Newbie, Check my Render (3840x2160), Give some advice. Thanks

Hey guys,

I am not that fairly new to Daz but I would still consider myself a beginner. I had an idea of a story in the setting that 3 female warriors take on 2 minotaurs and get defeated and then the minotaurs present them to the cyclops king. I have made a scene from this story but it may not necessarily be the first and rendered it. Also plan on looking ways to add text and improving it in post renderwork.

I know nothing about photography, or lights etc in real life.

I also dont know how postwork works, I got photoshop but I may look up tutorials on how to do stuff etc.

Please check this render of mine.

https://i.imgur.com/H6CGuij.jpg

Rendered in 3840x2160 , size 14.something MB, pixel filter Mitchell with radius value 1, max samples 30,000, render quality 1.2, convergence of 99% not achieved I think it did somewhere between 97-98% before max samples was reached, render time roughly +- 7 hours

Give your valuable input on various aspects of the render and tell me if I am going the right direction. Also tell me if I am going in the right direction or if I may have to Redo this specific scene/render

 

I had to lower exposure to 9.9, is it correct?

Also I set the Post Denoiser at iteration 29500, was that correct?

 

Thanks in advance guys I look forward to your feedback, also tell me what you think I can do to it in Photoshop not how but what, I can look up how on youtube.

 

Comments

  • HylasHylas Posts: 4,988

    Hi there, welcome to the Art Studio!
    Here's some feedback:

    - Use depth of field. I see no reason for the background to be so crisp.

    - The feet and toes of the character on the left are posed very strangely!

    - Speaking of her and her feet, shouldn't she be wearing sandals?

    - The overall composition of the image could be more dynamic. Right now the three characters are placed evenly, with a lot of background showing. Experiment with placing the characters in more interesting formations.

    - The current lens is distorting the character on the right.

    - The environment looks so shiny and freshly mopped, I'm half expecting to see a Caution! Wet Floor sign around the corner. Perhaps that's on purpose but if this is a dungeon full of villainous monsters I'd grime it up a little.

    - The lighting is pretty good! It's a little even for my personal taste, especially with the brown-on-brown colour pallet. I'd probably illuminate the characters just a little bit more and darken the background just a skosh, to try and make it all a little more dramatic.

    I hope at least some of this was helpful!
    Have fun and good luck!

     

  • Hylas said:

    Hi there, welcome to the Art Studio!
    Here's some feedback:

    - Use depth of field. I see no reason for the background to be so crisp.

    - The feet and toes of the character on the left are posed very strangely!

    - Speaking of her and her feet, shouldn't she be wearing sandals?

    - The overall composition of the image could be more dynamic. Right now the three characters are placed evenly, with a lot of background showing. Experiment with placing the characters in more interesting formations.

    - The current lens is distorting the character on the right.

    - The environment looks so shiny and freshly mopped, I'm half expecting to see a Caution! Wet Floor sign around the corner. Perhaps that's on purpose but if this is a dungeon full of villainous monsters I'd grime it up a little.

    - The lighting is pretty good! It's a little even for my personal taste, especially with the brown-on-brown colour pallet. I'd probably illuminate the characters just a little bit more and darken the background just a skosh, to try and make it all a little more dramatic.

    I hope at least some of this was helpful!
    Have fun and good luck!

     

    Thankyou for the feedback I really like your ideas, I will experiment as you say :)

    can you give me more details on the lens distortion of the right character?

    and any suggestions on grimy ness??? reduce wet floor or some blood stains.  I wanted to show the setting as well you know the labyrinth so people know what the location is as well cuz this render was supposed to be part of the story.

  • SixDsSixDs Posts: 2,384

    One dilemna that one always faces is that we have these marvellous characters with wonderful costumes, and beautiful props and structures with detailed textures, and we want everybody to be able to see all that. So we light it up. But sometimes it is dark. Like when you are in a windowless stone corridor or hall that is lit only be torchlight. It would not look like your render. To quote the Moody Blues, "Cold-hearted orb that rules the night, Removes the colours from our sight., Red is grey and yellow white". If the setting is dark and dungeon-like, it should look like that, with the only illumination coming from the torches. You will sacrifice some of those wonderful details, but are you trying to tell a story or show off the content? You may wish to supplement the torchlight somewhat, but less is more, IMO.

  • HylasHylas Posts: 4,988
    edited September 2020
    Hylas said:

    Hi there, welcome to the Art Studio!
    Here's some feedback:

    - Use depth of field. I see no reason for the background to be so crisp.

    - The feet and toes of the character on the left are posed very strangely!

    - Speaking of her and her feet, shouldn't she be wearing sandals?

    - The overall composition of the image could be more dynamic. Right now the three characters are placed evenly, with a lot of background showing. Experiment with placing the characters in more interesting formations.

    - The current lens is distorting the character on the right.

    - The environment looks so shiny and freshly mopped, I'm half expecting to see a Caution! Wet Floor sign around the corner. Perhaps that's on purpose but if this is a dungeon full of villainous monsters I'd grime it up a little.

    - The lighting is pretty good! It's a little even for my personal taste, especially with the brown-on-brown colour pallet. I'd probably illuminate the characters just a little bit more and darken the background just a skosh, to try and make it all a little more dramatic.

