More Non-photorealistic Renders (NPR III)

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Comments

  • csaa said:

    New hair! I took the 90s Stylish Hair (w/o scarf) and modded it a bit. I think the wavy tresses complement the shape of her eyes and face. A keeper, don't you think?

    Cheers!

     

     

    Sgt. Inez | Daz assets and set up | Blender Eevee render | Clip Studio Paint post-edit

    I like it. What kind of mods did you make? I've been using old hair models b/c they chunk nicely for shadows, but this looks good.

  • LoreMistress IzariaLoreMistress Izaria Posts: 145
    edited November 2022

    This girl lights a fire under her own tushie!

     

    Rising Phoenix.jpg
    2400 x 3000 - 2M
    Post edited by LoreMistress Izaria on
  • csaacsaa Posts: 822
    edited November 2022

    LoreMistress Izaria said:

    I like it. What kind of mods did you make? I've been using old hair models b/c they chunk nicely for shadows, but this looks good.

     LoreMistress Izaria,

    The modification to the hair simply meant removing unwanted parts of the mesh. Because we're dealing with non-photorealistic rendering, the original hair mesh comes out looking odd, clumpy and badly shaped. By altering it, we create a hair asset that has better silhouette, a mod that complements the NPR shaders. The diagrams below illustrate this process. I've circled the parts I wanted removed.

     

     

    The 90s Stylish Hair mesh comes as one object with several material slots. Opening it up in Blender, I discovered each material associated with one part of the mesh. Luckily, Blender has a function to break up an object according to its material slots. Doing so let me isolate the unnecessry objects and remove their mesh.

    There's some trial-and-error involved. I had to pose the modified hair on the figure and configure the NPR shaders accordingly. At one point, I also had to put back a component that I initially removed before arriving at the final configuration.

    The upshot is that I reduced the memory footprint of the hair asset. Complex scenes can be slow to render, and sometimes Blender crashes outright! Whenever I can, I reduce the memory usage of the scene elements by altering their mesh.

    Cheers!

     

    Post edited by csaa on
  • lovely NPR renders guys ! and @csaa thats great blender tips . Thanks for sharing 

  • ArtiniArtini Posts: 9,458

    csaa said:

    LoreMistress Izaria said:

    I like it. What kind of mods did you make? I've been using old hair models b/c they chunk nicely for shadows, but this looks good.

     LoreMistress Izaria,

    The modification to the hair simply meant removing unwanted parts of the mesh. Because we're dealing with non-photorealistic rendering, the original hair mesh comes out looking odd, clumpy and badly shaped. By altering it, we create a hair asset that has better silhouette, a mod that complements the NPR shaders. The diagrams below illustrate this process. I've circled the parts I wanted removed.

     

     

    The 90s Stylish Hair mesh comes as one object with several material slots. Opening it up in Blender, I discovered each material associated with one part of the mesh. Luckily, Blender has a function to break up an object according to its material slots. Doing so let me isolate the unnecessry objects and remove their mesh.

    There's some trial-and-error involved. I had to pose the modified hair on the figure and configure the NPR shaders accordingly. At one point, I also had to put back a component that I initially removed before arriving at the final configuration.

    The upshot is that I reduced the memory footprint of the hair asset. Complex scenes can be slow to render, and sometimes Blender crashes outright! Whenever I can, I reduce the memory usage of the scene elements by altering their mesh.

    Cheers!

     

     Great tips for Blender.

     

  • csaa said:

    LoreMistress Izaria said:

    I like it. What kind of mods did you make? I've been using old hair models b/c they chunk nicely for shadows, but this looks good.

     LoreMistress Izaria,

    The modification to the hair simply meant removing unwanted parts of the mesh. Because we're dealing with non-photorealistic rendering, the original hair mesh comes out looking odd, clumpy and badly shaped. By altering it, we create a hair asset that has better silhouette, a mod that complements the NPR shaders. The diagrams below illustrate this process. I've circled the parts I wanted removed.

     

     

     

    The 90s Stylish Hair mesh comes as one object with several material slots. Opening it up in Blender, I discovered each material associated with one part of the mesh. Luckily, Blender has a function to break up an object according to its material slots. Doing so let me isolate the unnecessry objects and remove their mesh.

    There's some trial-and-error involved. I had to pose the modified hair on the figure and configure the NPR shaders accordingly. At one point, I also had to put back a component that I initially removed before arriving at the final configuration.

    The upshot is that I reduced the memory footprint of the hair asset. Complex scenes can be slow to render, and sometimes Blender crashes outright! Whenever I can, I reduce the memory usage of the scene elements by altering their mesh.

