November 2020 - Daz 3D New User Challenge - Materials and next level kitbashing

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Comments

  • LinwellyLinwelly Posts: 5,944
    Alias52 said:

    Play Station

    So, got a bit distracted from the other work and started playing with surfaces here. Used the geometry editor to make the wall lights into emissive panels. Also played with little bits of uniforms etc to change a few bits. Was more of an exercise in tweaking than anything else but had fun playing!

    Very nice, this environment gives a whole bew vibe with you changes, I like as well, that you kept those starmap whindows. you figures need a bit of adjustment in ther placing, quite some of them seem to be floating, a bit above the floor. Not that it's totally off the hook for a space station, but then you would want to make it look that you intended them to float

  • LinwellyLinwelly Posts: 5,944

    My entry this month. Since there is kitbashing in this, I think that means it qualifies as Intermediate rather than Beginner.

    Title: The Arrest

    Software: Daz 4.12.1.118 (iRay), Blender, Gimp

    Challenge: Intermediate November

    Most aspects of the scene have been altered, though some more than others.

    The bin. I am really happy with the bin. I took the waste bin from 99 Office Props, hid the inner surface, created a grid transparency map for the outer surface, changed the shader to aluminium, added a torus primitive to serve as the lip and a flat cylinder to serve as the base.

    The water cooler is a third party model. I changed the body to brushed steel. This was easy but the water was hard. I cut the water bottle in half in blender, gave it a horizontal face and added a water shader in daz. Was a pain because the bottle was double skinned and I had to trim the inner skin off. I bought a cheap water label from a stock photo site and altered it in Gimp to fit the label surface.

    The table is from a third party model, but I cut the top off in blender, made it thinner (could have done this more easily in Daz to think about it!) and inserted it into the scene as a glass shelf. It has blue downlights under there to illuminate the paperwork etc. Messed with the surfaces a bit.

    The posters are primitives with hazard posters, the broken computer screen is also from 99 Office Props. Just hid the screen, added a primitive and changed it with Daz Shattered. The wall surface has been edited to fit the scene (it says security, not crew), the document surfaces changed to arrest paperwork, a title added to the book, the chair legs changed to aluminium, a tattoo on the neck.. these are little tweaks compared to the above. The pills are instances.

    I am sure this is all bread and butter to people who have been doing this for a while, but a lot of this was new to me. So I really learned some things this month!

    I was thinking of adding scuff marks to the floor, but it congested with detail as it is.

     

    That's quite a lot of detail, you've been putting into this scene, and it's good that you explained because I might have missed some of it. You've mede it fit so smoothly that it looks like a ready model. so very good work indeed!

    My usual instinct would be to suggest adding some DOF to focus attention on the action scene but that would make all the detail work you've done obsolete, so we don't want that.

    The only thing that's left to suggest is playing with the camera angle, so we get to see a bit more of their faces

  • LinwellyLinwelly Posts: 5,944
    edited December 2020

    oh, interesting, this tells much more of the story you want to tell, now that we see him smiling like that and that almost tender touch. very good. explaines as well the colour choice of his clothes.

    So that is not a water shader of a very glossy surface you used as a floor? That is a surprising result. I would be intereested to see hoe the light scattering looks whyn you change the ground to soemthing really low gloss /reflection. but in the end caustic keep being a tricky beast

    Post edited by DAZ_ann0314 on
  • LinwellyLinwelly Posts: 5,944
    Alias52 said:
    Alias52 said:
     
    Linwelly said:

    I think I didn't comment on this one yet. About the textures ther isn't much to add from my side, looking forward to see what else you might want to alter. What I would suggest is to change the light situation. I have the impression that you are using mainly the camera head lamp to lighten up your scene and takes away a lot of dramatic you could have with this.I would suggest to experiment with twe or three emissive planes one tinted in light blue, the other in a red tone (this time acutally tinted the light temperature can be rather hight like about 5000k). place them in different positions left and right ouside the camera view lighting up the scene, turn off the camera headlamp for this. the third plane could be filling in in white where you need it. try differemt püositions to see what effect it has on the scene. you can try other colours as well of course, there are just some suggestions.

