May 2017 - Daz 3D New User Challenge - Action & Props

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Comments

  • dracorndracorn Posts: 2,345
    sueya said:

    Ok so here is my second version. I have added a bag to make him look like a burglar and adjusted his pose as suggested. I still think his left arm looks awkward, but I'm not sure how to adjust it to make it look better.

    The reason why the left arm looks awkward is the elbow is bent in an odd direction and this fist is hanging out into the open when he should be holding onto the ladder.
    Pull his arm down, then bend the elbow slightly.  Save your work.  Grab the hand and move it to the ladder, even if the hand goes through the ladder a little.  If you do this slowly, the body will follow, and hopefully you will have a more natural shoulder/arm pose around the ladder.

    Next, open the hand a little.  I assume you used Hand Poses, Fist under posing.  Eliminate fist and use grasp - but just a little.  You will need to manually pose the fingers around the side of the ladder.

    As far as the gun, lift his hand so that the barrel opening is pointed directly at us.

    Face - having his nose in the hair gives a haughty, aristocratic look, but it's not too dangerous.  It also appears that he is looking up.  For a more menacing look, lower his chin - you want it a little lower than neutral position.  Then raise his eyes slightly.  Do this in a mirror - just these two things seem more menacing.  Also, lower the inner brows.

    The lighting is better, but a little color can convey the feel of lamp/candle light.  Color your main light pale yellow - almost white with a slight yellow tint. 

  • harrykimharrykim Posts: 225
    edited May 2017
    Chohole said:
    sueya said:

     

    Is it just me or is his left arm bending backwards at the elbow?

    It is exactely what chohole said. These arms need have to do something. Holding the wappon is not exiting enough ( the direction btw. is nice ). I love the face and the expression. It is a tough guy. You see in his face that he´s not that worried about what he see. However he should going on with what he is doing at the moment. He climbs the ledder. As soon as you have a nice posing you have ideas for the lightning. And then you have all you need to make it looking good.

    Edit. Have not seen that dracorn has posted

     

    Post edited by harrykim on
  • harrykimharrykim Posts: 225
    edited May 2017

    This is what I´ve made so far. First of all, thanks to the people who created the jeans. It is made for genesis 1st generation and fitts that massive G3M guy. Still after all I did what I did with this pants.

    I gave the idea a try to change the camera angle. And I changed the impact again. Yes, I was extremely worried about if I could bring back the expression. What I want to do now is to try to optimize the people`s surfaces. … and these ugly plastic boots. Have watched a tutorial regarding nice skin and hope it works.

    Regarding the backpack I cannot find a good colour. Have tried about 10 so far, … no way (Deja vue, its is the same as for the monk in my April scene )

    A second problem I could not solve is the shining of these rings which holds the glass. I have „ok – good – and ugly“ in one picture because I cannot adjust them single whise. Is there a ballance I can adjust, or is this to do in postwork ? Would prefer to do it in daz studio because I want to find out the limits ( well, step by step frown )

    And a technical question. I have a few D-Formers in the scene which get removed. Means they are not more existing when I re-open the scene. Can it be that there is a limit on the amount per object?

    Ah, and I know I have a logical mistake in the scene wink

     

    no title so far.jpg
    900 x 1200 - 890K
    Post edited by Chohole on
  • harrykimharrykim Posts: 225
    ricswika said:
    harrykim said:
    One thing more regarding your background image ( which I love ). For me it looks like the clouds become illuminated from behind. So you know where the sunlight comes from. In case I´m right,... does the girls shadow has the wrong angle?     Have fun !

    The cliffs are to the north according to the story, the direction she is running. The sun rises from the east near the center of background image. She left her village before daylight, traveled for a few hours, making it between 8 and 9 am.

    Honestly, I had problems getting Iray to do what I expected. I couldn't get the the background image itself to be the emmiter for environmental lighting. I ended up using the dome with the image applied for environmental lighting but I'm not sure if that is acutally working right. Another big problem I am having is that my lights are actually rendering in the image when I placed them in the correct locations. You can see them on camera. I had to cheat by moving some lights off camera. I am using an emmiter and a morphing parabolic mesh as a reflector for my lights. I just need to figure this out a little bit more.