    Cheers!

     

    Ah. I do something similar in Daz Geometry editor whenever the surfaces tab isn't enough. I'm still a newbie to Blender, so I only use it when backed into a corner. Thanks for taking the time to share your tips. When I get into more complex scenes, I'll probably need to worry more about removing resource hogging geometry, too.

  • csaacsaa Posts: 822
    edited November 2022

    After all the changes to their hair, this is how they now look ...

    Sgts. Andrea & Inez | Daz assets | Blender Eevee render | Clip Studio Paint post-edit

    Post edited by csaa on
  • vrba79vrba79 Posts: 1,398
    edited November 2022

    The original Genesis still holds up.

     

    Post edited by vrba79 on
  • vrba79vrba79 Posts: 1,398
    edited November 2022

    Will Genesis 9 be of any use for NPR? Yes, I very much think so! "My Shaders2" with a custom skin/eye textures, some harsh lighting and some quick post work.

    Post edited by vrba79 on
  • LoreMistress IzariaLoreMistress Izaria Posts: 145
    edited November 2022

    Taking a break from harpies for a bit. Playing with a character I want to use for coloring pages. WIP. I didn't clean up the lines as this is more of a proof of concept getting my greyscale shaders perfected.

    Technomancer.jpeg
    1920 x 1080 - 1M
    Coloring Page Test.jpg
    1920 x 1080 - 154K
    Post edited by LoreMistress Izaria on
  • vrba79vrba79 Posts: 1,398

    3Delight and dzToon are still fun to play with from time to time.

     

  • csaacsaa Posts: 822
    edited November 2022

    LoreMistress Izaria,

    Love the line art and the coloring! Has an illustrated look about it.

    I'm not sure if it was your intent, but the grey shades appear to have become lost underneath the colors. Of course this may be due to the differences between our monitors. In mine, the dark toned colors may have overwhelmed the black and white shades.

    Cheers!

    LoreMistress Izaria said:

    Taking a break from harpies for a bit. Playing with a character I want to use for coloring pages. WIP. I didn't clean up the lines as this is more of a proof of concept getting my greyscale shaders perfected.

    Post edited by csaa on
  • csaa said:

    LoreMistress Izaria,

    Love the line art and the coloring! Has an illustrated look about it.

    I'm not sure if it was your intent, but the grey shades appear to have become lost underneath the colors. Of course this may be due to the differences between our monitors. In mine, the dark toned colors may have overwhelmed the black and white shades.

    Cheers!

    LoreMistress Izaria said:

    Taking a break from harpies for a bit. Playing with a character I want to use for coloring pages. WIP. I didn't clean up the lines as this is more of a proof of concept getting my greyscale shaders perfected.

     

     

     

    I'm not sure I get what you mean. I have very little skill with actual art, and using colors properly is a real challenge for me.

    The colored image is done with Visual Style Shaders using the image maps for the products. For a coloring book, I would use that image as a sort of 'look what you could do' thing. The coloring page is a tweaked Visual Style Shader all in one color only (with adjustments for some details like eyes). I take it into Photoshop and greyscale it, then add the outline layer.

  • csaacsaa Posts: 822

    LoreMistress Izaria said:

     

    I'm not sure I get what you mean. I have very little skill with actual art, and using colors properly is a real challenge for me.

    The colored image is done with Visual Style Shaders using the image maps for the products. For a coloring book, I would use that image as a sort of 'look what you could do' thing. The coloring page is a tweaked Visual Style Shader all in one color only (with adjustments for some details like eyes). I take it into Photoshop and greyscale it, then add the outline layer.

    LoreMistress Izaria,

    OK. It's my turn to apologize. I should have tried to understand your process was. I thought that you started with the greyscale renders first then applied colored filters. All along I was thinking that you used separate renders and blended them as Photoshop layers.

    In any case, I really like the greyscale output. It has a delicate look, with the precision of a technical drawing, as with an architectural render for example.

    Thanks for sharing.

    Cheers!

  • csaacsaa Posts: 822
    edited November 2022

    A combination of different layers: line art; cel shading; and manga-inspired hatching/stippling. I used the Tangien Portico asset as the set scene.

    Cheers!

    Sgt. Andrea: By the Alabaster Steps | Daz assets | Blender Eevee render | Clip Studio Paint post-edit

    Post edited by csaa on
  • LoreMistress IzariaLoreMistress Izaria Posts: 145
    edited November 2022

    csaa said:

    LoreMistress Izaria said:

     

    I'm not sure I get what you mean. I have very little skill with actual art, and using colors properly is a real challenge for me.