    Take Cover

    Thanks for the suggestions. It has been a crazy, busy month but finally got around to making a few tweaks. Played with the geometry editor again with the fence and the tear in the touser leg. Not completely happy with it, but it's a learning curve. 

    With the lighting, I never use the headlamp but the environment was a bright moon and there was a mesh light giving some direct light - both of which I have toned down considerably. I also gave the emissive planes a try and they do give it a little extra something.

     

    nice additions and changes, though I think it turned out a little  too dark now, so you could crank up the emissives a good deal. in reagard to what you mentioned about the light reflecting in the puddles, you need to remember that reflection of light needs to come at the correct angle to the camera

    here is a little old crappy explanation drawing I made when it was still for 3delight, but the physics hold true for Iray, https://www.daz3d.com/forums/discussion/comment/969541/#Comment_969541

    so to catch the light in the puddles your light needs to come from the correct angle. This is experimenting

  • LinwellyLinwelly Posts: 5,944
    Linwelly said:
    Linwelly said:

    Version F here.

    Moved the darkest character closer to the lights, changed the light settings, did a little texture work on the jacket of one of the other characters, and tried adding some bloom.

    This develops very nicely, just a word about Bloom settings. I would advise to use a much higher value on the bloom filer threshold, standart is 2000. In a scene like this I would use a threashold of 9000. with the low values the effect is the grey out the image. As well try a bit higher bloom filter radius and on the other hand reduce the Bloom filter brightness scale (standart is 1, I would try something about 0.1 to 0.2)

    have fun experimenting with that

    Here's version G trying to make use of your suggestions.

    This is looking very good, now I never though I would write these words to you, but here they are: maybe reduce the light intensity a bit again? especially thosthe on the walkway, they take away effect from the glowy stuff

    @Linwelly how's this for version H?

    very good, what is there to add? can't think of anything

  • LinwellyLinwelly Posts: 5,944
    _ AL1vE _ said:

    rerender after dataloss

    I followed the advise from Linwelly to make the background darker

    Title: the interface

    Software: DAZ Studio 4.12.1

    Renderengine: Nvidia Iray

    Challenge: November 2020 - Daz 3D New User Challenge

    Technique: compositing

    Post Work: collor grading 

     

    free model of the interface - free to keep

      

    oh neat little interface thingy! very nice to share if for others to use, I like the new environment and light settings you made there, is that little badge sign on the shirt an addition from you as well?

  • LinwellyLinwelly Posts: 5,944
    no nose said:

    Well after an extremely long while I finally got around to put in some more work

    Linwelly said:
    no nose said:

    Wasn't to big on how the helmet's material was looking so I messed with it a tiny bit, also added a (temporary, hopefully I'll find a bigger one) cape to use.

    Also does anyone know how to fix the weird shading issue that seems to be occuring around the jacket?

     

    over all I think this develops nicely and I like that you experiment with different materials here.

    I'm not sure what exactly you see with the jacket shader since the image is rather small to notice such details but I guess you mean the lighter and darker areas in the lilac part. I can't say for sure what is happening, maybe there are some bends in the mesh or there are some remainders from the original texture you didn't catch. maybe you can make a screenshot with the viewport setting switched to wire texture shaded showing the detail

    compositionwise I woudl suggest twisting the backgeound a bit so that we see the red carped on the way up as a more separate thing. In the moment it's a bit wierd red striped thing standing out from her stomach.

    considering the capes, there are several superhero capes around, with a new texture they could serve you or you just drop a plane on her using d-force.

    Where you want to go with this, hard to say, maybe think about what caught her attention?

    Well the jacket issue is mainly at the middle of the jacket, there's a small line of polygons that are a bit darker then the rest of it.

