New pose, new location. Increased exposure, added a dark blue emissive plane to add contrast to the back. Since my story wasn't clear in the original scenes, I made it more explicit by adding the second figure and casting his shadow against the railing. That had the side benefit of adding something of interest to the right hand side of the picture. And rotated the camera, just for fun.
This tells more of a story than the first one for sure.
And if I don't comment on some of the posts, its not because I don't like it or anything, most of the time, its just because I have no idea how to help. I really need to finish up my two and get a final opinion on whether they are ready to submit. Hopefully before the end of the week.
Latest, changed the saber out for one I made in Zbrush and changed the head to fix the eyes. Used manual adjustments and point at selection but nothing looked right.
So, I've finally braved 3Delight again to try and get a handle on it. I actually find Iray so much easier to understand and use. However, I put this together and have been tweaking it for the last few days. I still don't like the skin tone as it is. I don't know if it is a lighting issue or an actual skin tone issue. I do like the lighting so I'm hoping fiddling with skin settings will improve the skin tone. Stll working on it. The water splashes are actually an Iray product that I put 3Delight shaders on. I could probably have gotten the look I want better with postwork, but I wanted to try and do it all inside DS since I'm trying to figure out the engine. I'm open for suggestions.
@TabascoJack Love the new take on this render. I like the new angle and lighting.
@HitManWA I love this render. I especially love the angle and DOF.
New pose, new location. Increased exposure, added a dark blue emissive plane to add contrast to the back. Since my story wasn't clear in the original scenes, I made it more explicit by adding the second figure and casting his shadow against the railing. That had the side benefit of adding something of interest to the right hand side of the picture. And rotated the camera, just for fun.
This has improved very much! On thing you might want to look up is if the DOF settings are on the face of the girl,right now I have the impression it is sharpest where the railing is (yes you need it sharp enough there as well to make out the shadow of the figure but you can make the sharp area large enough and still have the backgrounds blurred
Latest, changed the saber out for one I made in Zbrush and changed the head to fix the eyes. Used manual adjustments and point at selection but nothing looked right.
The red on the suit makes it much easier to see the legs are there, as well as the changes you made to the frame and pose of the legs! The point at ... for the eyes sometimes seems to glitch, somtimes it works fine but chnage the pose a little and you have to remove it and then do it again. I would like to see some expression in her face.
So, I've finally braved 3Delight again to try and get a handle on it. I actually find Iray so much easier to understand and use. However, I put this together and have been tweaking it for the last few days. I still don't like the skin tone as it is. I don't know if it is a lighting issue or an actual skin tone issue. I do like the lighting so I'm hoping fiddling with skin settings will improve the skin tone. Stll working on it. The water splashes are actually an Iray product that I put 3Delight shaders on. I could probably have gotten the look I want better with postwork, but I wanted to try and do it all inside DS since I'm trying to figure out the engine. I'm open for suggestions.
@TabascoJack Love the new take on this render. I like the new angle and lighting.
@HitManWA I love this render. I especially love the angle and DOF.
Knitting, the light work very nice in this one, it gives the guy a nice outline and enough of fill light and makes the atersplashed visible. The only thing I could say about the skin is that the transluceny is to high, that, or the SSS.
Other than that it escapes me at the moment why there is a water disk on the floor (I believe you need to put that a little lower to make contakt with the floor) I would suggest to either fill the whole floor with water or make it less round.
Here's my latest pair of renders, would have posted them sooner, but you know real life got in the way of things.
-=-
Ok, I like that the guy has a head now, that I can see as well, and the fire from the firearm is easier distinguished. Now how will I put this, the lower third of the image is filled with a bright orange, and it hurts my eyes. After that I can't see much more of what is happening. You need to understand that the eye is drawn to the brightest parts in an image, in you render that is the orange mist and the reflections in the back. Maybe try to get the reflections and the specularity down on your envirenment but as well on your mist and try to direct some light ( in 3dlight I would say mainly diffuse) to your protagonists.