    I see a lot still needs to be done. For example, Januha's body needs to have more sheen, like she is in a sweaty jungle and has been running for hours. The teeth and eyes are too bright.

    you find, when select your light source in "scenetab" and go to "light pane" an option which is called "visible in render". I would assume, that your light "hardware" is not more visible, if you change to "off". I made a try btw. and rendered a spotlight but could´nt get it visible. So I probably misunderstand your remark.

    ​In case you mean, that you place a plane or something else and make it to an emissive lightsource. This you can make invisible if you set the cutout opacity of this object to 0.00001 ( something like that). Once again back to your background image. If you want to use it further, have a look on what it is expecting from you. With this image you will have to light your characters mainly from behind. Because it looks like that behind that image is the sun. And if you do your scene with "dome and scene" ( which I understood you do ) you have it to do with a very dominat light preset. You need to do allot to break its natural rules. So better to use it, adjust that and only highlight if it is needed.

     

  • ricswikaricswika Posts: 132
    harrykim said:
    Ah, and I know I have a logical mistake in the scene wink

    The text at the bottom of you poster reads a little odd to me, perhaps it is a cultural thing, but it does not exactly make sense to me. What does 'Take care on You and on your Children." mean? I read it as "Taking care of You and of your Children" but I'm still a little confused. Sorry I don't have any techinical input, except to say those items on the bench in the background look like they are floating a bit.

  • ricswikaricswika Posts: 132
    harrykim said:
    ​In case you mean, that you place a plane or something else and make it to an emissive lightsource. This you can make invisible if you set the cutout opacity of this object to 0.00001 ( something like that). Once again back to your background image. If you want to use it further, have a look on what it is expecting from you. With this image you will have to light your characters mainly from behind. Because it looks like that behind that image is the sun. And if you do your scene with "dome and scene" ( which I understood you do ) you have it to do with a very dominat light preset. You need to do allot to break its natural rules. So better to use it, adjust that and only highlight if it is needed.

    Setting the cutout opacity close to zero as you suggested works like a charm and give me the freedom to place my lights anywhere. The mesh on the light is a parabola that I can adjust to focus and size the light beam, like a real studio light but with a lot more control.

    I tried using the background image on the dome to provide Image Based Lighting (IBL). It works but is distored obviously because the image is not HDRI. I am now testing true HDRI ski images on the dome. The default settings don't work so I didn't think it worked at all at first, but with a few tweaks I found this gives me a lot of control over lighting and what appears in the background. You can postion the sun by rotating the dome. I have some HRDI sky's taken at sunrise that come out great but don't completly fit the setting so that is the direction I am going now. You get the green light reflecting off of the jungle to the left and blue from the sky to the right.

    I added a thin shell of water around my character that makes her look soaking wet, just have to refine that somehow.

  • harrykimharrykim Posts: 225
    ricswika said:
    harrykim said:
    The text at the bottom of you poster reads a little odd to me, perhaps it is a cultural thing, but it does not exactly make sense to me. What does 'Take care on You and on your Children." mean? I read it as "Taking care of You and of your Children" but I'm still a little confused. Sorry I don't have any techinical input, except to say those items on the bench in the background look like they are floating a bit.
    harrykim said:
    Ahhh, ... I thought I could make it simple and tried to bring it on the spot. The scene is real life and a big theme in european soccer leagues. It tells the story of the rivalry between 2 football (soccer)clubs,  which are both located in the same city ( here Manchester in England). Manchester City and Manchester United btw. Their codes of arm are on the poster. Two times a year the clubs are playing against each other. All know when, all know where, and all know whats happen then. Well, we see it at the Bus Stop. And since football is a family event, the message to both, the hooligans and the normal fans which brings their children with them to the stadium, is clear. 
    harrykim said:
    Well, the floating of the things in the background. I would say, that I have my DoF without setting a DoF. I placed the camera close to the upper bodies , set the focal length to 35 and zoomed out to have the guys in focus as much as possible. Have read it in a discussion about camera settings. Since it was the first time I did that, I possible have to learn not to overdose. So far I dont know if it is overdosed, but the effect is great. Mayby I get feedback from someone who is familiar with that.
  • harrykimharrykim Posts: 225
    ricswika said:
    harrykim said:

    Setting the cutout opacity close to zero as you suggested works like a charm and give me the freedom to place my lights anywhere. The mesh on the light is a parabola that I can adjust to focus and size the light beam, like a real studio light but with a lot more control.