    Not sure if this is better but hopefully the red carpet isn't just a part of the belly anymore

    I did find a few capes but since the big sale is long over, I'm probs gonna consider them later. I ended up just making my own cape in blender, but due to a few issues with both programs it's technically a frozen prop.

    Not to sure how much more I can do with this tbh, the only thing that I can think of is changing the shoulder pad's texture to be more new like the rest of the outfit. No clue how to really show what caught her attention either.

    very good, the background carped is a separate item now, not part of her belly. I like the overall design you gave her armor and while I really like her helmet design it looks a bit unfitting to the rest of her equipment.

    maybe you could try to give her a bit more space in the image, eg use a landscape while keeping the section of the character shown the same. That yould give you room to add something stirring behind her, maybe just some leaves being blown up by the wind, some birds taking flight, something like that?

  • LinwellyLinwelly Posts: 5,944
    katywhite said:

    I will return to my first entry to experiment with it with your suggestions, but in the meantime here's my second...

    Title: Facial

    Software: Daz 3D

    Challenge: Beginners

    Feedback much appreciated! This one, I was testing using Geometry editing to create new surface sections to apply different funky shaders. Changed everything but her hair and eyes.

     

    wow this is so very cool and experimantal, I like it a lot. almost gives me the impression of one of those old egyptian sacophagus covers, maybe experimant with the hair that way as well and give us a bit a larger view? I really would like to see mre of this

  • Linwelly said:
    _ AL1vE _ said:

     

    oh neat little interface thingy! very nice to share if for others to use, I like the new environment and light settings you made there, is that little badge sign on the shirt an addition from you as well?

    yes it is the logo from the ship Rocinante (THE EXPANSE)

  • no noseno nose Posts: 310
    Linwelly said:
    no nose said:

    Well after an extremely long while I finally got around to put in some more work

    Linwelly said:
    no nose said:

    Wasn't to big on how the helmet's material was looking so I messed with it a tiny bit, also added a (temporary, hopefully I'll find a bigger one) cape to use.

    Also does anyone know how to fix the weird shading issue that seems to be occuring around the jacket?

     

    over all I think this develops nicely and I like that you experiment with different materials here.

    I'm not sure what exactly you see with the jacket shader since the image is rather small to notice such details but I guess you mean the lighter and darker areas in the lilac part. I can't say for sure what is happening, maybe there are some bends in the mesh or there are some remainders from the original texture you didn't catch. maybe you can make a screenshot with the viewport setting switched to wire texture shaded showing the detail

    compositionwise I woudl suggest twisting the backgeound a bit so that we see the red carped on the way up as a more separate thing. In the moment it's a bit wierd red striped thing standing out from her stomach.

    considering the capes, there are several superhero capes around, with a new texture they could serve you or you just drop a plane on her using d-force.

    Where you want to go with this, hard to say, maybe think about what caught her attention?

    Well the jacket issue is mainly at the middle of the jacket, there's a small line of polygons that are a bit darker then the rest of it.

    Not sure if this is better but hopefully the red carpet isn't just a part of the belly anymore

    I did find a few capes but since the big sale is long over, I'm probs gonna consider them later. I ended up just making my own cape in blender, but due to a few issues with both programs it's technically a frozen prop.

    Not to sure how much more I can do with this tbh, the only thing that I can think of is changing the shoulder pad's texture to be more new like the rest of the outfit. No clue how to really show what caught her attention either.

    very good, the background carped is a separate item now, not part of her belly. I like the overall design you gave her armor and while I really like her helmet design it looks a bit unfitting to the rest of her equipment.

    maybe you could try to give her a bit more space in the image, eg use a landscape while keeping the section of the character shown the same. That yould give you room to add something stirring behind her, maybe just some leaves being blown up by the wind, some birds taking flight, something like that?

