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Isidorn...this is such a fast moving thread it is very easy to miss entries and replies. Sonja11 did comment on your image but I will add my 2 cents worth as well.
You indicated you wanted more glow on the wings of the Mystikoi. In the Emissive settings in the shader what do you have the lumens set at? Did you try changing the setting from k/m2 to k/cm2 (this may not be exactly right...I am going by memory...I am not at my rendering computer ) If you leave the setting at the default you have to increase the lumen intensity setting to a very high number...think 5 or 6 zeros. If you change it to the cm2 setting you can use smaller numbers in the lumen light intesity setting. You have 2 options for adjusting the light colour. You can change the temperature or the diffuse colour. I tend to change one or the other but you can experiment with them to get the exact look you want. I think a nice glow from the wings will be great in this image.
You have a lovely composition going and I like the muted colour palette.
If I have totally confused you just let me know what you do not understand and I will provide some images when I get home from work later.
I wish I had a suggestion for you regarding the hair isidorn.
Did you have to scale the hat up to get it to fit over the hair? This product by SickleYield is usefull. She includes a tutorial on how to use it and her store goes on sale fairly regularly.
I like the composition. The grime on the hat and skin works and you have nice movement with the hair and the tails on the hat.
Brighter this time. Used blood brushes from KeRen-R in the Gimp on the basic genesis 2 female textures. Now for more detail I guess
Much thanks for both your replies Kismet and thanks Sonja for the comment. It is indeed a fast moving thread and going in several directions at the same time which also adds to my confusion. But it's great that it's such activity here and I can't really see any way to avoid that in this type of thread. I think my main source of confusion is problems sorting all the info given. I take in everything at once and mix things up with each other ending in total chaos... But there's still a lot of month left so hopefully I'll get something sorted before then. (and I was tired and grumpy when I did my previous post. One should not post on forums when tired and grumpy, so I apologize for the whining) You veterans (and everyone else too) that pour your experience and know-how into these threads are an invaluable resource for a beginner and it's also totally free! I can't do anything but love this arrangement.
I did indeed scale up the hat and it does look overly large, but I thought it kind of added a kind of quirkiness to the image so it didn't bother me much. But that Sickleyield product looks like a godsend for these occasions. Any idea if it would work on G3F and G3F hairs?
I think I'll return and focus on my first one for now as it is mostly complete, if I only can get the quirks fixed. There's a lot I want to do on the second one. Right now that is just the character and a HDRI and I would like to make "real" environment for the character to be in. How much work that will take remains to be seen.
Hi all, just popping in. I didn't get online after I posted my bear as real life threw in a couple of curves to be dealt with. Last week ended up being family time. I did manage to watch AM's tutorial with his wolf and have successfully exported the fur to .obj. I have something rendering now and should have it up this evening. It was actually easier than I thought it would be. I'm doing a little more adjustments with the surface settings than he does in the tutorial, but the basic settings aren't too bad. I'll post a before and after when I upload to see if anyone thinks my surface fiddlings actually did any good. I still need to go through the posts to see what you guys have been up to, but, what little I saw, it looks like some really good renders in the making.
I like the fire and its glow on the floor very much, the stucture seem very palpable. But I have the feeling that you have a rather high tile number on your walls, the repetition is quite obvious. If you want that effect, that is ok not you might want to go down with the tile number. Alternatively you could try different surfaces on the walls or the ceiling. But these are just ideas The render over all looks really good!
Isi, I'm sorry I totally missed your first entry, I have my troubles keeping up as well with this thread, so maybe just post it once more or give a link.
She is lovely dHandle and I am honored and pleased you named her after me. She is much prettier then I will ever be. I like the layout of this image as well. I like all that negative space, the uncomplicated background. With this image you can really showcase your skill in texturing.
As I mentioned before the Suki model has issues with the mapping or maybe a lack there of. Along the seams is some major distortion so when you apply the texture map you will find that things are stretched. For this reason and because I did not want to remap the object I approached the issue by using a shader preset and chose a texture that would not emphasize this issue.