    I tried using the background image on the dome to provide Image Based Lighting (IBL). It works but is distored obviously because the image is not HDRI. I am now testing true HDRI ski images on the dome. The default settings don't work so I didn't think it worked at all at first, but with a few tweaks I found this gives me a lot of control over lighting and what appears in the background. You can postion the sun by rotating the dome. I have some HRDI sky's taken at sunrise that come out great but don't completly fit the setting so that is the direction I am going now. You get the green light reflecting off of the jungle to the left and blue from the sky to the right.

    I added a thin shell of water around my character that makes her look soaking wet, just have to refine that somehow.

    your knowledge about light sources are way better then mine. It even took forever to understand that a dome image is only visible at rendering process. And in NVIDIA mode in viewport menu of course (hope this is tru, otherwise I do something terribly wrong laugh). So for the future, HDRi is on my agenda. I´m curious on what it can.

     

     

     

  • ricswikaricswika Posts: 132
    edited May 2017
    harrykim said:
    ....And in NVIDIA mode in viewport menu of course (hope this is tru, otherwise I do something terribly wrong laugh). So for the future, HDRi is on my agenda. I´m curious on what it can.

    I only see the HDRi image in the viewport if I select Iray for the preview. It is fairly responsive. I am running 3 NVIDIA GPUs. When I use a *.hdr image on the dome DAZ Studio seems to ignore most of the settings in the Render Settings/Environment panel. When I save the *.hdr as a *.jpg or *.png and use it as the dome image I have to set the scaling to something like 5% to see the image properly, then I can look around in all directions without distortion. I can adjust the focal length of the lens to zoom and you see that in the viewport. With the *.hdr image, the "infinite dome" vs "finite dome" doesn't do anything, nor does the scaling and sizing. In both cases you can rotate and look in all directions and the IBL seems to be working, so light from the dome image is illuminating the scene. It looks pretty good with no other lighting, but is a little flat.

    Post edited by ricswika on
  • NoswenNoswen Posts: 358
    edited May 2017
    dracorn said:
    Noswen said:

    Thanks for the tip daybird, I had no idea motion blur was even doable.

    Looking through the options, and some googling, I can only seem to manage to do this with animation and setting the render engine to 3Delight, not sure if I'm just not seeing the option for doing this with iray rendering.

    Switching to 3Delight also required the addition of a distant light as I'd just been using the default light that iray was using previously, though oddly without it the juggler's fingernails seem to glow.

    Let me give you a hand with the 3Delight lighting:

    I'm assuming that you are using UE2 with a distant light.  Your ground is a bit dark and the shadows are not too distinctive.  You can increase the intensity of UE2 (your ambient light) a little and crank up the intensity for your distant light which will make your shadows darker.  You can also add a second distant light as a fill light and have it pointing towards her right or left side.  Turn these shadows off or you will have conflicts.

    You will need to adjust the three lights accordingly to get the right balance of daylight and shadow.  This is where the test renders come in.  Use progressive render so you can see your results faster and stop the render while it's still grainy.

    Another option besides a second distant light is a spotlight directly on your juggler.  If it is pointing in the same direction as the distance light, you can keep the shadows.

    For fun, add a rim light - a colored spotlight that is behind and off to one side - turn the shadows off.

    While you're at it, lift her eyes so she is looking at the path the balls are traveling above her.

     

    Thanks.

    I'm not actually sure what UE2 is so I can't say for certain, and my quick Google search on the matter didn't help a massive amount with it either. I was using a single distant light on completely default settings, which included the shadows being set to off... chalk up another thing to add to things learnt with this render :-)

    Following your tips I first of all turned the shadows on for the first distant light and then re-positioned it as it was pointing in a silly direction for the main light source once shadows were created, so it is now pointing downwards and towards the right of the picture to some extent. I then added a second distant light pointing directly at the character's left side with the intensity turned down a little to brighten the scene up as the fill light. With this I couldn't get the shadows on the character to feel light enough for me so I also added a spotlight pointing directly at the character from in front and below with low intensity just to reduce the shadows a bit.

