Non-photorealistic Renders (NPR)
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Similar style to the kappa, working on illos for a RPG setting so I can show off my capabilities (portfolio ahoy).
Yeah, they're dialed in morphs.
So the steps are: Save the character as a preset, export as OBJ, smooth it in a modeling program, save as OBJ, import it back in with "reverse deformations" enabled and point the "pose" file to your character duf.?
I'm not sure how to do that last bit, but I'll see if I can figure it out. Thanks, Mustakettu85! :)
Awww You thought of me!? heheh That's cool! :)
I read in another thread that she doesn't come with separate head morphs and body morphs - so you can't really dial in her head or body separately, unfortunately. So that's something to keep in mind. One thing I really love about Star 2.0 is that you can dial her body or head/face in independently of one another (bonus is that Star 2.0 comes with a TON of other morphs too - something I've never seen come with any other figure). She comes with 20 morphs as well as separate body and head dials.
If I could only recommend one toon character for G3F it would definitely be her. :)
Thank you, Greg! :D
Yeah I was sad about the freckles as well. I will probably darken them on her texture map so that they show up better in NPR renders.
I do have Sculptris so I'm hoping that will help - I'm going to try and smooth it there. Sadly I've not had the best of luck with trying to do morphs on G3F. No mater where I try to do the morph it ends up messing with her teeth for some reason.
Nice NPR look! It looks almost like an illustration from a book. That lizard guy came out so creepy - wow!
I'm trying to hone a book Illo style, yeah, thanks! Mission accomplished. Illustration style is in a lot more demand than cgi photorealism.
I just put this one in the gallery. I did it with pwToon.
Old Man Argues with Tree.
This one cracks me up! Its great.
@AnotherUserName Thanks. He was kind of fun to do and I'm surprised at how well he turned out considering I was just fooling around. :)
I like your old man. It kind of reminds me of the art in a few books I had gotten the kids when they were younger. The Japanese flavor of the image is really great!
Thanks for the info, Diva. The whole no separate head/body morphs thing has never bothered me, though. A long time ago, I wrote scripts that basically create partial morphs from selected vertices. The selection can be weighted/faded to create soft selections and give great control over the transitions. I use it as a way to pin a soft selection of vertices during soft body dynamics, too.
- Greg
Thanks Knittingmommy. It was my first attempt with pwToon. I honestly think that the best part of the render is his feet and legs. They turned out really well. The children turned out pretty descently. They are Mei Lin 6 and Lee 6 with Growing Up applied. In order to have there expresions show up wiath any amount of detail I had to set there dials at rediculous perameters like plus or minus 300%. Ill post their straight iray, up-close renders because they are super goofy looking.
The old man turned out well. He to has generous perameters using Aging Morphs 3. The base character is Tween Ryan 7.
Playin around with several new styles derived from the roughly 1GB of intermediate files written for each scene processed. It's one of my favorite things to do - to go back and create new styles having all of these render passes and outlines/hatches/strokes/masks already rendered out for hundreds of scenes. I thought this style worked particularly well for the single character illustration against a blank white BG:
- Greg
AnotherUserName and algovincian, AnotherUserName those are awesome! even cooler knowing that you started with Tween Ryan 7 for the old man. :)
Yah. Its kind of funny because the only reason why I got tween Ryan 7 was because daz offered his pro pack for $6.61. However, as soon as I loaded him up, I started to think up several cool uses for him. Old Man and Tree is a concept that ive been working on for some time.
Video game character digital illustrations:
Character design work from the last couple of days. Straight up DAZ Studio renders composited in GIMP.
Done with LineRender9000, ofc.
I'm seeing such awesome stuff here, guys. Wish more of you shared how you do it, tho. Anyway ... My latest NPR project. Playing with SnapArt4 trial. Might have to splurge on it.
Here are some samples from my recent graphic novel, The Gates of Dawn. I render in octane, run a custom photoshop action that utilizes some filter forge filters and changes layer styles, then embed a clay render on top, run more filters, and then touch up by hand.
Very cool stuff. What's a clay render?
Cool stuff, @JCThomas, especially the scenery frames!
It's an octane feature that renders the scene as if it's made of clay...no diffuse maps or anything. There are two modes, Clay and Clay+, the latter uses the opacity, bump, normal channels, etc., but still no diffuse. It's great for the basis of the lineart.
Ah, ok. Well, your process looks cool :D
Thanks @djigneo and @WillowRaven!
It's great to see this thread going strong and everyone sharing their work, especially the finished products. In an effort to help keep the ball rolling, here's another simple illustration:
- Greg
Simple? Awesome!
I love the little bit of color you gave this one! It's very nice! Simple? I hardly think so. Stunning, more like. :)
Nice to hear people are diggin the clean, ink-ish style. Love this guy! I've got an idea for a more complete scene that I'd like to start putting together featuring him.
I need more hours in the day!
- Greg
Sooo ... I don't suppose this really awesome technique of yours is going to be part of the new product I've been hearing about?
Wow!
New product you've been hearing about? Do tell - inquiring minds want to know . . .
I had some brief discussions with DAZ about a year and a half ago, but that's it (no reason to beat that dead horse). I currently have nothing in the works to be sold here at DAZ, but I do, however, still enjoy rendering all sorts of DAZ content in various NPR styles ;)
- Greg