Knitting, the light work very nice in this one, it gives the guy a nice outline and enough of fill light and makes the atersplashed visible. The only thing I could say about the skin is that the transluceny is to high, that, or the SSS.
Other than that it escapes me at the moment why there is a water disk on the floor (I believe you need to put that a little lower to make contakt with the floor) I would suggest to either fill the whole floor with water or make it less round.
I'll check the translucency and the SSS settings and see if I can fiddle with the skin some more. As for the disk of water, it is actually a small pond prop from Sickleyield's Rigged Water and most of it is under the floor. I was trying for a wet floor look, but realized when it rendered out that it wasn't as low as I thought it was in working mode. I'll try making it bigger when I lower it down some more. My other option I thought of trying was just putting a flat plane on top of the floor with a water shader so the whole floor was wet. I didn't think of that until after I posted, though. I'll be playing around with this later today after I get some work done. Thanks for the compliments on the lighting. I was kind of proud of myself for managing that. It is nice to know I did good there. Thanks.
So, I've finally braved 3Delight again to try and get a handle on it. I actually find Iray so much easier to understand and use. However, I put this together and have been tweaking it for the last few days. I still don't like the skin tone as it is. I don't know if it is a lighting issue or an actual skin tone issue. I do like the lighting so I'm hoping fiddling with skin settings will improve the skin tone. Stll working on it. The water splashes are actually an Iray product that I put 3Delight shaders on. I could probably have gotten the look I want better with postwork, but I wanted to try and do it all inside DS since I'm trying to figure out the engine. I'm open for suggestions.
@TabascoJack Love the new take on this render. I like the new angle and lighting.
@HitManWA I love this render. I especially love the angle and DOF.
Knitting, the light work very nice in this one, it gives the guy a nice outline and enough of fill light and makes the atersplashed visible. The only thing I could say about the skin is that the transluceny is to high, that, or the SSS.
Other than that it escapes me at the moment why there is a water disk on the floor (I believe you need to put that a little lower to make contakt with the floor) I would suggest to either fill the whole floor with water or make it less round.
Pretty, but basically a centered image light- focus wise. His arm is the star, and his chest is an unresolved blur of conflicting shadows. The upper arm looks detached from his body. I can't stop looking at the tendril growing from his neck.
This is rendered using Iray, which I am new to, please feel free to offer suggestions and comments. Thanks!
Everyone knows I am not a stickler for strict composition rules, but I'm not seeing much compositional elements here. It's pretty. The hot spot of light coming off the planet isn't really drawing the eye towards anything but itself, and the hot star above her head is distracting.
I guess for a composition contest I would prefer something like Hitman's last Jedi render.
New pose, new location. Increased exposure, added a dark blue emissive plane to add contrast to the back. Since my story wasn't clear in the original scenes, I made it more explicit by adding the second figure and casting his shadow against the railing. That had the side benefit of adding something of interest to the right hand side of the picture. And rotated the camera, just for fun.
This is rendered using Iray, which I am new to, please feel free to offer suggestions and comments. Thanks!
It looks nice. My issue is with the planet. It doesn't look like a planet to me. To be perfectly honest, I was wondering what that was, until Teofa pointed out that it's a planet. Have you tried it with different surfaces to see what it looks like?
I wonder if moving the background and lining the bright white light to behind her head and line up the bright planet with the point of the sword would work?
This is rendered using Iray, which I am new to, please feel free to offer suggestions and comments. Thanks!
Everyone knows I am not a stickler for strict composition rules, but I'm not seeing much compositional elements here. It's pretty. The hot spot of light coming off the planet isn't really drawing the eye towards anything but itself, and the hot star above her head is distracting.
I guess for a composition contest I would prefer something like Hitman's last Jedi render.
Only my opinion and I'm not formally trained.
Teofa, please don't apologize for lack of formal training as "formal training" has a way of contaminating an otherwise creative mind. Thank you for taking the time to comment. I agree with your comments concerning "The hot spot of light coming off the planet," and "the hot star above her head is distracting." I'll work on both issues.