    Well the bad news is that I might not have any better fitting helmets, I've only got a few and they're all sci-fi. So i'm not sure how much I could do with them, and I don't know if there are any that would work better. (Headwear seems uncommon when looking through the store)

    I know it's not behind her, but hopefully the second image gives the scene some more enchancment. My PC does struggle with multiple figures though, so I had to do some tweaking to not create a fire hazard.

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  • no nose said:
    Linwelly said:
    no nose said:

    Well after an extremely long while I finally got around to put in some more work

    Linwelly said:
    no nose said:

    Wasn't to big on how the helmet's material was looking so I messed with it a tiny bit, also added a (temporary, hopefully I'll find a bigger one) cape to use.

    Also does anyone know how to fix the weird shading issue that seems to be occuring around the jacket?

     

    over all I think this develops nicely and I like that you experiment with different materials here.

    I'm not sure what exactly you see with the jacket shader since the image is rather small to notice such details but I guess you mean the lighter and darker areas in the lilac part. I can't say for sure what is happening, maybe there are some bends in the mesh or there are some remainders from the original texture you didn't catch. maybe you can make a screenshot with the viewport setting switched to wire texture shaded showing the detail

    compositionwise I woudl suggest twisting the backgeound a bit so that we see the red carped on the way up as a more separate thing. In the moment it's a bit wierd red striped thing standing out from her stomach.

    considering the capes, there are several superhero capes around, with a new texture they could serve you or you just drop a plane on her using d-force.

    Where you want to go with this, hard to say, maybe think about what caught her attention?

    Well the jacket issue is mainly at the middle of the jacket, there's a small line of polygons that are a bit darker then the rest of it.

    Not sure if this is better but hopefully the red carpet isn't just a part of the belly anymore

    I did find a few capes but since the big sale is long over, I'm probs gonna consider them later. I ended up just making my own cape in blender, but due to a few issues with both programs it's technically a frozen prop.

    Not to sure how much more I can do with this tbh, the only thing that I can think of is changing the shoulder pad's texture to be more new like the rest of the outfit. No clue how to really show what caught her attention either.

    very good, the background carped is a separate item now, not part of her belly. I like the overall design you gave her armor and while I really like her helmet design it looks a bit unfitting to the rest of her equipment.

    maybe you could try to give her a bit more space in the image, eg use a landscape while keeping the section of the character shown the same. That yould give you room to add something stirring behind her, maybe just some leaves being blown up by the wind, some birds taking flight, something like that?

    Well the bad news is that I might not have any better fitting helmets, I've only got a few and they're all sci-fi. So i'm not sure how much I could do with them, and I don't know if there are any that would work better. (Headwear seems uncommon when looking through the store)

    I know it's not behind her, but hopefully the second image gives the scene some more enchancment. My PC does struggle with multiple figures though, so I had to do some tweaking to not create a fire hazard.

    I think the helmets look perfectly alright with that sort of armour

    howeve giving one of them a large wavy red flag in the hand adds to the mood because they are warriors or Partisans

  • Linwelly said:

    My entry this month. Since there is kitbashing in this, I think that means it qualifies as Intermediate rather than Beginner.

    Title: The Arrest

    Software: Daz 4.12.1.118 (iRay), Blender, Gimp

    Challenge: Intermediate November

    Most aspects of the scene have been altered, though some more than others.

    The bin. I am really happy with the bin. I took the waste bin from 99 Office Props, hid the inner surface, created a grid transparency map for the outer surface, changed the shader to aluminium, added a torus primitive to serve as the lip and a flat cylinder to serve as the base.

    The water cooler is a third party model. I changed the body to brushed steel. This was easy but the water was hard. I cut the water bottle in half in blender, gave it a horizontal face and added a water shader in daz. Was a pain because the bottle was double skinned and I had to trim the inner skin off. I bought a cheap water label from a stock photo site and altered it in Gimp to fit the label surface.

    The table is from a third party model, but I cut the top off in blender, made it thinner (could have done this more easily in Daz to think about it!) and inserted it into the scene as a glass shelf. It has blue downlights under there to illuminate the paperwork etc. Messed with the surfaces a bit.

