Scott's World of Junk -- Real Junk at Incredibly Low Prices!

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Comments

  • wsgentrywsgentry Posts: 572

    I didn't know what I missing.  Powerpose is great!   How are the eyes now?  I think they're very close!

    Scott

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  • wsgentrywsgentry Posts: 572

    Some work done on the mouth... sneer.

    Scott

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  • Syrus_DanteSyrus_Dante Posts: 983
    edited November 2018

    Well done the expression is pretty close to the reference. Yeah I ignored the power pose pane for years, tought its just another tool to pose the figure. But if you work with genesis 8 they have added all those dots in the face template what makes it a very handy tool for tweaking expressions.

    One thing that bothers me is the left side hair. 

    I guess you could use DFormer(s) to shape the hair. Its a bit tedious to place and scale them right but you don't have to leave Daz Studio to create new hair shapes that can be 'spawned' as morphs.

    I made an mini tutorial with an image series about using DFormers on hair. Maybe a youtube video about DFormers and hair would have been better, its on my to-do list.

    Hair Conversion Fit to G2F at ImgBB

    The screenshots 59 to 77 show how I've used a DFormer to shotern the bangs.

    Post edited by Syrus_Dante on
  • wsgentrywsgentry Posts: 572

    Thanks, Syrus!  I'm uploading one that is even closer, now.   I messed with the mouth some--enlarged the lower lip a little and got the sneer more defined, I think.  Part of the sneer is the figure's right eye, too. 

    Thanks for the DFormer thing.  I keep forgetting it's there and can be used for hair, too.  I used it on bodies a lot and especially on beds and other furniture (where there's a mesh) We'll see how it works out.  Thank you again!

    Scott

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  • wsgentrywsgentry Posts: 572

    I started on the hair last night but quickly realized it's more involved than I originally thought.  Where I need to flatten the hair pushed on the hair where I don't need it to move. I went through your tutorial, Syrus.  Wow.  That's a lot to take in.  It's the kind of thing you need two monitors to go through--one to actually do what you show and the other to have the tutorial up on. 

    This is what I need:  https://www.leslide.com/ ; Unfortunately, this is a crowdfunded thing and I don't do those after getting burned on a showerhead that fizzled.

    Scott

  • wsgentrywsgentry Posts: 572
    edited November 2018

    New Hair... just came out today.   Gonna start working on the pose and camera stuff... background, too.

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    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572

    Lots of work on this one.  I redid the face, particularly the jaw line, mouth, and eyes.  I also think I have the upper body pose and camera angle right now.  It has been a lot of fun and I've learned a lot.  I think I'll pose the hand on the wheel next and see what I get.  It's startinjg to feel a bit odd doing this kind of thing to the level I'm doing it, though.

    Scott

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  • wsgentrywsgentry Posts: 572

    Here's a re-render of Bailey.  New hair.   It's what I wanted to do initially with dForce Classic long hair in the original, but was unable to. 

    Scott

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  • IceDragonArtIceDragonArt Posts: 12,548
    wsgentry said:

    Lots of work on this one.  I redid the face, particularly the jaw line, mouth, and eyes.  I also think I have the upper body pose and camera angle right now.  It has been a lot of fun and I've learned a lot.  I think I'll pose the hand on the wheel next and see what I get.  It's startinjg to feel a bit odd doing this kind of thing to the level I'm doing it, though.

    Scott

    This is looking very good!

  • IceDragonArtIceDragonArt Posts: 12,548
    wsgentry said:

    Here's a re-render of Bailey.  New hair.   It's what I wanted to do initially with dForce Classic long hair in the original, but was unable to. 

    Scott

    Her hair looks really great!  Well worth the effort I would say!

  • wsgentrywsgentry Posts: 572
    wsgentry said:

    Lots of work on this one.  I redid the face, particularly the jaw line, mouth, and eyes.  I also think I have the upper body pose and camera angle right now.  It has been a lot of fun and I've learned a lot.  I think I'll pose the hand on the wheel next and see what I get.  It's startinjg to feel a bit odd doing this kind of thing to the level I'm doing it, though.

    Scott

    This is looking very good!

    Thank you, Sonja!  I'm almost ready to render to full size, convert to gray scale, and then try to use Photoshop for the dirt goggle lines.  The camera rotation in the render above is wrong based on the original, but I know that and can fix it. :)

    Thank you again, Sonja!

    Scott 

  • wsgentrywsgentry Posts: 572
    wsgentry said:

    Here's a re-render of Bailey.  New hair.   It's what I wanted to do initially with dForce Classic long hair in the original, but was unable to. 

    Scott

    Her hair looks really great!  Well worth the effort I would say!

    Thank you, again!  I just wish it was possible to pause a simulation and not have it reset.  That way, I could repose the character and get the hair to fall like in the latest render.  That's just the style of the hair in the render a few morphs and adjustments but nothing radical.   I kind of think the hair at the top of her head is a bit too big. 

    Scott

  • wsgentrywsgentry Posts: 572

    This a render with the quality set to 20.  There have been a lot of subtle and not-so-subtle changes since the last post.  This is what I'm going to use for the gray scale conversion, goggle rings, etc.

    Scott

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  • wsgentrywsgentry Posts: 572

    I have a Porsche 911 that I'm using now.  Yes!!!

