I decided to try what I miss in DAZ: real people. Wich means, women who don't look like supermodels. This is my first "real" person, still no more than a fast small render.
Victoria thought a night shoot sounded like a good idea...what could go wrong?
Hi all! I've been around a while, but very inactive. I've had some time this summer to stick with projects and work through problems, when I would normally give up in frustration. I think entering contests is a great way for me to keep motivated. I submitted one on another forum; this is my 2nd attempt ever.
Suggestions for improvements welcome.
Thanks!
"D"
EDIT to add details: This is an Iray render. The concept was to have the girl lit properly by 3 point lighting, with the "visitors" just outside the target spot, and not so perfectly lit. So, there are 3 lights in the scene.
I don't think I balanced the key light and the fill light very well. I also don't like the effects of the back light. It's more on the visitors than on Victoria's hair, like it should be. Maybe I need an additional light for the hair? I was trying to be economical, and have the back light work as a hair light.
I used a 5x5 plane mesh for the hair light and 1 m radius mesh spheres for the other 2 lights. Probably should have stuck with a sphere for the hair light. It would have properly lit up Victoria's hair, and the visitors would have been just outside of it, and in shadows.
Composition-wise, perhaps the visitors should be further back in the shadows, and obscured more. That might make for more interesting lighting effects.
I had to do a fair bit of postwork on the girl in PS, because I don't have a handle on Iray skin yet. There was a lot of gloss, and way too many hot spots that I had to take out and blend in. I would rather get it correct straight out of the render. Suggestions?
The theme of the contest is "Portraits: Expressions and Lighting". I worked on Victoria's expression, and that was a first. I have rarely done more than use whatever expression comes with the pose I use. I also worked on facial expressions for the fiend and troll. The alien got what came with the pose.
Decided to try one of these now that I feel like I been able to grasp some basic concepts.
This is a model I have been practicing a lot of morphing with and, as luck would have it, I have finally moved up to her face. Perfect time to get some practice in, and some feedback on the shaping of her face.
Below are the Before/After Postwork.
The shaping and morphing are nowhere near complete. However, I would love some feedback on certain aspects of the face which I should probably focus on.
I really like your idea of using "real" people-like models. I think the trick would be making the faces and body still interesting without it being overtly glamourous. That would be hard to do. So the only thing I could suggest for your pic, is for a more natural pose and less a pose for the camera, moving it more to real life.
decided to try what I miss in DAZ: real people. Wich means, women who don't look like supermodels. This is my first "real" person, still no more than a fast small render.
Great blend of the comical and the macabre. From my amateur viewpoint, I would suggest a little color in your lights. Right now there is a lot of white in your foreground and a lot of shadow in the background. Blending some color in like a bit of crisp blue could add to the atmosphere.
Victoria thought a night shoot sounded like a good idea...what could go wrong?
Hi all! I've been around a while, but very inactive. I've had some time this summer to stick with projects and work through problems, when I would normally give up in frustration. I think entering contests is a great way for me to keep motivated. I submitted one on another forum; this is my 2nd attempt ever.
Suggestions for improvements welcome.
Thanks!
"D"
EDIT to add details: This is an Iray render. The concept was to have the girl lit properly by 3 point lighting, with the "visitors" just outside the target spot, and not so perfectly lit. So, there are 3 lights in the scene.
I don't think I balanced the key light and the fill light very well. I also don't like the effects of the back light. It's more on the visitors than on Victoria's hair, like it should be. Maybe I need an additional light for the hair? I was trying to be economical, and have the back light work as a hair light.
I used a 5x5 plane mesh for the hair light and 1 m radius mesh spheres for the other 2 lights. Probably should have stuck with a sphere for the hair light. It would have properly lit up Victoria's hair, and the visitors would have been just outside of it, and in shadows.
Composition-wise, perhaps the visitors should be further back in the shadows, and obscured more. That might make for more interesting lighting effects.
I had to do a fair bit of postwork on the girl in PS, because I don't have a handle on Iray skin yet. There was a lot of gloss, and way too many hot spots that I had to take out and blend in. I would rather get it correct straight out of the render. Suggestions?
The theme of the contest is "Portraits: Expressions and Lighting". I worked on Victoria's expression, and that was a first. I have rarely done more than use whatever expression comes with the pose I use. I also worked on facial expressions for the fiend and troll. The alien got what came with the pose.
Belaal, love the dramatic lighting! But check your skin materials. Theres something strange going on with the face material. I can clearly see the seams and they should not be visible like that.
Belaal, love the dramatic lighting! But check your skin materials. Theres something strange going on with the face material. I can clearly see the seams and they should not be visible like that.
Thanks for pointing it out. I completely forgot to fix that in PS. I am using two different textures for the body and the face. Although, I might end up completely going with a different face texture altogether. still trying to figure out if I like the shape of the face first.
