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Well, contrary to all the advice I received to retexture the buildings so they looked as cartoonish as the characters, I decided to focus on individual characters to make them appear more realistic. Here's the first of them:
Was hit with a possable new idea last night. Here's the set I'm thinking of using with some texure work done to convert it to IRay.
I approve. Should add some type of pubescent unnatural amphibian martial artists that specialize in steath and espionage.
There is always more than one way to Rome :D
I think you did a good job on giving him a more realy feel (as far as superheroes goe, that its) the only thing I really don't know what to make of are thos "rays"?, they feel to substancial to be ray if that is what they are meant to be. I'm not sure as well if he's generating them or ehare they come from.
So if you want them to look like rays I suggest to crank up the emissive substancially, thake the map out of the base colour and reduce opacity. Maybe it would help as well to change his pose in a way that makes it clear that he's generating this.
Waiting for what you come up with!
nice one, I like how the green light hits the walls
@bastian2560 it would help if you post a bigger size of your image, at the moment its so small I can hardly see anything only that there seems to be soem interesting light settings. What is the problem with the skin you're having?
I think this is coming along nicely, I like that you can see the characters in the mirror
snip
I didn't know that new function, this will be so helpfull !
I didn't comment much on you image because you were doing so fine, but there is one last thing I'd like to suggest, and of course that is to try and use DOF (depth of field) so the window panels in the front don't take too much of the attention away from what is happening inside. You can use a rather large are to be still in focus so both your faries will be seen clear, but the big bars in the front are a bit distracting.
well done! That grass must have been a pain ... Did you use instances for the grass? that is a good option to keep the poly count low for something like that
Thanks on both Linwelly. The first is turning out as I was seeing as far as the mirror is concerned, and the second, down in the sewers was an idea that I decided to try and see where it would go.
@Linwelly I just added a TON of the grass props. it took a long time. is there another way cause that would have been nice.
Speeking of my sewer scene, here's version B with some more texture work, and a pair of characters added.
Edit-somehow posted before I added the file as can be seen with my next post.
Speeking of my sewer scene, here's version B with some more texture work, and a pair of characters added.
Yes there is.
The magic word is instances, and the way to it is to select the prop (in you case one of those grass props) in the scene tab
open the popup panel called Create and there go to "new node instance" if you want only one copy or select "new node instances" which will then ask you how many of those you want, and you can choose a lot. The tool will give you several rows of the copy all at an equal distance to each other, so you still have to move them around to make them fit the right places, so that work is still needed but the render time will be reduces substancially.
If you have like 5 different sorts grass props you want to use I would place them together and create a new group from them and then use the Node instances on the group, which simplifies the arrangement process.
Shout out to me if you need some screenshots with that
If you are willing to invest on a product there is Ultra scatter and Ultra scatter pro by HowieFarkes https://www.daz3d.com/ultrascatter-advanced-instancing-for-daz-studio and
https://www.daz3d.com/ultrascatterpro--upgrade-from-ultrascatter-advanced-instancing (there is a different product including both this one was for people who already have the other
version)
these allow you to scatter something over a landscape with highth differences and some more neat stuff, but as I said it can be done with what's in the program
BTW if its about grass you can use the strand based hair as well, which is a fun experiment but needs some work to look really good and I'm not sure if it would reduce the render time in any way ^^
I will keep that in mind for the future, for now, the scene seems perfect and I'm not going to risk messing with it :)
I will try that! I thought they were distracting too and couldn't come up with a good way to get rid of them without loosing the feel. Don;t know why I didn't think of DOF, guess I was to focused on everything else. Not very proficient with it and have never done from the front before so this should be interesting. Off to find examples/tips!
Hehe I can see why :D
here is one https://www.daz3d.com/forums/discussion/comment/3444206/#Comment_3444206
@Daventaki, I did the above linked tutorial almost two years ago. I've learned a lot since then. I recommend reading that tutorial, because you will learn what various settings like Frame Width (mm) and Focal Length (mm) actually do. (Those two Camera settings work whether or not Depth of Field is on, too, and can really come in handy at times.)
However, once you've read through the tutorial, and perhaps watched the two videos I link to at the end, I recommend you go read a post I did a couple months back in the DOF challenge. It outlines a relatively simple way to apply DOF to any image. You'll find it here.
(You can skip the tutorial post and just follow the outline; You'll still get a decent DOF effect. But I do hope you'll take a few minutes for the tutorial because understanding how one thing works in Daz Studio can lead to understanding how other things work in Daz Studio.)
entry two - titanium containers
Version C of my second idea here. Did some more texture work, added a third character, and gave my lizard guy a cybernetic eye lens/hud.
I will definately do both! Thank you for providing those links. I had started by looking through the DOF challenge previously.
To much?
@Daventaki
no not too much, I think it works fine this way
looks great with DOF - it has a certain mysterious touch to it
I like it
I have had to upload a partially rendered version of my image. My PC can only cope wih 4 figures in a scene and even then it takes ages to render.
I have added two more figures. The girl uses a V4 texture which I converted with the legacy converter. I have added pink and green lights which reflect on the floor. Please give me feedback and I will try to post a fully rendered version soon.
interresting ambient
Not bad with the lighting. And don't feel bad about the limit on the number of figures that your computer can handle, I've had scenes that were so complex that my laptop couldn't handle them all at once and I had to break them up into layers and then bring it togeather in photoshop which can be a problem if I have to try and do layer masking in the process.
Here is my first entry. I changed the skin textures on two of the characters (middle and scene right girls at the bar). The middle girl actually has a rock texture for her skin and the scene right girl has a rubber texture that was colored blue shade. The scene left girl, I applied an emissive to her hair and shaded the emissive slightly pink. The middle girl's outfit has a red car paint shader applied to it. The back wall of the bar with the TV is shaded with a denim fabric. The bar surface, I used the geometry editor to make a new surface and applied an emissive to it. The bar front, I did the same and created an emissive to give a slight blue under light. The bar tap was shaded with a new color.
At the Bar