Ati, yes it is a planet, but it is still in its primordial/early development. I am attempting to move away from what is expected in order to engage the imagination. Thanks for your feedback.
Fishtales, thank you also for your suggestions, I like the idea. I'll see you all later, once I've done some revisions, revisions with an eye towards a better composition.
This is rendered using Iray, which I am new to, please feel free to offer suggestions and comments. Thanks!
Everyone knows I am not a stickler for strict composition rules, but I'm not seeing much compositional elements here. It's pretty. The hot spot of light coming off the planet isn't really drawing the eye towards anything but itself, and the hot star above her head is distracting.
I guess for a composition contest I would prefer something like Hitman's last Jedi render.
Only my opinion and I'm not formally trained.
Teofa, please don't apologize for lack of formal training as "formal training" has a way of contaminating an otherwise creative mind. Thank you for taking the time to comment. I agree with your comments concerning "The hot spot of light coming off the planet," and "the hot star above her head is distracting." I'll work on both issues.
Ati, yes it is a planet, but it is still in its primordial/early development. I am attempting to move away from what is expected in order to engage the imagination. Thanks for your feedback.
Fishtales, thank you also for your suggestions, I like the idea. I'll see you all later, once I've done some revisions, revisions with an eye towards a better composition.
I by far am not any sort of expert on this stuff but I think your image is very good in terms of the render. I think you have a good opportunity for some color contrasts and inferred lines with the wings. Maybe offset the angel to the right and use the wing edges for inferred lines leading to the face. Mabe offset the planet to the left and and the lighting on the angel to the left. Just a thought. the arm and sword could possibly be repositioned for another inferred line.
Okay changed some things up a bit. Added and deleted stuff from the background. Fixed her lipstick but will have to add the gore back on her lips via photoshop because I am unable to just add the gore to the lips it adds another layer to her entire skin. Which is too much. Will also need to add the gore to the sword via photo shop because nothing i do adds it to the sword. I could play with the other channels but honestly, my laptop is really struggling with this one. Not the rendering but in scene something is bogging it down to a crawl, to the point that I want to pitch it across the room so I am going to have to call this one done very soon. I am willing to do one more go round in Daz once I get comments then I am going to have to be done. (I think its the armour to be honest, this is the only scene I have run into this with) Oh and the blue bits came out of nowhere on her armour, I will photo shop those out because again, it takes 30 second to get my camera to move the scene a quarter of an inch and well, I'm just not doing it lol.
Okay changed some things up a bit. Added and deleted stuff from the background. Fixed her lipstick but will have to add the gore back on her lips via photoshop because I am unable to just add the gore to the lips it adds another layer to her entire skin. Which is too much. Will also need to add the gore to the sword via photo shop because nothing i do adds it to the sword. I could play with the other channels but honestly, my laptop is really struggling with this one. Not the rendering but in scene something is bogging it down to a crawl, to the point that I want to pitch it across the room so I am going to have to call this one done very soon. I am willing to do one more go round in Daz once I get comments then I am going to have to be done. (I think its the armour to be honest, this is the only scene I have run into this with) Oh and the blue bits came out of nowhere on her armour, I will photo shop those out because again, it takes 30 second to get my camera to move the scene a quarter of an inch and well, I'm just not doing it lol.
I'm just amazed you can do all this with shader blender. The blue streaks look like some reflection error. Check your scene tab. It happens rarely, but sometimes I have had dome lighting presets not delete from the light tab. It was gone from the tab, but still loading in scene. Other times I have found my character had on multiple sets of the same clothing or hair. It has happened enough to me that I always check scene tab when my comp starts chugging mysteriously. One set I found 5 copies of a rather large scene prop stacked on each other.
it takes 30 second to get my camera to move the scene a quarter of an inch and well, I'm just not doing it lol.