Thanks, Lyam. I tried to give her a more natural pose, as well as something a teenager like her would probabely do during her holidays.
Still not looking good, as far as the lighting goes, and I think, her face needs to show some emotion.
Great blend of the comical and the macabre. From my amateur viewpoint, I would suggest a little color in your lights. Right now there is a lot of white in your foreground and a lot of shadow in the background. Blending some color in like a bit of crisp blue could add to the atmosphere.
Thanks Lyam! I've been working on changes and re-rendering. I hadn't thought about changing the color of the lights. I will think about that and maybe give it a try when I get some of these other issues resolved.
I adjusted the position of the lights, moved the creatures back a bit, and blurred them out. I also adjusted camera settings. What do you think? Better like this, or the way it was originally?
I still need some advice on how to get those hot spots out of the skin. I lowered the glossiness and specularity of the face. That helped some, but not enough. I thought I lowered it on the torso as well, but it doesn't look any different.
Great blend of the comical and the macabre. From my amateur viewpoint, I would suggest a little color in your lights. Right now there is a lot of white in your foreground and a lot of shadow in the background. Blending some color in like a bit of crisp blue could add to the atmosphere.
Thanks Lyam! I've been working on changes and re-rendering. I hadn't thought about changing the color of the lights. I will think about that and maybe give it a try when I get some of these other issues resolved.
I adjusted the position of the lights, moved the creatures back a bit, and blurred them out. I also adjusted camera settings. What do you think? Better like this, or the way it was originally?
I still need some advice on how to get those hot spots out of the skin. I lowered the glossiness and specularity of the face. That helped some, but not enough. I thought I lowered it on the torso as well, but it doesn't look any different.
No post work this time...
Dhandle.
The blur and distance of the monsters do bring the focus to your subject more and for a portrait contest, you're correct. Yet I do prefer the more close up version cause it's just more comical. And her expression is great. I wish I could help you with the skin glossiness, but I don't know enough about daz. Hopefully someone else can point you to the solution.
Great blend of the comical and the macabre. From my amateur viewpoint, I would suggest a little color in your lights. Right now there is a lot of white in your foreground and a lot of shadow in the background. Blending some color in like a bit of crisp blue could add to the atmosphere.
Thanks Lyam! I've been working on changes and re-rendering. I hadn't thought about changing the color of the lights. I will think about that and maybe give it a try when I get some of these other issues resolved.
I adjusted the position of the lights, moved the creatures back a bit, and blurred them out. I also adjusted camera settings. What do you think? Better like this, or the way it was originally?
I still need some advice on how to get those hot spots out of the skin. I lowered the glossiness and specularity of the face. That helped some, but not enough. I thought I lowered it on the torso as well, but it doesn't look any different.
No post work this time...
if you are using the "PBR Specular/Glossiness" base mixer,,,try setting the "Top Coat Glossiness" to 0.00 and adjust up from there to get your desired amount of "wet" to the skin
A couple of things about eyes, cameras and point at objects.
1. For eyes to truly look 'right' you need to use a cornea bulge morph. Especially with Iray. A complex curve will 'look' different with the same refraction value than simple curve...and a cornea is not quite a 'simple' curve following the curve of the eyeball (the default). So you need to 'bulge' it out. Depending on the figure used/morph packs you have, there may or may not be one included. Also the ring may be the Iris or it could be the pupil poking through...again, depending on the figure/morph packs there may be correction morphs for that.
2. Another simple way to do a 'point at object'...use a null. Create > New Null. That way you don't need to worry about it ever showing up in your shot.
This background fits the lighting much better. As the cattails and the dragonfly indicate that she's standing near a water surface, which reflects light, I put a light emitting plane underneath, so the shadows are softer, more broken.
Somehow I can't get the picture to show up big ...
Edit: Attached another file, as I said, I'm experimenting with lighting. But the close-up has the wrong light color and blown highlights.
New remake of my protrait. Still want to play with the hair a bit and possibly the expression on the face. It does not really seem to match with what I am trying to do. If anyone can pinpoint a problem area that would be great. Also, any tips on hair would be greatly appreciated. I always shy away from hair in my renders but I can't really get away with that this time.
*Also uploaded the raw render. Just in case you need to see it without PW*
New remake of my protrait. Still want to play with the hair a bit and possibly the expression on the face. It does not really seem to match with what I am trying to do. If anyone can pinpoint a problem area that would be great. Also, any tips on hair would be greatly appreciated. I always shy away from hair in my renders but I can't really get away with that this time.