    The colored image is done with Visual Style Shaders using the image maps for the products. For a coloring book, I would use that image as a sort of 'look what you could do' thing. The coloring page is a tweaked Visual Style Shader all in one color only (with adjustments for some details like eyes). I take it into Photoshop and greyscale it, then add the outline layer.

    LoreMistress Izaria,

    OK. It's my turn to apologize. I should have tried to understand your process was. I thought that you started with the greyscale renders first then applied colored filters. All along I was thinking that you used separate renders and blended them as Photoshop layers.

    In any case, I really like the greyscale output. It has a delicate look, with the precision of a technical drawing, as with an architectural render for example.

    Thanks for sharing.

    Cheers!

    No worries. I might try to make the colored render look more hand drawn and overlay it for the promo pics. Or... have my mom-in-law color some for the promos, since she likes digital coloring pages. >.<

    I like the B&W manga style you've been developing. My attention span is too wibbly wobbly to stick to a single series at the moment.

    Post edited by LoreMistress Izaria on
  • LoreMistress IzariaLoreMistress Izaria Posts: 145
    edited November 2022

    Test flight fun!

    Technomancer Flight.jpg
    4800 x 6000 - 1M
    Post edited by LoreMistress Izaria on
  • csaacsaa Posts: 822

     LoreMistress Izaria,

    There's energy in the image. I can certainly feel it!

    Some suggestions:

    - If this was a comics panel, speedlines from top-left receeding to down-right would give depth and motion to the scene.

    - Maybe lighter shading on the heads of the robots? Something like soft rim lights. This would give them more 3D spherical appearance.

    But I like the image. Thanks for sharing. laugh

    Cheers!

    LoreMistress Izaria said:

    Test flight fun!

  • vrba79vrba79 Posts: 1,398

  • csaacsaa Posts: 822

    vrba79,

    This one definitely has got his mojo. Thanks for sharing.

    Cheers!

     

    vrba79 said:

  • vrba79vrba79 Posts: 1,398
    edited November 2022

    Thanks. That's the old 3DL dzDefault toon shader, with a little bit of Photoshop postwork thrown in.

    This is why I really hope 3DL isn't going away with DS5. There are so many styles that are much harder to pull off with Iray-based shaders.

    Post edited by vrba79 on
  • @csaa Yeah, I need to work on lighting now that I've found a process that works with her. Each toon needs different filters, etc to look nice. Thanks for the suggestions. Maybe a quick swipe with a brush in Photoshop would do it...

  • vrba79vrba79 Posts: 1,398

    In my mind, the one thing Iray really has over 3DL is the realtime wysiwyg preview window. Technically you can bring up one for 3DL with an aux window, but its not the same.

  • vrba79vrba79 Posts: 1,398

    DzDefault toon, with Sharpen/Blur postwork applied.

  • csaacsaa Posts: 822

    Sgt. Inez: Counter Mansplaining | Daz assets and set up | Blender Eevee render | Clip Studio Paint post-edit

  • @vrba79 I've never played with the Daz Default toon shader.  Is that rendered in Iray or Delight?

    @csaa You tell him, girl!

  • vrba79vrba79 Posts: 1,398
    It's a basic 3delight shader that comes with the software.
  • vrba79vrba79 Posts: 1,398
    edited November 2022

    I've been wanting to see how Genesis 9 looks with a lot of my usual render methods of choice, so here he is in PwToon, and Hiro 5's eyebrows.

    Post edited by vrba79 on
  • Phloki3dPhloki3d Posts: 136

    Haven't been working on too much lately but have been keeping up with the thread - inspiring work as always!

    I did get around to transferring some of my characters to Genesis 9 as well as creating new textures for them though. My style has changed a little just in that process alone but I've been pleased with the results so far. I would have thought Genesis 9 would be overkill for what I typically need, but the UVs have been easier to work with and the facial rigging has actually been pretty nice!

    tofu-g9.jpg
    1080 x 1350 - 938K
  • Phloki3D said:

    Haven't been working on too much lately but have been keeping up with the thread - inspiring work as always!

    I did get around to transferring some of my characters to Genesis 9 as well as creating new textures for them though. My style has changed a little just in that process alone but I've been pleased with the results so far. I would have thought Genesis 9 would be overkill for what I typically need, but the UVs have been easier to work with and the facial rigging has actually been pretty nice!

    Wow, I like this style. How much is done in postwork to get this effect? 

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