I've had a few scenes cause this. If you go up to the little sphere next to the drop down menu where you change views, you can select bounding box and while you move the camera around then go back to texture shaded. It doesn't work for every scene because when you use this it turns everything into boxes and can be horrible to maneuver if you have a lot of props in your scene. You don't have a lot of props and you mostly just want to change camera angle so it should work. Since it is bounding boxes, there are no texture or resource intensive shaders being applied and you can move the camera easily and freely until you get it where you want. Then switch back when ready to render.
This is rendered using Iray, which I am new to, please feel free to offer suggestions and comments. Thanks!
You've gotten good advice so far, and I do think its a bit of a positioning thing, I think once you move things around just a bit it will work much better. I really like the idea and you have done a good job with the Iray lights (which I am totally totally new at so I am impressed lol)
New pose, new location. Increased exposure, added a dark blue emissive plane to add contrast to the back. Since my story wasn't clear in the original scenes, I made it more explicit by adding the second figure and casting his shadow against the railing. That had the side benefit of adding something of interest to the right hand side of the picture. And rotated the camera, just for fun.
This just keeps getting nicer.
Love the shadow that makes a huge difference in the whole story. I agree wit hthe depth of field but this is most definitely shaping up quite nicely
Here's my latest pair of renders, would have posted them sooner, but you know real life got in the way of things.
-=-
I agree with the previous comment, I think if you tone down the brightness a bit on the lower part of this the man and the monster will pop more and the eye will be drawn to where the action is. Lots of improvement here.
So, I've finally braved 3Delight again to try and get a handle on it. I actually find Iray so much easier to understand and use. However, I put this together and have been tweaking it for the last few days. I still don't like the skin tone as it is. I don't know if it is a lighting issue or an actual skin tone issue. I do like the lighting so I'm hoping fiddling with skin settings will improve the skin tone. Stll working on it. The water splashes are actually an Iray product that I put 3Delight shaders on. I could probably have gotten the look I want better with postwork, but I wanted to try and do it all inside DS since I'm trying to figure out the engine. I'm open for suggestions.
@TabascoJack Love the new take on this render. I like the new angle and lighting.
@HitManWA I love this render. I especially love the angle and DOF.
pretty darn good for a first time! I do agree that the water should be on the whole floor. Question - is he resting there or did he come down with some force? If he is resting there then its all good. But if he is coming down with some force then there should be splashes where his body hits the water. I struggle with skin in 3delight as well. I usually end up shoving sliders around until it looks good lol.
Latest, changed the saber out for one I made in Zbrush and changed the head to fix the eyes. Used manual adjustments and point at selection but nothing looked right.
Huge mprovement with the legs and the eyes. I also agree that she needs just a bit of an expression, fear, excitement, determination
New pose, new location. Increased exposure, added a dark blue emissive plane to add contrast to the back. Since my story wasn't clear in the original scenes, I made it more explicit by adding the second figure and casting his shadow against the railing. That had the side benefit of adding something of interest to the right hand side of the picture. And rotated the camera, just for fun.
This just keeps getting nicer.
Love the shadow that makes a huge difference in the whole story. I agree wit hthe depth of field but this is most definitely shaping up quite nicely
Thank you all for the comments and suggestions! I suspect I've got one more round before I move into the "tweaking things for the sake of tweaking things" phase.
Sonja, I like where you've gone with the latest version. The only (very small) issue I have is that the transition from the ground to the background seems rather sharp.
HitmanWA, I love your render. You've really captured a sense of action. You may want to take a look at her left arm - Something (I think it's her thumb) looks like it's a little growth out of her shoulder.
Comments
This tells more of a story than the first one for sure.
And if I don't comment on some of the posts, its not because I don't like it or anything, most of the time, its just because I have no idea how to help. I really need to finish up my two and get a final opinion on whether they are ready to submit. Hopefully before the end of the week.
Latest, changed the saber out for one I made in Zbrush and changed the head to fix the eyes. Used manual adjustments and point at selection but nothing looked right.