    Couldn't get that rim light you were talking about to look anything other than weird, so I just removed that, I think I understood what you meant, but just don't know how to make it work right.

    Eyes and neck also repositioned.

    Juggler 6 (3Delight).jpg
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    Post edited by Noswen on
  • daybirddaybird Posts: 655
    edited May 2017

    After 2 days with massive problems at each render (only black results) I have to start at my first save scene and build it up again. :/

     

    3.jpg
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    Post edited by daybird on
  • KnittingmommyKnittingmommy Posts: 8,191
    Noswen said:
    dracorn said:
    Noswen said:

    Thanks for the tip daybird, I had no idea motion blur was even doable.

    Looking through the options, and some googling, I can only seem to manage to do this with animation and setting the render engine to 3Delight, not sure if I'm just not seeing the option for doing this with iray rendering.

    Switching to 3Delight also required the addition of a distant light as I'd just been using the default light that iray was using previously, though oddly without it the juggler's fingernails seem to glow.

    Let me give you a hand with the 3Delight lighting:

    I'm assuming that you are using UE2 with a distant light.  Your ground is a bit dark and the shadows are not too distinctive.  You can increase the intensity of UE2 (your ambient light) a little and crank up the intensity for your distant light which will make your shadows darker.  You can also add a second distant light as a fill light and have it pointing towards her right or left side.  Turn these shadows off or you will have conflicts.

    You will need to adjust the three lights accordingly to get the right balance of daylight and shadow.  This is where the test renders come in.  Use progressive render so you can see your results faster and stop the render while it's still grainy.

    Another option besides a second distant light is a spotlight directly on your juggler.  If it is pointing in the same direction as the distance light, you can keep the shadows.

    For fun, add a rim light - a colored spotlight that is behind and off to one side - turn the shadows off.

    While you're at it, lift her eyes so she is looking at the path the balls are traveling above her.

     

    Thanks.

    I'm not actually sure what UE2 is so I can't say for certain, and my quick Google search on the matter didn't help a massive amount with it either. I was using a single distant light on completely default settings, which included the shadows being set to off... chalk up another thing to add to things learnt with this render :-)

    Following your tips I first of all turned the shadows on for the first distant light and then re-positioned it as it was pointing in a silly direction for the main light source once shadows were created, so it is now pointing downwards and towards the right of the picture to some extent. I then added a second distant light pointing directly at the character's left side with the intensity turned down a little to brighten the scene up as the fill light. With this I couldn't get the shadows on the character to feel light enough for me so I also added a spotlight pointing directly at the character from in front and below with low intensity just to reduce the shadows a bit.

    Couldn't get that rim light you were talking about to look anything other than weird, so I just removed that, I think I understood what you meant, but just don't know how to make it work right.

    Eyes and neck also repositioned.

    I like how this is coming along.  One thing to look into is that you don't seem to have all of your balls lined up properly for juggling.  Jugglers tend to juggle on an invisible line that mostly circular but each ball is roughly all on the same axis.  There might be some slight shifts as the balls move but too far out of line and that's when the juggler will lose a ball.  It's really hard to line those balls up digitally so that they line up in a proper juggling circle.  I found this out recently when I did my own juggling render a few months back. 

    I found that creating a torus primitive about the size of your juggling circle was the perfect way to keep everything lined up.  What was even better is that you now have something that you can parent all of your balls to and move them all at the same time if needed.   You can just turn visibility of the torus off in the render so it doesn't show up in your final product.  I hope this helps.

    I'm impressed with the renders I see here.  I have to admit that I'm horrible when it comes to action shots.  It's still one of those things I need to work on.  You guys are doing great.  Keep up the good work.

    TorusJugglingBalls.jpg
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    TorusMissingRender.png
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  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,188
    edited May 2017

    Made the changes on this one earlier this week, but didn't get around to rendering things until yesterday while I was at work.  Fired it off as I got ready to leave and saved when I got home.  Forgot to post it after saving though.

    may2017e.png
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    Post edited by Shinji Ikari 9th on
  • NoswenNoswen Posts: 358
    edited May 2017
    Noswen said:
    dracorn said:
    Noswen said:

    Thanks for the tip daybird, I had no idea motion blur was even doable.

