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Comments
Wow. The atmosphere is much better. Just dark enough to give a sense this is a scene on another world but not so dark as to obscure the figures.
I love the addition of your vehicles and that you changed the angle of your spaceman's head. The vehicles are also adding another level of scale between the spaceman and the statue.
A cool effect would be to put a light in the man's hand (or coming from a fixture at the top of his helmet) and use a spotlight to illuminate part of the statue. You may have to post work the fog in the beam of light, but I think that would really make it pop!
I really like this one. It's got a great story.
Not sure if the vehicle on the right is necessary - that implies that there is another person present to drive it, and there is no sign of that person. I prefer the solitude of the single astronaut, because it adds to the loneliness of the location.
Another nice detail would be to add a little interior lights shining through the open door of the vehicle on the left. Just some emissives in blue light to contrast with the orange color of the picture.
Is there some reason why the top of the statue's head is in shadow?
I don't know why the top of the statue's head is in the shadows Dracorn, I'm using the Mars 360 environment as a starting point. Maybe it's so big it has it's head in the martian clouds.
I don't have that environment - so you could poke around some to see where the shadow is coming from. You could also add a light on the statue's face to get rid of it, which may be the simple fix, but you will have to fiddle with it to get it to match the rest of the statue.
Ok, I think this is probably as close as I'm going to get to getting the juggling pose right this month. What luck that the video I had been looking at got removed from Youtube -_-
Pose adjusted more to match the juggling a bit better I hope, stance widened so her feet are about shoulder width apart although I'm not sure how well it shows with where the picture cuts off, juggling balls raised in height, and head looking up more.
It was all worth the effort. This motion blure you add to the balls is great. Wouldt like to know how you do it . Are you ready or would you like pose her legs the way they are not on the same axis ? Her left hand incl. the ball btw. Iooks perfect.
I think this will be it for the render this month, I don't even know how long I've spent adjusting it over the various pictures ^^; As long as it's improved from the first attempts I'm happy.
For the motion blur in the way I've done you will have to render in 3Delight, but as long as that's ok you need to open up the Timeline tab and set two (or more I guess) images with the balls in different positions. In the rendering settings after that Motion Blur is under Advanced. It takes some experimenting with the % setting there as well to get it to work well, mine is at 700%.
I got rid of the shadow by increasing the dome radius from 20 to 30 (Guess that the statue's head was truely in the clouds.), changed the light settings on the walker's helmet cameras and the overheads inside the vehicle he's walking away from, and lit up the dash on the rightmost vehicle so we can see the occupents.
Good job Noswen and Shinji.
thanks for sharing this information with us
Nice work on that juggler - I'm really impressed with the progress on it from render to render, Noswen!
Also, great job finding the source of the shadow on your creature's head. The lighting on the latest render makes a world of difference!
Thought I would put in my own entry. I wanted to do a lot more, like take it over to blender and create some ripples in the pool, but I am not sure how to move the whole scene without severe deformation of the poses.
I realized I forgot to add a few things to the post. The Name of the Pic is Pool Monster (not terribly creative I know) and it was created in Daz Stodio 4.9.
I spent all week trying to get God rays to cut through the fog and to make Januwa's skin to look correct at the same time. When I toned down the gloss on her skin, the skin looked too dull with the rays added, so I ended up going back to the settings I had earlier. I want it to look like she is sweating and the jungle is humid, but the morning the sun is burning off the fog.
these god rays have something. A bit too regular for my taste but a nice extra element. Do you have the option to move it more to the right, to not to affect the dino that much and to get back it´s colours? Concerning the skin glossyness I believe that you have it plausible on her arms and face. If you just could select torso and legs surfaces to adjust it seperately. Have you already applied your "wet shader" to the leaves and plants ?
Thanks for the feedback @harrykim. Yes, I can control where the rays fall by editing the source image in photoshop and by repostioning the light. I would like to get more variations in the rays as you mentioned now that the effect is sort of working.
I need to do some spot renders on the skin to dial it in. That is a good idea to adjust the face and body seperately.
There are so many materials on the jungle that is going to be a big job to make it look wet, but would be something worth figuring out. Thanks again.
Your last image looked really good. I'll take a look and see if I can provide any feedback for you.
Nice improvements overall. Tilting the head back helped make her look more engaged.
I had some difficulty uploading a file last night and this morning I tried again and I got the thought that I should take out the '&' of the file name and it immediately uploaded.... figures. XD Where is your list of acceptable file name formats, DAZ? ;)
So this is the first picture, in which was rendered in DAZ with no modifications.
Next, I imported this into Photoshop (CC 2017) to do some post-work on it.
Now I'm sure I could have done some of the photoshop process inside of DAZ, such as adding a background to the scene, but I'm not sure about getting the upper bottle to shatter, though as well as a motion blur. It was easy enough in photoshop to get it done (and I wanted to only use what I had and not purchase new things specifically for this).