*Also uploaded the raw render. Just in case you need to see it without PW*
Be careful when giving something strong directional light that it follows through on all things. Your tears are being lit from more than one direction. However, are they tears or blood? It looks like you may be going for mascara in the tears. Remember that the mascara is pigment and it will kinda float in the tears and leave residue on the skin. In general, it will be shiny in the droplet parts, thin and less shiny on the skin. And don't forget your light direction.
Definately have a lot of things I need to re-work again. Thanks for the tips and points to focus on. I am letting the scene render some more, hopefully I will be able to get to 2k samples and use some better techniques.
I think I've finally got my second entry ready.I was going for and old oil painting type feel with this one.This is my portrait of what an elven private school mistress would look like.The render came out a bit dark, so I opened it in GIMP and used something called "EZ Fixer" on it.That seems to have done a good job of making it a little brighter.I included both renders to show the difference.
The eyes have no reflection: I had tried changing the material to glass as I had read somewhere but the color always became brown (i.e. the glass was opaque).
The skin is very bumpy.
There's an odd discoloration/lighting discrepancy in her lips.
The model is G2F, dialed to more realistic proportions (bigger head, shorter legs etc).
The eyes have no reflection: I had tried changing the material to glass as I had read somewhere but the color always became brown (i.e. the glass was opaque).
The skin is very bumpy.
There's an odd discoloration/lighting discrepancy in her lips.
The model is G2F, dialed to more realistic proportions (bigger head, shorter legs etc).
Any comments/suggestions welcome. Thank you.
Well...it hasn't 'cooked' long enough.
The 'bumpiness' of the skin is either the bump/displacement offsets did not get translated correctly or a lighting issue. I can't really tell, with 'unfinished' state of the render.
The eye reflections, if the material is any glossy Luxrender material, should appear on their own. Not being there is either because of not enough time to resolve or the lighting issue. Same with the lips.
The lighting issue seems to be a very strong/harsh light coming right at the model...almost as if the camera headlamp is on...what is the light setup for this render?
Comments
Did this with my friend. She has cooler stuff than I do. What do you think?
Very pretty. Looks like you're off to a good start.
I decided to try what I miss in DAZ: real people. Wich means, women who don't look like supermodels. This is my first "real" person, still no more than a fast small render.
Actually it's Victoria6.
"Strike a pose; there's nothing to it..."
Victoria thought a night shoot sounded like a good idea...what could go wrong?
Hi all! I've been around a while, but very inactive. I've had some time this summer to stick with projects and work through problems, when I would normally give up in frustration. I think entering contests is a great way for me to keep motivated. I submitted one on another forum; this is my 2nd attempt ever.
Suggestions for improvements welcome.
Thanks!
"D"
EDIT to add details: This is an Iray render. The concept was to have the girl lit properly by 3 point lighting, with the "visitors" just outside the target spot, and not so perfectly lit. So, there are 3 lights in the scene.
I don't think I balanced the key light and the fill light very well. I also don't like the effects of the back light. It's more on the visitors than on Victoria's hair, like it should be. Maybe I need an additional light for the hair? I was trying to be economical, and have the back light work as a hair light.
I used a 5x5 plane mesh for the hair light and 1 m radius mesh spheres for the other 2 lights. Probably should have stuck with a sphere for the hair light. It would have properly lit up Victoria's hair, and the visitors would have been just outside of it, and in shadows.
Composition-wise, perhaps the visitors should be further back in the shadows, and obscured more. That might make for more interesting lighting effects.
I had to do a fair bit of postwork on the girl in PS, because I don't have a handle on Iray skin yet. There was a lot of gloss, and way too many hot spots that I had to take out and blend in. I would rather get it correct straight out of the render. Suggestions?
The theme of the contest is "Portraits: Expressions and Lighting". I worked on Victoria's expression, and that was a first. I have rarely done more than use whatever expression comes with the pose I use. I also worked on facial expressions for the fiend and troll. The alien got what came with the pose.
Decided to try one of these now that I feel like I been able to grasp some basic concepts.
This is a model I have been practicing a lot of morphing with and, as luck would have it, I have finally moved up to her face. Perfect time to get some practice in, and some feedback on the shaping of her face.
Below are the Before/After Postwork.
The shaping and morphing are nowhere near complete. However, I would love some feedback on certain aspects of the face which I should probably focus on.
Belaal, love the dramatic lighting! But check your skin materials. Theres something strange going on with the face material. I can clearly see the seams and they should not be visible like that.
Thanks for pointing it out. I completely forgot to fix that in PS. I am using two different textures for the body and the face. Although, I might end up completely going with a different face texture altogether. still trying to figure out if I like the shape of the face first.
I´d stick to one skin texture, probably the one on the face to use for the entire body.
Its a portrait and the rest of the body is not very visible anyway : )
I've been working on my elf some more :) , this will be my WIP and eventually my second entry.