    Looking through the options, and some googling, I can only seem to manage to do this with animation and setting the render engine to 3Delight, not sure if I'm just not seeing the option for doing this with iray rendering.

    Switching to 3Delight also required the addition of a distant light as I'd just been using the default light that iray was using previously, though oddly without it the juggler's fingernails seem to glow.

    Let me give you a hand with the 3Delight lighting:

    I'm assuming that you are using UE2 with a distant light.  Your ground is a bit dark and the shadows are not too distinctive.  You can increase the intensity of UE2 (your ambient light) a little and crank up the intensity for your distant light which will make your shadows darker.  You can also add a second distant light as a fill light and have it pointing towards her right or left side.  Turn these shadows off or you will have conflicts.

    You will need to adjust the three lights accordingly to get the right balance of daylight and shadow.  This is where the test renders come in.  Use progressive render so you can see your results faster and stop the render while it's still grainy.

    Another option besides a second distant light is a spotlight directly on your juggler.  If it is pointing in the same direction as the distance light, you can keep the shadows.

    For fun, add a rim light - a colored spotlight that is behind and off to one side - turn the shadows off.

    While you're at it, lift her eyes so she is looking at the path the balls are traveling above her.

     

    Thanks.

    I'm not actually sure what UE2 is so I can't say for certain, and my quick Google search on the matter didn't help a massive amount with it either. I was using a single distant light on completely default settings, which included the shadows being set to off... chalk up another thing to add to things learnt with this render :-)

    Following your tips I first of all turned the shadows on for the first distant light and then re-positioned it as it was pointing in a silly direction for the main light source once shadows were created, so it is now pointing downwards and towards the right of the picture to some extent. I then added a second distant light pointing directly at the character's left side with the intensity turned down a little to brighten the scene up as the fill light. With this I couldn't get the shadows on the character to feel light enough for me so I also added a spotlight pointing directly at the character from in front and below with low intensity just to reduce the shadows a bit.

    Couldn't get that rim light you were talking about to look anything other than weird, so I just removed that, I think I understood what you meant, but just don't know how to make it work right.

    Eyes and neck also repositioned.

    I like how this is coming along.  One thing to look into is that you don't seem to have all of your balls lined up properly for juggling.  Jugglers tend to juggle on an invisible line that mostly circular but each ball is roughly all on the same axis.  There might be some slight shifts as the balls move but too far out of line and that's when the juggler will lose a ball.  It's really hard to line those balls up digitally so that they line up in a proper juggling circle.  I found this out recently when I did my own juggling render a few months back. 

    I found that creating a torus primitive about the size of your juggling circle was the perfect way to keep everything lined up.  What was even better is that you now have something that you can parent all of your balls to and move them all at the same time if needed.   You can just turn visibility of the torus off in the render so it doesn't show up in your final product.  I hope this helps.

    I'm impressed with the renders I see here.  I have to admit that I'm horrible when it comes to action shots.  It's still one of those things I need to work on.  You guys are doing great.  Keep up the good work.

    Ooh, nice idea. I'd been trying to judge their arc by sight and not succeeding brilliantly. Now re-positioned them using a torus primitive as a guide and also had to shift the character's left arm a little further from the body as it wasn't in the correct arc that the juggling balls were following. Camera has also been shifted up a little as it raised the height of the top ball.

    One weird thing I'm having with this is the motion blur, I have to have the timeline set to frame 0 for the motion blur to show up, if I set it to the last frame so that the balls are in their latest position instead of the initial one I lose all motion blur (I expect any earlier frame other than the last might also work but haven't tested this). Anyone know if I'm doing something wrong here? It seems strange to me to use motion blur by looking at where the objects will be instead of where they have been.