For the dress these are the shaderes that I used.
http://www.renderosity.com/mod/freestuff/details.php?item_id=73388
http://www.sharecg.com/v/59005/gallery/7/Material-and-Shader/KerWar-Fancies-01
http://www.sharecg.com/v/36035/browse/6/Texture/Universal-Lace-ENGAGED-for-Rhis-Hatz
I picked them because there are some interesting things to learn from these shaders. The first one listed uses a gradient texture file that works really well when you have stretching because your eye can't see a set pattern so misses the areas of stretching. That took care of the stretch issue but there is not much of a change in texture or bumpiness in this shader. So I applied the second shader's bump and specularity presets to get my bumps and shinny spots. To keep the stretching from showing on this I had to go into the Shader Mixer and add an additional tiling model to the displacement path of the shader. You can see what I added in the image below. To hide the stretch on this I went with 10 tiles in the Horizontal and Vertical directions. The KerWar shader is a nice shader to learn about bump and specularity. Lots of presets so that you can play with these parameters to see what 3Delight does with the values. I added the lace shader to the cuffs of the sleeves. The belt and collar I used the leather shader contained in this package of shaders.
http://www.sharecg.com/v/27568/gallery/7/Material-and-Shader/Ultimate-Shader-Pack-for-DAZ-Studio-UPDATED_2011
This is the shader I used on the boot leathers and the pants. I used the lace shader on the cuffs of the pants. And I used the same shader on the cuffs of the boots as I did on the shirt.
For the bear I used, Fisty's shaders http://www.daz3d.com/sparkles-for-studio from the store. She has a set of velvet shaders that work really well with Uber lights.
I tried to use a different shader on her hair but when I did that her hair line did not work so I left Koz's texturing alone. For her skin I applied the subsurface scattering shader that comes with Studio. Something to be aware of is that the MilGirl model has two layers of mesh for her eyebrows. You can get yourself all messed up and confused if you don't remember that the surface EyeBrows is the bottom layer and needs the face texture applied to it with no transmap applied and the UpperEyeBrows is the top mesh and needs to have the transmap applied. I use the tutorial by Age of Armour http://www.daz3d.com/subsurface-shader-basics to work this shader. It is a complex shader and AOA just makes it more simple to get a handle on how to get that lovely looking skin. After I had applied the SSS shader I noticed that Nelly's face was washed out a bit so I added some color to her cheeks. If you want this look then I can upload the rouge layer so that you can apply it to her face to give her that bit of rosy cheek look children get.
Next I will talk about the IRay render.
Reposting the first render of my first project here. Thanks to Kismet I now got the wings of the Mystikoi glowing and I got that render cooking now. It's taking about 1 hour per 1% converged so I'll let it render over night and then stop it as I feel I'm not finished with it. For example, not sure I want the colour those glowing wings have now (very yellow). And of course, no improvement on the hair. I'll return later with the new version.
The blood looks great! (I can't believe I just typed that lol). I really like the way this is put together. Her skin and the whispy see through layers on her clothes look good. The only thing that really caught my eye was the weapon (mace or hammer) that she has raised over her head blends into the background a bit. Maybe a slightly lighter color for that might bring it more into focus. I am sure other, wiser eyes than mine can help with the technical stuff.
The darker background on this makes everything really jump off the page. Maybe when you add the rocks back in you could darken them quite a bit so that he really jumps off the page like he does now.
Okay. Moved the fire over, moved things slightly so it lined up more with my rule of thirds grid. Upped the intensity of the fire light and removed the tripod and the pot because I couldn't move the tripod without getting some odd shadows that just interfered badly with the whole look of the thing. Haven't had a chance to play with the grunge textures (working all week so it may be a couple of days on that) My biggest issue now is the background shadows. The background is a simple plane with a .jpg background so the shadows are not right because there is no depth to the background its casting the shadows on the plane. Which looks wrong because in real life those shadows and the light against the backdrop would not look like this.
Of course. the easy fix for the shadows is to go in and put a real prop there lol.
I am in the mists of Rendering my WIP I retextured the rocks and recolored them both and also retextured the mushroom to make it look more dark (DO NOT TOUCH THE MUSROOM) look. Also added a nice shader to the apron to change it up from the dull white it once was As soon as it finishes I will post it for all advices and comments.