But let me know if any of this can be done in DAZ (or the equivelant):
This is the result:
Some questions/thoughts I'm having:
Here is my goal/synopsis of the picture:
I started off with the idea of a woman target shooting some thrown bottles. Perhaps they were thrown by somebody else, but they could have also been thrown by herself and she is a quick pistol shot. The scene has frozen where she has shot the first bottle, which you can deduct by the shattered bottle and smoking gun (and perhaps the flying bullet above the bottle, as well) and is now aiming at the second bottle and is ready to shoot it. You can see she is in the wilderness/out on the range where she can fire the pistols for practice. And the outfit/wardrobe suits the guns. Stylish, but still useful/somewhat practical/believable for a gal holding a pair of pistols. Overall, I want to leave a sense of anticipation with the viewer: will she hit the second bottle or not? Perhaps they'll check the aim of the pistol to verify or see if she's on target. But they believe she'll hit it.
Thanks in advance for any feedback!
I see some really amazing renders happening here wow wow!!!
What you did in PS is just amacing for me. It looks so great ! Your questions are about to find something perfect, but this is not a question of to do this or dont do that. If You find it "perfect", it is, independence of other meaning. But if you are looking for success you can do all that way, others advise to you.
Thanks for showing a very nice image !
Had to laugh because it remembers me on my April entry. I had 127 single pieces addet and thought to myself " never ever I will adjust even just the half of them"
Thanks for the feedback! I appreciate your thoughts!
I suppose my questions may have been geared towards perfection, but I didn't think of them as such when I thought them out. Rather they were areas that I thought I could improve on and wanted suggestions/critique on my thought process (most was technical things, like realisim/realistic portrayal, but that is kinda subjective when you're environment isn't 100% realistic to begin with). But you're right. I shouldn't have to get the approval/advice of others for it to be "perfect."
You're welcome. I want to share what I make with others.
An artists curse is they never view their work as done. Sometimes it is good to have outside oppinions, Though like mentioned, only you can know when it is perfect.
you are both right of course. We all know what it makes to us to show what we do. A few fair words, including critique on technical aspects to become better. I mean thats the way it makes fun.
Ok, this is the final render. Thank you all for your input and thx to @Kismet2012 for your feedback on the lightning. I kept it as it was. However it is a little bit changed because I worked on reflection. At first I could´nt find an end and afterwards I could´nt find a ballance between left and right glass wall and its poster. An interesting experiance, that similar setup means not necessarily same effect. Nevertheless, got it to work.
My plan was not to do any postwork, since I still want to know what DAZ can. But bloody flesh on the flying teeth were indispensable. No way, too tiny ;) And of course I closed the most obvious gaps in the skin material. Learned from that, to apply the surface first, befor pumping up the character. Nice to see in time, when the material stops to fit.
Title: " Look Mummy, there is a mouse running ! "
It is rendered in Iray, Sun/Sky mode
I like the illuminated cockpit.
With the removal of the shadow... well, now we have a goofy grin on the statue. I think the removal of the fog results in the loss of mystery that your original dark render possessed.
The shadow in the fog hid the face of the statue which was also a good effect - that added to the mystery. If the fog was re-added so that it became thicker with elevation so that the head is obscured. I'm not saying go back to what you had before. There are two ways you can do this. One is post work.
The other is a cool trick I saw. Use a graphic program to paint fog using smoke or cloud brushes - it must not have a background so that there is transparency. Create a few - one with an even level of fog, and the next with fog starting partially up the legs, and a couple more, starting higher up. Next, create some planes in Daz Studio, and apply these fog pictures to them. You are creating your own billboards here. You can then place these billboards in your scene, adjusting the diffuse color on the surfaces tab, and thus create your fog within Daz Studio.
Here is my final image. Thanks to everone that provided feedback. I wish I had time to work on more of the suggestions.
@harrykim your image came out great. Please allow me to make one small change in compostion by using the rule of thirds and cropping. I hope you don't mind. I think it really shows off your image:
yeah, its a pitty when the time is out but not the ideas. You could bring back the colours of the dino, so the action is back, thats cool !
Thank you for your feedback @ricswika. I agree with you, it is an interesting compressed sight on the action, without losing the interaction with the props. But too less to me. Where are the butts ! :)
When I changed the dimension to vertical and afterwards changed the camera angle, I came to the point where the one foot was out of the picture. I liked it, but was not sure if I would/could defend my decision. Thats why it is, as it is now.
Well, a word to the composition rules, which are a big theme to me. Once I receifed a feedback with the note that the person cannot see the render in my image. I was completely confused but suddenly I understood. A Render is that single moment where all elements in your scene are perfectly presented. Suspected the defintion of a good quality work aka harmony. All other is nothing more then a imperfect snapshot in your photo diary. Maybe I am a snapshot people.
I try it, but I cannot follow the composition rules that strictly, just to make it more easy for the viewer. To be honest, currently I would´nt like to hear „ look at thjs element, no wonder that it was that easy to see, its perfectly placed according to the ...rule „