    Juggler 7 (3Delight).jpg
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    Post edited by Noswen on
  • sueyasueya Posts: 832

    I have changed the lighting to pale yellow and adjusted the burglar's pose as suggested. Not sure if any more work is needed so would welcome feedback

  • dracorndracorn Posts: 2,345
    Noswen said:
    Noswen said:
    dracorn said:
    Noswen said:

    Thanks for the tip daybird, I had no idea motion blur was even doable.

    Looking through the options, and some googling, I can only seem to manage to do this with animation and setting the render engine to 3Delight, not sure if I'm just not seeing the option for doing this with iray rendering.

    Switching to 3Delight also required the addition of a distant light as I'd just been using the default light that iray was using previously, though oddly without it the juggler's fingernails seem to glow.

    Let me give you a hand with the 3Delight lighting:

    I'm assuming that you are using UE2 with a distant light.  Your ground is a bit dark and the shadows are not too distinctive.  You can increase the intensity of UE2 (your ambient light) a little and crank up the intensity for your distant light which will make your shadows darker.  You can also add a second distant light as a fill light and have it pointing towards her right or left side.  Turn these shadows off or you will have conflicts.

    You will need to adjust the three lights accordingly to get the right balance of daylight and shadow.  This is where the test renders come in.  Use progressive render so you can see your results faster and stop the render while it's still grainy.

    Another option besides a second distant light is a spotlight directly on your juggler.  If it is pointing in the same direction as the distance light, you can keep the shadows.

    For fun, add a rim light - a colored spotlight that is behind and off to one side - turn the shadows off.

    While you're at it, lift her eyes so she is looking at the path the balls are traveling above her.

     

    Thanks.

    I'm not actually sure what UE2 is so I can't say for certain, and my quick Google search on the matter didn't help a massive amount with it either. I was using a single distant light on completely default settings, which included the shadows being set to off... chalk up another thing to add to things learnt with this render :-)

    Following your tips I first of all turned the shadows on for the first distant light and then re-positioned it as it was pointing in a silly direction for the main light source once shadows were created, so it is now pointing downwards and towards the right of the picture to some extent. I then added a second distant light pointing directly at the character's left side with the intensity turned down a little to brighten the scene up as the fill light. With this I couldn't get the shadows on the character to feel light enough for me so I also added a spotlight pointing directly at the character from in front and below with low intensity just to reduce the shadows a bit.

    Couldn't get that rim light you were talking about to look anything other than weird, so I just removed that, I think I understood what you meant, but just don't know how to make it work right.

    Eyes and neck also repositioned.

    I like how this is coming along.  One thing to look into is that you don't seem to have all of your balls lined up properly for juggling.  Jugglers tend to juggle on an invisible line that mostly circular but each ball is roughly all on the same axis.  There might be some slight shifts as the balls move but too far out of line and that's when the juggler will lose a ball.  It's really hard to line those balls up digitally so that they line up in a proper juggling circle.  I found this out recently when I did my own juggling render a few months back. 

    I found that creating a torus primitive about the size of your juggling circle was the perfect way to keep everything lined up.  What was even better is that you now have something that you can parent all of your balls to and move them all at the same time if needed.   You can just turn visibility of the torus off in the render so it doesn't show up in your final product.  I hope this helps.

    I'm impressed with the renders I see here.  I have to admit that I'm horrible when it comes to action shots.  It's still one of those things I need to work on.  You guys are doing great.  Keep up the good work.

    Ooh, nice idea. I'd been trying to judge their arc by sight and not succeeding brilliantly. Now re-positioned them using a torus primitive as a guide and also had to shift the character's left arm a little further from the body as it wasn't in the correct arc that the juggling balls were following. Camera has also been shifted up a little as it raised the height of the top ball.

    One weird thing I'm having with this is the motion blur, I have to have the timeline set to frame 0 for the motion blur to show up, if I set it to the last frame so that the balls are in their latest position instead of the initial one I lose all motion blur (I expect any earlier frame other than the last might also work but haven't tested this). Anyone know if I'm doing something wrong here? It seems strange to me to use motion blur by looking at where the objects will be instead of where they have been.

    UE2 is Uberenvironment 2.  

    The lighting looks sooo much better. So do the balls and the angle of the head. Maybe lift the eyes a little more sing the upper arc of the balls is higher.