    The posters are primitives with hazard posters, the broken computer screen is also from 99 Office Props. Just hid the screen, added a primitive and changed it with Daz Shattered. The wall surface has been edited to fit the scene (it says security, not crew), the document surfaces changed to arrest paperwork, a title added to the book, the chair legs changed to aluminium, a tattoo on the neck.. these are little tweaks compared to the above. The pills are instances.

    I am sure this is all bread and butter to people who have been doing this for a while, but a lot of this was new to me. So I really learned some things this month!

    I was thinking of adding scuff marks to the floor, but it congested with detail as it is.

     

    That's quite a lot of detail, you've been putting into this scene, and it's good that you explained because I might have missed some of it. You've mede it fit so smoothly that it looks like a ready model. so very good work indeed!

    My usual instinct would be to suggest adding some DOF to focus attention on the action scene but that would make all the detail work you've done obsolete, so we don't want that.

    The only thing that's left to suggest is playing with the camera angle, so we get to see a bit more of their faces

    Yes, it would be nice to see their faces. Hemmed myself in a bit with the focus on the details (re DOF too as you say) but will see what I can do (and if I can render it again before the deadline).

    Thank you for the feedback.

     

  • Linwelly said:

    My entry this month. Since there is kitbashing in this, I think that means it qualifies as Intermediate rather than Beginner.

    Title: The Arrest

    Software: Daz 4.12.1.118 (iRay), Blender, Gimp

    Challenge: Intermediate November

     

    Most aspects of the scene have been altered, though some more than others.

    The bin. I am really happy with the bin. I took the waste bin from 99 Office Props, hid the inner surface, created a grid transparency map for the outer surface, changed the shader to aluminium, added a torus primitive to serve as the lip and a flat cylinder to serve as the base.

    The water cooler is a third party model. I changed the body to brushed steel. This was easy but the water was hard. I cut the water bottle in half in blender, gave it a horizontal face and added a water shader in daz. Was a pain because the bottle was double skinned and I had to trim the inner skin off. I bought a cheap water label from a stock photo site and altered it in Gimp to fit the label surface.

    The table is from a third party model, but I cut the top off in blender, made it thinner (could have done this more easily in Daz to think about it!) and inserted it into the scene as a glass shelf. It has blue downlights under there to illuminate the paperwork etc. Messed with the surfaces a bit.

    The posters are primitives with hazard posters, the broken computer screen is also from 99 Office Props. Just hid the screen, added a primitive and changed it with Daz Shattered. The wall surface has been edited to fit the scene (it says security, not crew), the document surfaces changed to arrest paperwork, a title added to the book, the chair legs changed to aluminium, a tattoo on the neck.. these are little tweaks compared to the above. The pills are instances.

    I am sure this is all bread and butter to people who have been doing this for a while, but a lot of this was new to me. So I really learned some things this month!

    I was thinking of adding scuff marks to the floor, but it congested with detail as it is.

     

    That's quite a lot of detail, you've been putting into this scene, and it's good that you explained because I might have missed some of it. You've mede it fit so smoothly that it looks like a ready model. so very good work indeed!

    My usual instinct would be to suggest adding some DOF to focus attention on the action scene but that would make all the detail work you've done obsolete, so we don't want that.

    The only thing that's left to suggest is playing with the camera angle, so we get to see a bit more of their faces

    Yes, it would be nice to see their faces. Hemmed myself in a bit with the focus on the details (re DOF too as you say) but will see what I can do (and if I can render it again before the deadline).

    Thank you for the feedback.