I kept the elf, and changed the HDRI and background.
Okay, now she's showing she has some fun. Next will be a better sky and some experiments with the lighting.
Thanks Lyam! I've been working on changes and re-rendering. I hadn't thought about changing the color of the lights. I will think about that and maybe give it a try when I get some of these other issues resolved.
I adjusted the position of the lights, moved the creatures back a bit, and blurred them out. I also adjusted camera settings. What do you think? Better like this, or the way it was originally?
I still need some advice on how to get those hot spots out of the skin. I lowered the glossiness and specularity of the face. That helped some, but not enough. I thought I lowered it on the torso as well, but it doesn't look any different.
No post work this time...
Daz Studio and PS
Daz Studio and PS IRAY Render
Nice Cherpenbeck. I like the highlights and shadows in your lighting too.
Dhandle.
The blur and distance of the monsters do bring the focus to your subject more and for a portrait contest, you're correct. Yet I do prefer the more close up version cause it's just more comical. And her expression is great. I wish I could help you with the skin glossiness, but I don't know enough about daz. Hopefully someone else can point you to the solution.
if you are using the "PBR Specular/Glossiness" base mixer,,,try setting the "Top Coat Glossiness" to 0.00 and adjust up from there to get your desired amount of "wet" to the skin
if you are using the "PBR Metalicity/Roughness" base mixer...try setting your Top Coat Roughness to a value higher than 0.50,if you don't have a Top Coat roughness you can have a look at page 7 of this thread to see some screen shots I posted about it ( found here http://www.daz3d.com/forums/discussion/58589/july-2015-new-user-contest-portrait-rendering-wip-thread/p7 )
hope this helps :)
EDIT:edit to clarify setting names
A couple of things about eyes, cameras and point at objects.
1. For eyes to truly look 'right' you need to use a cornea bulge morph. Especially with Iray. A complex curve will 'look' different with the same refraction value than simple curve...and a cornea is not quite a 'simple' curve following the curve of the eyeball (the default). So you need to 'bulge' it out. Depending on the figure used/morph packs you have, there may or may not be one included. Also the ring may be the Iris or it could be the pupil poking through...again, depending on the figure/morph packs there may be correction morphs for that.
2. Another simple way to do a 'point at object'...use a null. Create > New Null. That way you don't need to worry about it ever showing up in your shot.
Work in progress ...
This background fits the lighting much better. As the cattails and the dragonfly indicate that she's standing near a water surface, which reflects light, I put a light emitting plane underneath, so the shadows are softer, more broken.
Somehow I can't get the picture to show up big ...
Edit: Attached another file, as I said, I'm experimenting with lighting. But the close-up has the wrong light color and blown highlights.
New remake of my protrait. Still want to play with the hair a bit and possibly the expression on the face. It does not really seem to match with what I am trying to do. If anyone can pinpoint a problem area that would be great. Also, any tips on hair would be greatly appreciated. I always shy away from hair in my renders but I can't really get away with that this time.
*Also uploaded the raw render. Just in case you need to see it without PW*
Be careful when giving something strong directional light that it follows through on all things. Your tears are being lit from more than one direction. However, are they tears or blood? It looks like you may be going for mascara in the tears. Remember that the mascara is pigment and it will kinda float in the tears and leave residue on the skin. In general, it will be shiny in the droplet parts, thin and less shiny on the skin. And don't forget your light direction.
Definately have a lot of things I need to re-work again. Thanks for the tips and points to focus on. I am letting the scene render some more, hopefully I will be able to get to 2k samples and use some better techniques.
Hello all. Here is the second wip I am playing with. Comment and suggestions are always welcome.
Bryce render
Title: Coloinal Peasant
Well my first comment is going to be "Nice to see someone trying a portrait render in Bryce"
I think I've finally got my second entry ready.I was going for and old oil painting type feel with this one.This is my portrait of what an elven private school mistress would look like.The render came out a bit dark, so I opened it in GIMP and used something called "EZ Fixer" on it.That seems to have done a good job of making it a little brighter.I included both renders to show the difference.
Here's my WIP, made with DAZ 4.8 & Reality 4.
Off hand the problems I see are:
The model is G2F, dialed to more realistic proportions (bigger head, shorter legs etc).
Any comments/suggestions welcome. Thank you.
Well...it hasn't 'cooked' long enough.
The 'bumpiness' of the skin is either the bump/displacement offsets did not get translated correctly or a lighting issue. I can't really tell, with 'unfinished' state of the render.
The eye reflections, if the material is any glossy Luxrender material, should appear on their own. Not being there is either because of not enough time to resolve or the lighting issue. Same with the lips.
The lighting issue seems to be a very strong/harsh light coming right at the model...almost as if the camera headlamp is on...what is the light setup for this render?