  • dracorndracorn Posts: 2,345
    sueya said:

    I have changed the lighting to pale yellow and adjusted the burglar's pose as suggested. Not sure if any more work is needed so would welcome feedback

    Wow, what a difference! He means business and the addition of the yellow light adds depth.  

    Now if you can wrap the fingers of his left hand around the rung of the ladder, that will complete the posing.

  • harrykimharrykim Posts: 225
    dracorn said:
    Noswen said:
    Noswen said:
    dracorn said:
    Noswen said:

     

    UE2 is Uberenvironment 2.

     

     

     

    The lighting looks sooo much better. So do the balls and the angle of the head. Maybe lift the eyes a little more sing the upper arc of the balls is higher.

    And would you like pose her lower hand as if she is prepared to catch the ball ?

     

  • ricswikaricswika Posts: 132

    Try this. Go to google.com, click images on top right, and type 'juggling woman'.  What do all the examples have in common? See if you can copy some of it. Your pose doesn't really look like she is juggling.

  • social_stigmasocial_stigma Posts: 107
    edited May 2017

    title: slayer

    slayer.jpg
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    Post edited by social_stigma on
  • sueyasueya Posts: 832

    I have adjusted the man's hand so that he is holding onto the ladder.

    Manshootingverfinal.jpg
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  • ricswikaricswika Posts: 132
    edited May 2017
    ricswika said:
    harrykim said:
    One thing more regarding your background image ( which I love ). For me it looks like the clouds become illuminated from behind. So you know where the sunlight comes from. In case I´m right,... does the girls shadow has the wrong angle?     Have fun !

    The cliffs are to the north according to the story, the direction she is running. The sun rises from the east near the center of background image. She left her village before daylight, traveled for a few hours, making it between 8 and 9 am.

    Honestly, I had problems getting Iray to do what I expected. I couldn't get the the background image itself to be the emmiter for environmental lighting. I ended up using the dome with the image applied for environmental lighting but I'm not sure if that is acutally working right. Another big problem I am having is that my lights are actually rendering in the image when I placed them in the correct locations. You can see them on camera. I had to cheat by moving some lights off camera. I am using an emmiter and a morphing parabolic mesh as a reflector for my lights. I just need to figure this out a little bit more.

    I see a lot still needs to be done. For example, Januha's body needs to have more sheen, like she is in a sweaty jungle and has been running for hours. The teeth and eyes are too bright.

    I found out that true HDRi images work much better on the dome for IBL than the .jpg image I was using. This version is lit by the envirionment.

    I spent most of my time working on making her look wet. I might try to adding volumetric steam next.

    JanuwaSweating copy.jpg
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    Post edited by ricswika on
  • harrykimharrykim Posts: 225
    ricswika said:
    ricswika said:
    harrykim said:
     

    I spent most of my time working on making her look wet. I might try to adding volumetric steam next.

    I gave this a try: http://thinkdrawart.com/how-to-get-wet-skin-in-iray

    It is a bit tricky to dose. Therefor the mine is still too dull

     

  • harrykimharrykim Posts: 225
    edited May 2017

    I think I´m close to the end. Have changend the sun direction to get a bit of life behind the Bus Stop and along the wall. I`m fighting with the kid´s taint. I would like to have him more pale. Bad luck so far. To reduce yellow I need blue, but this makes the skin darker. The massive reflection on the chubby are unfortunately leaks in the material. My fault, I applied the material after shaping, but luckily befor morphing. Well, the building in the background is still wrong placed, since it disturbs the perspective. I´m not yet sure if more or less sky. What do you think ?

    And if someone has an idea, how this brutal shadow on the lila shirt happens. Please give me a tip !

    skin optimication.jpg
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    Post edited by harrykim on
  • ricswikaricswika Posts: 132
    edited May 2017
    harrykim said:
    ricswika said:

    I spent most of my time working on making her look wet. I might try to adding volumetric steam next.

    I gave this a try: http://thinkdrawart.com/how-to-get-wet-skin-in-iray

    It is a bit tricky to dose. Therefor the mine is still too dull

     

    And mine is  way too strong ;) I discovered my top coat did not appear at all unless I drag the Top Coat weight all the way to 0 then slide to a value greater than 0. If I start at a value not 0, the top coat totally disappears. It seems like some kind of a bug bothering me. The wet layer there is all done with the top coat. I tried using a geometry shell made of water and that worked pretty well but I didn't need it.