  • wsgentrywsgentry Posts: 572

    Here's the Martini girl in a Porsche 911.  I need to raise her up a bit in the car and redo the hand. I also need to move the light a bit to the right to eliminate the shadow her hair casts on the roof of the car.  I spent a lot of time on this today.

    Scott

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  • wsgentrywsgentry Posts: 572

    Gray scale.  Some post work done is Photoshop.  I still need to figure out how to do the dirt on the face so the goggle lines and dirt looks right.  Time to watch Sonja's videos!

    Scott

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  • wsgentrywsgentry Posts: 572

    I'm taking a break from the Martini girl.  Lots more to do on that.   Watching tutorials on Photoshop.   In the meantime, here's something featuring Virtual_World's Andrea character.  Normally, Andrea is a very sweet, innocent character, but I wanted to make her a bit more saucy.   Pose is stock with the exception of the head which I posed and the expression which is mine.   Andrea stock, is like the girl next door.   I'm going to use this figure as a new Erin. :)

    Scott

     

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  • IceDragonArtIceDragonArt Posts: 12,548

    Your Martini girl is coming along nicely. 

    I love the lighting and the use of depth of field on Andrea, very nicely done!

  • wsgentrywsgentry Posts: 572

    Thank you, Sonja--on both counts.  I'm still watching your video tutorials.  THOSE are awesome! 

    Scott

  • wsgentrywsgentry Posts: 572

    Here is a render of the new Erin again.   Here, her husband took two pictures of her before they left for a themed party.  Here is the first render and the fixed render.

    Scott

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  • IceDragonArtIceDragonArt Posts: 12,548
    wsgentry said:

    Thank you, Sonja--on both counts.  I'm still watching your video tutorials.  THOSE are awesome! 

    Scott

    Thank you!  So glad that you are finding it useful!

  • IceDragonArtIceDragonArt Posts: 12,548
    wsgentry said:

    Here is a render of the new Erin again.   Here, her husband took two pictures of her before they left for a themed party.  Here is the first render and the fixed render.

    Scott

    Love the belly ring!  Really nice details, the nails and the wedding ring are great additions!

  • wsgentrywsgentry Posts: 572
    Sonja, you're too kind.  Thank you so much!  I'm happy you noticed the little things, it makes my day!
    Scott
  • wsgentrywsgentry Posts: 572
    edited January 2019

    Here's something I've been messing with for the last week or so... not sure it's done, yet.  

    One thing I wanted to try with it is the Nik Collection.   Unfortunately, because I have a 4K display text in the application is way too small to read and there doesn't appear to be a work around.  The developer is aware but doesn't have a fix date. 

    Scott

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    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572

    Here's the latest Mousso character, Juniper. I'm wondering when someone is going to put her on a piano?  :) 

    I had some problems with DOF on this and I don't quite understand how to fix the problem.   I had three goals for DOF in this render:

    • The reflection in the mirror had to be sharply in focus;
    • The curtains and walls shown in the reflection had to show the DOF effect; and
    • The figure's foreground image had to show the DOF effect. 

    Two outta three ain't bad?   I was never able to get the reflection in the mirror to be in sharp focus.  Literally, I spent hours playing with camera position, settings, and below was the best I was able to get.  The plane for DOF literally surrounded the mirror, so I don't know what I did incorrectly.  Is this normal? If anyone knows or has a suggestion or two, that'd be cool. 

    Thanks in advance,

    Scott

     

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  • wsgentrywsgentry Posts: 572
    edited January 2019

    I think I'll keep posting crap until even I can't stand it!

    Scott

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    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572

    Not that anyone will ever read this... it's all good!   It's something like therapy, I think.  Y'know... when you're bouncing ideas off yourself... Well, that train of thought has taken a turn.

    I think the DOF problem I found is with the mirror in the scene.  I have another reflection render I did last year, a selfie in a bathroom.  (Cliche', right?) Anyhow, when I get home today, I'll post the render below.  In that render the reflection is dead-on sharp.  So, I'll try it with DOF (if I can find the original file) and see if that works.  If it works, great.  I'll take it off and see if the reflection will still render sharply.  If it does, I'm going to look at the surface of the mirror and compare settings between the scene above and below.   Who knows?  Maybe the mirror above is correct?  I mean, mirrors do absorb...  Funny thing... I was actually at Perkin-Elmer in Connecticut when the Hubble Mirror was being made (I worked for Intergraph Corporation at the time--on a different project).  Grinding/polishing could only take place between something like 2am and 4am because of vehicular traffic near the facility--things were that sensitive and it was still messed up! 

    Film at 11.

    Scott

  • SaphirewildSaphirewild Posts: 6,668

    @wsgentry

    I like the second render better Scott it is much more dramatic lighting wise.

    it really foucuses in on her face more so!

  • IceDragonArtIceDragonArt Posts: 12,548

    I'm  a huge fan of the NIK collection and use it on almost every piece.  Sometimes a lot, sometimes a little but almost always at least a little.

    And well, I read it all lol.

    Will be interested to find out your mirror experiment.  I have a love hate relationship with DOF.  Mostly hate but I love the effect when I can get it right lol.

  • wsgentrywsgentry Posts: 572

    @wsgentry

    I like the second render better Scott it is much more dramatic lighting wise.

    it really foucuses in on her face more so!

    Thanks, Saphirewild!  I like it better, too.  Kind of haunting, no? 

    Scott

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