Artistic feedback on real time renderings of Daz

ARealitiARealiti Posts: 141
edited February 2024 in The Commons

Hi all, just wanted to ask for artistic opinions on the following use of realtime rendering of Daz models. Any feedback positive or negative on lighting or artistic content is appreciated. These models have been reduced so they run faster. All models including scenery are Daz except hair. It looks better in HD in youtube settings.

Faster built scene and improved videos based on comments I received below. Higher contrast, wider FOV, character lighting less from below. 

Walkthrough

 

 

Post edited by ARealiti on

Comments

  • crosswindcrosswind Posts: 7,499

    Good FPS ~~ Perhaps better zoom out a bit and add some DOF... As for the light, it's hard to tell. It may depend on what an atmosphere you want to make with such a scene... or how do you want to portray this character.

    Well, if the man at the front-end is an NPC, it may be not really necessary to give him a perfect lighting pattern. However, he moves a bit fast... or maybe you give some dolly to the current camera...

  • wolf359wolf359 Posts: 3,834
    edited February 2024

    In what Realtime engine was this rendered?

    Post edited by wolf359 on
  • crosswindcrosswind Posts: 7,499

    That's Unity...

  • mwokeemwokee Posts: 1,275

    My subjective and perhaps unwelcome opinion... the main character should be lit better. The animation on the couple to the left is very good. The animation on the woman in the back to the right is stiff. Who is the main character talking to? He's looking everywhere as if he's addressing a crowd. If he's supposed to be talking to the viewer then have him talk to the viewer. Or the person he's talking to, not the entire room, but context is lost, a short clip doesn't indicate the audience he is engaging with.

  • nonesuch00nonesuch00 Posts: 18,222
    edited February 2024

    It's good. Maybe on smaller screens query for screen size & increase the contrast. Also, since the light is from below the expection is that it's a flame, or on a theatre stage.

    Post edited by nonesuch00 on
  • ARealitiARealiti Posts: 141
    edited February 2024

    Thank you all for feedback, I've changed the Field of View to be wider and increased the contrast. The built version is also 50% faster even with wider Field of View. The animations are fillers for demo purpose the main thing I'm trying to make is good look and lighting at high speed. I think this shows these characters and Daz models can be used in real time rendering quite well? 

    This video is more of a move through the tavern, sorry about camera jerking not done this part properly yet. Any other feedback would be appreciated.

    Also see the point about the lighting from below so will look at changing that a bit.

    The next video below is with more of the character lighting coming from above, still using some from below, but I think it's necessary to keep some from below, this new character lighting at least shows some shadow from above lighting and is a better blend I think?

     

    Post edited by ARealiti on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,374
    edited February 2024

    if Unity is like Unreal one can do much longer looping animations and stagger them a lot on duplicated characters

    giving a much better sense of a crowd than DAZ instancing

    looks much cleaner and certainly more fps than my Unreal ThirdPerson Player Shadowplay captures

    (I must get back into using Unreal one day, kind of gave up after losing my entire drive of projects and effing up the bridge on my new C drive install)

    the Game engines certainly offer a lot for animation, I admire Unity users as the GUI makes no sense to me but the results certainly look cool

    Post edited by WendyLuvsCatz on
  • FirstBastionFirstBastion Posts: 7,804
    edited February 2024

    You managed to get a lot of character figures on screen at one time, that's an accomplishment all on its own, The latest lighting version of the noble forge tavern is going in the right direction. You have to alway consider the environment light sources that illuminate; so here in a tavern candles on tables, light fixtures one the ceiling,  all producing warn yellowish light,  The firelight in the fireplace would be orange/reddish. The animation themselve seem to be running quick,  thus making them a bit jittery,  maybe you can asjust the speed of the playback. A soft 10-15% fill light near the camera pointed at your subject character might help separate him from the background.  I think Overall its a really good start.  

    Post edited by FirstBastion on
  • nonesuch00nonesuch00 Posts: 18,222

    I like the increased contrast but go about 50% more contrast I think will get it. As a game or film you are more interested in dramatic lighting than in realistic lighting. The realism part of these render engines is just to get you to a realistical light & shadow pattern fast, once there you need to amp up the lighting drama.

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