    @harrykim, In regards to that shadow on your character, you need to use a softer light. One way to do that is use a larger emitter or if you are using mesh lights widen the focus. Your skins are looking more realistic than before.

     

    Post edited by ricswika on
  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,188
    edited May 2017

    I know I'm in the middle of working on another project this month, but this idea hit me last night and wouldn't leave me alone.

    I made use of the "IRay 1.3.0 vMaterial Library for D|S" which MCDLabs has been nice enough to prepare and share with the rest of us.

    may2017-2a.png
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    Post edited by Shinji Ikari 9th on
  • harrykimharrykim Posts: 225
    ricswika said:
    harrykim said:
    ricswika said:

    It is a bit tricky to dose. Therefor the mine is still too dull

     

    And mine is  way too strong ;) I discovered my top coat did not appear at all unless I drag the Top Coat weight all the way to 0 then slide to a value greater than 0. If I start at a value not 0, the top coat totally disappears. It seems like some kind of a bug bothering me. The wet layer there is all done with the top coat. I tried using a geometry shell made of water and that worked pretty well but I didn't need it.

    @harrykim, In regards to that shadow on your character, you need to use a softer light. One way to do that is use a larger emitter or if you are using mesh lights widen the focus. Your skins are looking more realistic than before.

    thanks, then it was worth the effort. I hoped not to have to do it, but I started the lighting from the scratch. Started with intensity and resolution of the environment and tried out your suggestion to enlarge the sun disc. Is it me or does this soften the light ?

  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,188
    edited May 2017

    Saw the reflections that I was getting in the glass of my last render and decided to see what I could do with that.

    may2017-2b.png
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    Post edited by Shinji Ikari 9th on
  • harrykimharrykim Posts: 225
    edited May 2017

    „ Look Mummy, there is a mouse running “ 

    I know, there is always potencial for improvement. But for now, I´m happy with the result and take a break. Since I will be out for a few days, I do the finish afterwards. So if you like, take a look on the image and leave me a note.

     

    Look Mummy.jpg
    1350 x 1800 - 2M
    Post edited by harrykim on
  • ricswikaricswika Posts: 132
    harrykim said:
    ricswika said:
    harrykim said:
    ricswika said:

    It is a bit tricky to dose. Therefor the mine is still too dull

     

    And mine is  way too strong ;) I discovered my top coat did not appear at all unless I drag the Top Coat weight all the way to 0 then slide to a value greater than 0. If I start at a value not 0, the top coat totally disappears. It seems like some kind of a bug bothering me. The wet layer there is all done with the top coat. I tried using a geometry shell made of water and that worked pretty well but I didn't need it.

    @harrykim, In regards to that shadow on your character, you need to use a softer light. One way to do that is use a larger emitter or if you are using mesh lights widen the focus. Your skins are looking more realistic than before.

    thanks, then it was worth the effort. I hoped not to have to do it, but I started the lighting from the scratch. Started with intensity and resolution of the environment and tried out your suggestion to enlarge the sun disc. Is it me or does this soften the light ?

     

    harrykim said:
    ricswika said:
    harrykim said:
    ricswika said:

    It is a bit tricky to dose. Therefor the mine is still too dull

     

    And mine is  way too strong ;) I discovered my top coat did not appear at all unless I drag the Top Coat weight all the way to 0 then slide to a value greater than 0. If I start at a value not 0, the top coat totally disappears. It seems like some kind of a bug bothering me. The wet layer there is all done with the top coat. I tried using a geometry shell made of water and that worked pretty well but I didn't need it.

    @harrykim, In regards to that shadow on your character, you need to use a softer light. One way to do that is use a larger emitter or if you are using mesh lights widen the focus. Your skins are looking more realistic than before.

    thanks, then it was worth the effort. I hoped not to have to do it, but I started the lighting from the scratch. Started with intensity and resolution of the environment and tried out your suggestion to enlarge the sun disc. Is it me or does this soften the light ?

    Sure did, looking pretty good.

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