As Promised the render even though it didn't get beyong 47% in IRay. So I would like to have any and all comments and advice on this WIP plz n ty.
Aha... I didn't know there were rules on postwork!
That sounds an interesting technique in PS! I will have to try that! Wow, there is soooo much to learn this month... I have never used the Texture Editor or LIE plus tons more stuff to try and experiment with!
Me neither. Learning LOT this month lol
Thank you DollyGirl for this set of tutorials for this month.
Attached are my renders for (1) 3Delight (2) Iray (3) Lux
I re-created best I could. I have some issues on the clothing, the top and pants and especially the shoes with pokethrough. These renders are from the initial, first part of you tutorial, the installation of the content.
:-)
Apply the default smoothing function to all of the clothing, You will fix most of the issues. There will be some on the belt and top (dress) that will have to be dealt with with deformers.
Thank you DollyGirl for this set of tutorials for this month.
Attached are my renders for (1) 3Delight (2) Iray (3) Lux
I re-created best I could. I have some issues on the clothing, the top and pants and especially the shoes with pokethrough. These renders are from the initial, first part of you tutorial, the installation of the content.
:-)
I have been thinking, and what I would really like to do is use my scenes from last month and fix them using all the knowledge I am gaining this month. I would create another scene modified based on a thought I had a few days ago.
Would that be okay?
HA! I don't think I have a lot of skill in texturing yet. I'm hoping this tutorial helps remedy that...
Here's the latest base render...no texturing yet. Trying to fix minor things. I got the bear finally. Fixed some posing issues. I'm having trouble with poke through too...especially on the shoes. I think I got almost everything else fixed, except those shoes! (notice I didn't show them in the render...)
I'm hoping to start on the texturing part soon...maybe tomorrow.
Thanks for your input. The entire tunnel that he is in is one surface, so what I did was reduce the tiling from 4*4 to 1*1.
Okay I have two new renders with a slight change in pose and camera angle (still working on the pants) but added laces to the boots.
Cheers,
Kath
You can also use photoshop to generate the bump and normal mats for your new texture. Look under the Filter/3D menu.
Copying over the original texture for personal use is fine but if you're going to do something more with it then you have to change up the UV's to stay clear of copyright issues. You can also do that in Photoshop quite easily.
At least the personal use is my understanding. If I'm wrong hopefully a mod will let us know.
I just find the original texture file, right click, and create a shortcut and move it to the desktop. When I'm ready to dive into Photoshop, I go to File/Open and navigate to the shortcut, which opens the actual texture file. I have my own folder set up for the textures I create so I don't accidentally save over the original file.
Cheers,
Kath
Interesting idea, Sonja! I'll see what I can do with that. Thanks!
Cheers,
Kath
12½ hours rendering and 50% converged. Original image is 2,1 mb so this is a downscaled version to be able to attach it.
Things I'm thinking about:
Change the colour on the mystikoi's wings. They're too yellow now and I want them more red/orange. Possibly also reduce the glow. It might have been a it too much now.
Go easier on the bloom filter. As it is now the woman's hand looks like it's glowing. Though it might get better by reducing the glow from the mystikoi.
The skin on the woman's hand looks old and wrinkly compared to the skin on her arm. Need to do something about that difference.
Should I use DoF? And if I do, what should I put in focus? The woman's face and the mystikoi on her finger are the two things I feel are most important. Perhaps change camera angle and/or pose to get face and hand at the same distance from the camera?
She's got a weird rectangular shaped shadow on her forehead. Need to find what's causing that and eliminate it.
Lastly, the hair... It doesn't look as bad on the top of her that has more light on it. Perhaps more light on the hair can make it look better?
I will poke about with this and see what I come up with. But I can't help also thinking, what does this have to do with this month's theme? Other than the emissive shader on the mystikoi wings there's not much tampering with materials.
I have been working on this scene but have been concentrating on trying to create fur from scratch for the millenium cat rather than buy some to try and understand how the maps work but still confused. Is there any good tutorials out on fur? Is there a way to get the direction the fur sits to go in a particular way?