     

    DOF render and you'll be fine

    don't try to change too much because it looks cool

    yes

  • bastian2560bastian2560 Posts: 81
    edited November 2020

    H linwelly. Well i gave it a go and tried to make the corodoor go slurp kind of worked. also brightend things up some. Got my new computer with an actual grapichs card so not trying to emulate iray dforce and a lot of other stuff. So i am redoing some old projects, still got alot to learn about dforce ( one thing i would lke to know is there any good tutorles on how to do skin). The render i dont like; i tried to do a scine from assasin creed but still working on that figer, still got a lot to learn on that front.

    @Linwelly THX.

    @jojos I had alook at the armor Thx, (i'm a gona get that one when i get some cash togthere).

    @AL1vE see you at the end of the univers.

    @no nose helmet looks great, fits in to the scene well.

    @Katywhite very qubist/20's artdeco. very nice.

    Oh i nearly forgot, intermedite kitbashing.

     

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  • Luftsturmregiment40Luftsturmregiment40 Posts: 328
    edited November 2020

     

    H linwelly. Well i gave it a go and tried to make the corodoor go slurp kind of worked. also brightend things up some. Got my new computer with an actual grapichs card so not trying to emulate iray dforce and a lot of other stuff. So i am redoing some old projects, still got alot to learn about dforce ( one thing i would lke to know is there any good tutorles on how to do skin). The render i dont like; i tried to do a scine from assasin creed but still working on that figer, still got a lot to learn on that front.

    @Linwelly THX.

    @jojos I had alook at the armor Thx, (i'm a gona get that one when i get some cash togthere).

    @AL1vE see you at the end of the univers.

    @no nose helmet looks great, fits in to the scene well.

    @Katywhite very qubist/20's artdeco. very nice.

    Oh i nearly forgot, intermedite kitbashing.

     

    Post edited by Luftsturmregiment40 on
  • no noseno nose Posts: 310
    edited November 2020

    Well until I get the inevitable to late feedback, here's my submission

    Title: Royal guards

    Software: Daz Studio, Gimp

    challange: intermiddiate

    I may/may not have had prior experience with kitbashing before, but I wouldn't say that I ever did it to such a level.

    In the spirit of a comment that I made on another thread, here's a pastebin to a list of all the things I used in this image: https://pastebin.pl/view/d2bb7388

    Also idk if this is allowed, but I decided to run the image through painter essential's various redraws, and I ended up really liking what I got so I'm throwing it in as an extra something.

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  • LinwellyLinwelly Posts: 5,944
    no nose said:

    Well until I get the inevitable to late feedback, here's my submission

    Title: Royal guards

    Software: Daz Studio, Gimp

    challange: intermiddiate

    I may/may not have had prior experience with kitbashing before, but I wouldn't say that I ever did it to such a level.

    In the spirit of a comment that I made on another thread, here's a pastebin to a list of all the things I used in this image: https://pastebin.pl/view/d2bb7388

    Also idk if this is allowed, but I decided to run the image through painter essential's various redraws, and I ended up really liking what I got so I'm throwing it in as an extra something.

    sorry for being late with my reply, since you posted as well the unaltered render, experimenting with postwork is perfectly fine and this sure has an interesting effect on the image.

    Adding a second guead definitely adds to this image a lot, makes what they wear auniform. And the feathers behind them is an interesting touch. Leaving that thrird person up to the viewers guess and it becomes a story. well done!

    just a last tip for the computers which crumble with several persons in the images, you can hide all the bones from the persons which are covered by clothing, you can as well delete all parts not visible in your camera angle (or at least close the ey on items not on the screen and last but not least the scene optimizer available here in the store has helped me ways to go concerning the memory load on the graphic cards.

     

  • LinwellyLinwelly Posts: 5,944

    H linwelly. Well i gave it a go and tried to make the corodoor go slurp kind of worked. also brightend things up some. Got my new computer with an actual grapichs card so not trying to emulate iray dforce and a lot of other stuff. So i am redoing some old projects, still got alot to learn about dforce ( one thing i would lke to know is there any good tutorles on how to do skin). The render i dont like; i tried to do a scine from assasin creed but still working on that figer, still got a lot to learn on that front.

