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See, and again learned something new: Now with attachment :)
Thank you so much for the nice comment.
Originally, I tinkered with the glass of the pawns. The original model (https://www.daz3d.com/chess-set) comes with a 3D delight glass shader that is already pretty good, I converted that to Iray and fiddled with several settings, but in the end the solid glass shader that comes with DS4 is pretty much perfect.
Then the black pieces, that just were far too glossy. I wanted them to have a more Obsidian look. Kinda...
And the board itself. The model has a glass pane on top of the board for some reason and that reacted totally weird with the lighting, I tried a lot of things but in the end just make it invis and pulled all the pieces down to the actual board.
The board shader is the marble shader that comes with the set, with a few adjustments for glossiness and brightness to give it a "stony" feel.
And then the hands...
I still have no idea why the black player's hands have no gloss wahtsoever but uhm... I just was too tired to try and fiddle some more ;)
Fun story, in my first final render I suddenly noticed that the piece in the foreground had a weird checkered pattern, like the background of the render window when no background is added?
I had turned the Environment dome off in the render settings because I didn't want that extra light... there is a window to their right and the none existent background got reflected....
duh!
I really loved the addition of the cat. They are curious little beings so getting up there to see what's going on is just what one would do. Either that or jump into the open car door and settle down for a nice nap.
Monique's shoes are slightly intersecting the floor she is standing on. She needs to be raised slightly.
I'm not sure about Darius' hands intersecting the car but his jean definitely are...very slightly.
It could be a sheen of sweat on Garrett but if you do not want that glossy look try placing with the glossiness settings for the skin in surfaces.
A great job on this one. Just a few tweaks ( which never seem to end ).
If you can it would help to separate her from the ground.
If you cannot a rim light might help with the separation.
You can spend all kinds of time on adjusting, playing, changing materials. Presets are a great way to learn how the materials are set up and then tweak from there.
If changing settings I would suggest changing 1 at a time and check the results. It is tedious but really the only way to understand the result of any change you make.
As for the composition it may be the fact that your hand is not on a focal point. I took you image into GIMP and added Rule of Thirds lines. The January challenge was all about Composition. You can find the thread here. DAZ Studio has a Rule of Thirds Guide that may help.
Glad you came back.
Once again a great entry from you. This time full of details and lot of story. The details you all discusses are not a real problemin my eyes. I think the weakest point in your pic is the grass ground. He needs more deep. The wheels are clipping in the ground, what may be normal in grass, but it looks not like that to me. (It looks to solid, don't know how to say it)
And I find you should get the boy in the background more out of the shadow. When I look at his pose and expression I have the feeling he has much to do with the car problems. ;)
You are off to a great start. Looks pretty and a good project to practice on. I can't really tell what is going on in the game. Is that a check-mate or something important, or just a random starting move? You have a lot of possibilities there.
One side has clear pieces and the other side just black? Why? Isn't is usually back and white? So many questions.
Here is my final version. Feedback is welcome. It looks a little dark on my laptop display but correct on my good monitor, so I'm not sure if it needs post work.
Whiskey and Magic Dont' Mix
Many materials remade using Filter Forge 6. Rendered in Iray.
Made with...
I have moved the lights further forward to light the pillows better and added some shadows which show on the girl's legs and the table legs
I have also moved the table so the girl's legs can be seen and added a cup and saucer.
Terrific! although I see why you might've been cleverly covering up her right foot (viewers left.) Probably have to scale love seat and table by same percent so her foot meets the floor, and table isn't too tall. Been avoiding sitting poses myslef because seems like chairs are always too tall! ; )
One thing I've noticed from both last month and this portrait is you seem to have a knack for nice, relaxed facial expressions. Just a suggestion, but if you want to build on that, considered zooming in for a closer view of her face? Just a thought, but like it so far. Hands look natural as well, but keep returning to her facial expression. Quite nice! Like the tea cup too.
@ Everyone,
Thanks everyone for suggestions, tips & encouragement.
Think this will do it, although I think Daybird called it right in saying the grass texture is horrible. Looks like green linoleum tile-- not grass at all.