So, I've finally braved 3Delight again to try and get a handle on it. I actually find Iray so much easier to understand and use. However, I put this together and have been tweaking it for the last few days. I still don't like the skin tone as it is. I don't know if it is a lighting issue or an actual skin tone issue. I do like the lighting so I'm hoping fiddling with skin settings will improve the skin tone. Stll working on it. The water splashes are actually an Iray product that I put 3Delight shaders on. I could probably have gotten the look I want better with postwork, but I wanted to try and do it all inside DS since I'm trying to figure out the engine. I'm open for suggestions.
@TabascoJack Love the new take on this render. I like the new angle and lighting.
@HitManWA I love this render. I especially love the angle and DOF.
Here's my latest pair of renders, would have posted them sooner, but you know real life got in the way of things.
-=-
This has improved very much! On thing you might want to look up is if the DOF settings are on the face of the girl,right now I have the impression it is sharpest where the railing is (yes you need it sharp enough there as well to make out the shadow of the figure but you can make the sharp area large enough and still have the backgrounds blurred
The red on the suit makes it much easier to see the legs are there, as well as the changes you made to the frame and pose of the legs! The point at ... for the eyes sometimes seems to glitch, somtimes it works fine but chnage the pose a little and you have to remove it and then do it again. I would like to see some expression in her face.
Knitting, the light work very nice in this one, it gives the guy a nice outline and enough of fill light and makes the atersplashed visible. The only thing I could say about the skin is that the transluceny is to high, that, or the SSS.
Other than that it escapes me at the moment why there is a water disk on the floor (I believe you need to put that a little lower to make contakt with the floor) I would suggest to either fill the whole floor with water or make it less round.
Ok, I like that the guy has a head now, that I can see as well, and the fire from the firearm is easier distinguished. Now how will I put this, the lower third of the image is filled with a bright orange, and it hurts my eyes. After that I can't see much more of what is happening. You need to understand that the eye is drawn to the brightest parts in an image, in you render that is the orange mist and the reflections in the back. Maybe try to get the reflections and the specularity down on your envirenment but as well on your mist and try to direct some light ( in 3dlight I would say mainly diffuse) to your protagonists.
I'll check the translucency and the SSS settings and see if I can fiddle with the skin some more. As for the disk of water, it is actually a small pond prop from Sickleyield's Rigged Water and most of it is under the floor. I was trying for a wet floor look, but realized when it rendered out that it wasn't as low as I thought it was in working mode. I'll try making it bigger when I lower it down some more. My other option I thought of trying was just putting a flat plane on top of the floor with a water shader so the whole floor was wet. I didn't think of that until after I posted, though. I'll be playing around with this later today after I get some work done. Thanks for the compliments on the lighting. I was kind of proud of myself for managing that. It is nice to know I did good there. Thanks.
Pretty, but basically a centered image light- focus wise. His arm is the star, and his chest is an unresolved blur of conflicting shadows. The upper arm looks detached from his body. I can't stop looking at the tendril growing from his neck.
I am in the mist of working on my 2nd entry will post it here as soon as I get it rendered!!!
Archangel of the Sacred Heart
This is rendered using Iray, which I am new to, please feel free to offer suggestions and comments. Thanks!
Everyone knows I am not a stickler for strict composition rules, but I'm not seeing much compositional elements here. It's pretty. The hot spot of light coming off the planet isn't really drawing the eye towards anything but itself, and the hot star above her head is distracting.
I guess for a composition contest I would prefer something like Hitman's last Jedi render.
Only my opinion and I'm not formally trained.
This just keeps getting nicer.
It looks nice. My issue is with the planet. It doesn't look like a planet to me. To be perfectly honest, I was wondering what that was, until Teofa pointed out that it's a planet. Have you tried it with different surfaces to see what it looks like?
giovannipaoloartist
I wonder if moving the background and lining the bright white light to behind her head and line up the bright planet with the point of the sword would work?
Teofa, please don't apologize for lack of formal training as "formal training" has a way of contaminating an otherwise creative mind. Thank you for taking the time to comment. I agree with your comments concerning "The hot spot of light coming off the planet," and "the hot star above her head is distracting." I'll work on both issues.