    @Linwelly THX.

    @jojos I had alook at the armor Thx, (i'm a gona get that one when i get some cash togthere).

    @AL1vE see you at the end of the univers.

    @no nose helmet looks great, fits in to the scene well.

    @Katywhite very qubist/20's artdeco. very nice.

    Oh i nearly forgot, intermedite kitbashing.

     

    very good, I like your experimenting!

    About the skin in Iray I would suggest you start out experimenting  with skin optimised for iray to understand what the different elements in that surface. As well start with a scene better illuminated for that. as I mentioned before Iray struggles with darker scenes and takes a long while to render, so to first get the feel maybe use the sun sky only setting, set to midday. furthermore there is a tutorial about converting 3DL skin to Iray by Slicke Yield on deviantArt. I need to find that again, then I will add it here.

     I'm sure when you look at the first apges of the "show us your iray art" thread (I think it's in the commons) will give you soem good pointers as well.

  • aprilshowers2065aprilshowers2065 Posts: 733
    edited November 2020

    Alright final version, with a wider angle shot.

    Title: Whispers in Her Ears

    Beginner's Challenge

    Software: Daz3D, Photoshop

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    Post edited by aprilshowers2065 on
  • Alright final version, with a wider angle shot.

    Title: Whispers in Her Ears

    Beginner's Challenge

    Software: Daz3D, Photoshop

     

    I think this looks perfect

    it has that "do or don't" character to it

    great render

    yes

  • Alias52Alias52 Posts: 296
    edited November 2020

     

    Linwelly said:

    Very nice, this environment gives a whole bew vibe with you changes, I like as well, that you kept those starmap whindows. you figures need a bit of adjustment in ther placing, quite some of them seem to be floating, a bit above the floor. Not that it's totally off the hook for a space station, but then you would want to make it look that you intended them to float

    Play Station 2...

     

     

    Thanks for the feedback. I tweaked the feet poses of the characters a little, as I realised they were a little floaty... Not as much time as I would like to have on this, as also doing tweaks on other render which took more time and it's been a busy month! I realise part of the issue is that the floor surface I rendered as frosted glas, which has given a little disconnect between the surface and characters. If I get a few spare minutes, I may try to render a layer with a different surface texture.

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    Post edited by Alias52 on
  • LaPartitaLaPartita Posts: 403
    edited December 2020
    Linwelly said:

    This is fantastic and I love what you did here, that's already a very close merge between the lady and the tree. you could try to use a geometry shell on the character and add a bark shader to that, and maybe the same bark shader to your tree elements. to keep the face free you have two possibilties: either turn off the geometry shell for the face in the parameter settings or try to add an opacity map for the face, created with a photomanip program like Gimp of Photoshop, that way you can give the area a softer blend between the bark and the skin

    @Linwelly - Thanks! I've been experimenting with geometry shells - for example, I tweaked the flame skin from MRL Mutations for Genesis 3 Females on a geoshell in order to get the green glow. I then tried to layer a second geoshell textured with bark, but that was a complete failure. I finally went back to the drawing board and tried to figure out how to get the "green energy" effect merged with her skin, and then put the bark on a single geoshell over her body. The result's closer, but I'm not getting the clarity I want. 

    image Click for larger image

    I don't have any bark shaders that are particularly great, so I was thinking about using a texture from TextureHaven.com. Can anyone tell me how to use those in Daz?

    Any other suggestions on how to improve other areas of the image are appreciated!

    *entry for intermediate contest

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    Post edited by LaPartita on
  • Alias52Alias52 Posts: 296
    edited December 2020
    Alias52 said:
     

    Linwelly said:

    nice additions and changes, though I think it turned out a little  too dark now, so you could crank up the emissives a good deal. in reagard to what you mentioned about the light reflecting in the puddles, you need to remember that reflection of light needs to come at the correct angle to the camera

    here is a little old crappy explanation drawing I made when it was still for 3delight, but the physics hold true for Iray, https://www.daz3d.com/forums/discussion/comment/969541/#Comment_969541

    so to catch the light in the puddles your light needs to come from the correct angle. This is experimenting

    Take Cover Again!