    I hope at least some of this was helpful!
    Have fun and good luck!

     

    Thankyou for the feedback I really like your ideas, I will experiment as you say :)

    can you give me more details on the lens distortion of the right character?

    and any suggestions on grimy ness??? reduce wet floor or some blood stains.  I wanted to show the setting as well you know the labyrinth so people know what the location is as well cuz this render was supposed to be part of the story.

     

    I'm afraid I can't help you with the lens, I don't know enough about that myself...

    But to dirty up the environment I'd first increase the Glossy Roughness value of the floor to make it reflect less.

    Then I'd add some grime to all surfaces of the labyrinth, not just the floor. Either use a geoshell or use overlay. I'm a big fan of Grungy Threads, it's just one of several products that let you do it easily. It's also not too hard to do it for free with a couple of google image searches. I don't have time to do an exact step-by-step right now, perhaps sometime later!

    Post edited by Hylas on
  • Hylas said:
    Hylas said:

    Hi there, welcome to the Art Studio!
    Here's some feedback:

    - Use depth of field. I see no reason for the background to be so crisp.

    - The feet and toes of the character on the left are posed very strangely!

    - Speaking of her and her feet, shouldn't she be wearing sandals?

    - The overall composition of the image could be more dynamic. Right now the three characters are placed evenly, with a lot of background showing. Experiment with placing the characters in more interesting formations.

    - The current lens is distorting the character on the right.

    - The environment looks so shiny and freshly mopped, I'm half expecting to see a Caution! Wet Floor sign around the corner. Perhaps that's on purpose but if this is a dungeon full of villainous monsters I'd grime it up a little.

    - The lighting is pretty good! It's a little even for my personal taste, especially with the brown-on-brown colour pallet. I'd probably illuminate the characters just a little bit more and darken the background just a skosh, to try and make it all a little more dramatic.

    I hope at least some of this was helpful!
    Have fun and good luck!

     

    Thankyou for the feedback I really like your ideas, I will experiment as you say :)

    can you give me more details on the lens distortion of the right character?

    and any suggestions on grimy ness??? reduce wet floor or some blood stains.  I wanted to show the setting as well you know the labyrinth so people know what the location is as well cuz this render was supposed to be part of the story.

     

    I'm afraid I can't help you with the lens, I don't know enough about that myself...

    But to dirty up the environment I'd first increase the Glossy Roughness value of the floor to make it reflect less.

    Then I'd add some grime to all surfaces of the labyrinth, not just the floor. Either use a geoshell or use overlay. I'm a big fan of Grungy Threads, it's just one of several products that let you do it easily. It's also not too hard to do it for free with a couple of google image searches. I don't have time to do an exact step-by-step right now, perhaps sometime later!

    how did I do this time??? increased exposure to 12.25, lowered set gloss values but didnt add grime (will add it into story that one of the minotaurs has OCD and cleans fairly regularly :P)

    I used Dzfires Torch contruction kit and replace each and every torch in the existing merlins labyrinth set, that completely redid the lighting, added DOF and tilted camera while adjusting poses according to new camera angle.

    Tried to do post work in Photoshop but failed misearably also whatever auto tune I did messed up big time ( increased brightness effed up color etc) so I just resized it by half from 2160p to 1080p using that resample sharpen setting. The image attached to this reply is that downsized one.   The original 2160p image is here   https://ibb.co/47VYWJt.

    Scene 2-3 (photoshop size reduction to 1080p).png
    1920 x 1080 - 3M
  • SixDs said:

    One dilemna that one always faces is that we have these marvellous characters with wonderful costumes, and beautiful props and structures with detailed textures, and we want everybody to be able to see all that. So we light it up. But sometimes it is dark. Like when you are in a windowless stone corridor or hall that is lit only be torchlight. It would not look like your render. To quote the Moody Blues, "Cold-hearted orb that rules the night, Removes the colours from our sight., Red is grey and yellow white". If the setting is dark and dungeon-like, it should look like that, with the only illumination coming from the torches. You will sacrifice some of those wonderful details, but are you trying to tell a story or show off the content? You may wish to supplement the torchlight somewhat, but less is more, IMO.

    hey man check this out

     increased exposure to 12.25, lowered set gloss values but didnt add grime (will add it into story that one of the minotaurs has OCD and cleans fairly regularly :P)

    I used Dzfires Torch contruction kit and replace each and every torch in the existing merlins labyrinth set, that completely redid the lighting, added DOF and tilted camera while adjusting poses according to new camera angle.

    Tried to do post work in Photoshop but failed misearably also whatever auto tune I did messed up big time ( increased brightness effed up color etc) so I just resized it by half from 2160p to 1080p using that resample sharpen setting. The image attached to this reply is that downsized one.   The original 2160p image is here   https://ibb.co/47VYWJt.

    Scene 2-3 (photoshop size reduction to 1080p).png
    1920 x 1080 - 3M
  • HylasHylas Posts: 4,988
    edited September 2020

    The composition is stronger, the lighting is more atmospheric, and the floor isn't gleaming anymore!

    I personally would highlight the three characters by placing some point lights in front of their faces and torsos. That may not be "realistic" but it's a personal preference of mine.

    (Keep a copy of the original before you go to town with Photoshop, man!)

    Post edited by Hylas on
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