Ati, yes it is a planet, but it is still in its primordial/early development. I am attempting to move away from what is expected in order to engage the imagination. Thanks for your feedback.
Fishtales, thank you also for your suggestions, I like the idea. I'll see you all later, once I've done some revisions, revisions with an eye towards a better composition.
I by far am not any sort of expert on this stuff but I think your image is very good in terms of the render. I think you have a good opportunity for some color contrasts and inferred lines with the wings. Maybe offset the angel to the right and use the wing edges for inferred lines leading to the face. Mabe offset the planet to the left and and the lighting on the angel to the left. Just a thought. the arm and sword could possibly be repositioned for another inferred line.
Okay changed some things up a bit. Added and deleted stuff from the background. Fixed her lipstick but will have to add the gore back on her lips via photoshop because I am unable to just add the gore to the lips it adds another layer to her entire skin. Which is too much. Will also need to add the gore to the sword via photo shop because nothing i do adds it to the sword. I could play with the other channels but honestly, my laptop is really struggling with this one. Not the rendering but in scene something is bogging it down to a crawl, to the point that I want to pitch it across the room so I am going to have to call this one done very soon. I am willing to do one more go round in Daz once I get comments then I am going to have to be done. (I think its the armour to be honest, this is the only scene I have run into this with) Oh and the blue bits came out of nowhere on her armour, I will photo shop those out because again, it takes 30 second to get my camera to move the scene a quarter of an inch and well, I'm just not doing it lol.
I'm just amazed you can do all this with shader blender. The blue streaks look like some reflection error. Check your scene tab. It happens rarely, but sometimes I have had dome lighting presets not delete from the light tab. It was gone from the tab, but still loading in scene. Other times I have found my character had on multiple sets of the same clothing or hair. It has happened enough to me that I always check scene tab when my comp starts chugging mysteriously. One set I found 5 copies of a rather large scene prop stacked on each other.
It is really coming together, Sonja. I like where you are going with this.
I've had a few scenes cause this. If you go up to the little sphere next to the drop down menu where you change views, you can select bounding box and while you move the camera around then go back to texture shaded. It doesn't work for every scene because when you use this it turns everything into boxes and can be horrible to maneuver if you have a lot of props in your scene. You don't have a lot of props and you mostly just want to change camera angle so it should work. Since it is bounding boxes, there are no texture or resource intensive shaders being applied and you can move the camera easily and freely until you get it where you want. Then switch back when ready to render.
Thank you both! I will check the scene tab and will give the bounding box a try. Any other suggestions before I send it over to photoshop?
You've gotten good advice so far, and I do think its a bit of a positioning thing, I think once you move things around just a bit it will work much better. I really like the idea and you have done a good job with the Iray lights (which I am totally totally new at so I am impressed lol)
Love the shadow that makes a huge difference in the whole story. I agree wit hthe depth of field but this is most definitely shaping up quite nicely
I agree with the previous comment, I think if you tone down the brightness a bit on the lower part of this the man and the monster will pop more and the eye will be drawn to where the action is. Lots of improvement here.
pretty darn good for a first time! I do agree that the water should be on the whole floor. Question - is he resting there or did he come down with some force? If he is resting there then its all good. But if he is coming down with some force then there should be splashes where his body hits the water. I struggle with skin in 3delight as well. I usually end up shoving sliders around until it looks good lol.
Huge mprovement with the legs and the eyes. I also agree that she needs just a bit of an expression, fear, excitement, determination
Thank you all for the comments and suggestions! I suspect I've got one more round before I move into the "tweaking things for the sake of tweaking things" phase.
Sonja, I like where you've gone with the latest version. The only (very small) issue I have is that the transition from the ground to the background seems rather sharp.
HitmanWA, I love your render. You've really captured a sense of action. You may want to take a look at her left arm - Something (I think it's her thumb) looks like it's a little growth out of her shoulder.