    Played with lights etc but didn't have quite enough time left this month to get it to where I am completely happy. Tweaked the camera angle slightly to get some light onto the water, but my overall focus was making it trickier to get that spot on.  Managed to get some puddle reflection but would like to get more in. Sadly, some layer renders didn't quite take correctly, so I had to re-render so I had a finished image - instead of making a couple of tweaks. Couldn't find the save which included a couple of extra geometry elements but ho hum... Thanks Linwelly and _ AL1vE _  for hints and encouragement. 

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    Post edited by Alias52 on
  • Alias52 said:
    Alias52 said:
     

    Linwelly said:

    nice additions and changes, though I think it turned out a little  too dark now, so you could crank up the emissives a good deal. in reagard to what you mentioned about the light reflecting in the puddles, you need to remember that reflection of light needs to come at the correct angle to the camera

    here is a little old crappy explanation drawing I made when it was still for 3delight, but the physics hold true for Iray, https://www.daz3d.com/forums/discussion/comment/969541/#Comment_969541

    so to catch the light in the puddles your light needs to come from the correct angle. This is experimenting

    Take Cover Again!

     

    Played with lights etc but didn't have quite enough time left this month to get it to where I am completely happy. Tweaked the camera angle slightly to get some light onto the water, but my overall focus was making it trickier to get that spot on.  Managed to get some puddle reflection but would like to get more in. Sadly, some layer renders didn't quite take correctly, so I had to re-render so I had a finished image - instead of making a couple of tweaks. Couldn't find the save which included a couple of extra geometry elements but ho hum... Thanks Linwelly and _ AL1vE _  for hints and encouragement. 

    looking great

    yes

  • katywhitekatywhite Posts: 438
    edited December 2020

    Here's my final version. Thank you all your suggestions! I upped the roughness of the floor and that was enough to get rid of the water effect.

    Title: Diamonds are forever

    Caption: Even if you don't want to be

    Software: Daz 3D

    Challenge: Beginners

     

    Diamonds are forever FINAL.png
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    Post edited by DAZ_ann0314 on
  • Linwelly said:
    katywhite said:

    I will return to my first entry to experiment with it with your suggestions, but in the meantime here's my second...

    Title: Facial

    Software: Daz 3D

    Challenge: Beginners

    Feedback much appreciated! This one, I was testing using Geometry editing to create new surface sections to apply different funky shaders. Changed everything but her hair and eyes.

     

    wow this is so very cool and experimantal, I like it a lot. almost gives me the impression of one of those old egyptian sacophagus covers, maybe experimant with the hair that way as well and give us a bit a larger view? I really would like to see mre of this

    Thank you for your suggestions, but unfortunately I only had time for one render so I finished off my first one. :/ Too bad there isn't one more day in November ha, ha.

  • L'AdairL'Adair Posts: 9,479

    This challenge is now closed.

    Thanks to everyone for participating!

  • DAZ_ann0314DAZ_ann0314 Posts: 2,847
    edited December 2020
    From Linwelly as the thread is giving her issues:

    Beginners Challenge Spotlight:

    vamok

     

    Stargazey

    JoJoS

    Intermediate Challenge Spotlight:

    davidjones8418

     

    Shinji Ikari 9th

     

    LaPartita

    New User Welcome:

    engqassimali

     

    Thank you very much for participating, I was very impressed with the ideas you all came up with and I wish I could have given a spotlight to more people.

    I noticed that there are still some questions open for some images and I would like to help you answer those, but since the November thread is that that troublesome I would like to direct you to my Art forums thread, to post and ask there: https://www.daz3d.com/forums/discussion/67611/linwelly-s-grove#latest

    Post edited by DAZ_ann0314 on
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