for time, it's still a bit vague) walkthrough of the process:
Thank you so much for sharing your knowledge! I'm really looking forward to having a weekend to try out all of your tutorials.
Trish
I'm going to bookmark this thread too, there's some very interesting information here. :) I do a ton of postwork, but it's all color correction and fantasy-style tonal adjustments - got to try some of this more toony stuff again sometime!