“Sugar in Gas Tank” done in DS 4.10
Major resources used:
1961 AM Roadster
Darius 7 - Diesel Hair
Garrett for M8 - Buzzed Hair for G2/G3
Millennium Cat
Modern Bungalow
Monique 7 - Karissa Hair
Terradome3
Victoria 8 - Whitney Hair for G3 & G8
Good observations. The posing and expression are very nice.I also noticed the apparent scale mismatch between the character and the furniture. I like the idea of zooming in, too. I'd keep the whole body, but eliminate some of the extra room on all 4 sides. We don't need the black ceiling at all, in my opinion. Maybe a camera view that is a little to the side, not direct on to the couch would add interest, too. I like that the character is looking into the camera, though.
For something completely different, I didn't forget about that retro 50's ad, even though it's a bit silly.
Besh wishes everyone!
--Bruce
---
Edit: Dec. 2018 - weeding out too many files at imgur. PM if find broken links.
It looks fine on my monitor - and nice work! The "cauldron" looks great, too. I think you've got this one nailed.
Good suggestions from both Barbult and Tynkere - I hadn't really thought about it, but I do end up scaling either furniture or figures fairly often to get a good fit.
Very nice finish. BTW, if you use Carrara at all, there's a nice real hair product for the Millenium Cat for use in Carrara.
Here's my final version of Shyra. If I were starting from scratch, I'd probably make the two watchers larger, so that they each take up the top third on their respective sides.Ah, who am I kidding? I had to stop and go set that up to start rendering to see how it comes out. Meanwhile, in this version - a little compositing to brighten the watcher with the scrying bowl and attempt to fix the foot (it's actually not clipping into the ground - it's hidden behind a little hillock in the ground plane.) Other than that, the only post work in this version is the text. Oh, and footprints!
Looks great, but is Shyra supposed to be floating like she seems to be? Other then that, like I said looks great.
Here is a more close up version of my image. I think this shows off the materials textures better than previous versions. The furniture is now in better proprtion to the woman too.
Oh, that's nice. The closer view really brings out the patterns on the sofa pillows, and the low angle and leg position just pulls the eye up to her face. Without all that other space to get lost in, her expression really comes across... there's something very sweet and likeable about her.
Stunning...especially at full resolution. Makes me want to know more about the story.
Was hit by a fifth idea today, here it is.
I want to thank you all so much for your help.
I made a little more of the chess board visible to make it obvious that it's the first move. Fixed the lighting a little and fixed the perspective above all things.
I'm now actually really happy with it!
Thank you!
Here is my entry called Small Church. I tried to learn to use these shaders https://www.daz3d.com/layer-shader-for-daz-studio and after some time I finaly made it thanks to this thread https://www.daz3d.com/forums/discussion/30358/layer-shader-for-daz-studio and I have added vines to the walls of A Curious Chapel.
Looks good. Is that a hidden trap door on the board. I see a very light square crease.
lol. no. maybe?
It's more likely a texture error in the original texture
I think you're right about that. I can see faint seam lines across sevreal of the black squares, too. Regardless - very very nice job on this. The lighting is lovely - and I notice the slight change of position (or camera angle) that hides the other player's hand that you weren't happy with. Creative fix!
I like this, Shinji - what did you use for the flames on on the weapon? It looks like the spellcaster ribbons but not quite...
Wonderfully eerie - that sky is amazing!
And this is really my final version. FWIW, I'm still not happy with the skirt - at this transparency level, you can see how the fabric doesn't -quite- fit her form from hip-to-waist, and it looks stiffer than I'd like. I think I'll have to learn more about dForce (and about the geometry editor, too).
...I couldn't just leave it alone, of course. I'm not updating the render, but I did go back and play with the skirt. Attaching the spot render of just that piece.
I am brand new to 3d art and rendering. Just a week ago I started using daz3d and was blown away at how much you can accomplish especially with iRay! I have scoured forums and posts to try and learn and understand about lighting and getting a grasp on the reigns of all the immense options. I was so excited to get renders out and after learning about the differences of 3delight and iRay I was sold on iRay and even ended up getting a new graphics card to render in it since I have used an AMD card for last couple of years for photoshop and adobe premiere work.
I made this image using hdr studio light setup and wanted the unique studio colors to reflect the light not only on the glossy black car but off the models hair. After reading several posts and finally just deciding to take the time while in iRay view, I started messing with the controls individually to try and get something reflective on the hair to show the colors as well as to make the hair look more realistic. In my first several days rendering out images the one aspect that seemed most unrealistic, to me, was the hair so I really paid attention to that here.