Non-photorealistic Renders (NPR)

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Comments

  • tkdroberttkdrobert Posts: 3,551
    Artini said:

    Thanks for the comments, mmitchell_houston. I have to find a better light setup for the scene.

    You're very welcome. Lighting is definitely the thing I struggle with most.

     

    Artini said:

    Thanks for the comments, mmitchell_houston. I have to find a better light setup for the scene.

    You're very welcome. Lighting is definitely the thing I struggle with most.

    Ditto on NPR and realistic renders.

  • tkdroberttkdrobert Posts: 3,551

    I did this one for my wife.  Wonder Woman is the only superhero she is fond of.  I didn't use Visual Style Shaders this time, just V4, 3Delight, and PS postwork.

    Wonder Woman.png
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  • HeadwaxHeadwax Posts: 9,989
    Stezza said:

    This has got to be the best thread on this forum

     

    well, apart from the ones in the Carrara Board

    but

    these are so good to look at... 

     

    ha ha yes, second that, really enjoying this thread, and good to see Poser getting some love :)

     

     

  • mmitchell_houstonmmitchell_houston Posts: 2,484
    edited May 2017

    And now for something completely different... I mean, who doesn't love a velociaraptor with a martini glass. For a logo I need to complete tomorrow.

    I think the colors on the mouth need work, though. And maybe the glass. And the nostrils. I'll decide when I see it closer to actual print size and with the text added.

    Just for giggles, I took out the dark green texture. Depending on how this looks at the print size, I may have to drop the dark green and just use the basic tone shading. I just won't know until I get into the actual logo.

    Tilly_Test.jpg
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    Tilly_Test2.jpg
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    Post edited by mmitchell_houston on
  • tkdroberttkdrobert Posts: 3,551

    And now for something completely different... I mean, who doesn't love a velociaraptor with a martini glass. For a logo I need to complete tomorrow.

    I think the colors on the mouth need work, though. And maybe the glass. And the nostrils. I'll decide when I see it closer to actual print size and with the text added.

    Just for giggles, I took out the dark green texture. Depending on how this looks at the print size, I may have to drop the dark green and just use the basic tone shading. I just won't know until I get into the actual logo.

    I like the one on the left.

  • mmitchell_houstonmmitchell_houston Posts: 2,484
    edited May 2017

    Finally finished the logo. I spent WAAAAAY too much time on this! As for what it's for... haven't you ever heard of a sentient, time-travelling velociaraptor who writes an advice column? I did decide that logo text is better handled in Photoshop or Illustrator. It was a bit too much work in Manga Studio.

    I'm also not sure why this came out as such a low-quality JPEG output. I'll check the settings next time.

    Fortunately, we'll be printing this from a high-quality TIFF.

    Tilli_Logo.jpg
    635 x 900 - 469K
    Post edited by mmitchell_houston on
  • mmitchell_houstonmmitchell_houston Posts: 2,484
    edited May 2017

    Dang. I thought I was finished, but it turned out that the black outlines were too thin when I reduced it for print. So, I had to go through and manually pump them up.

    Tilli_Logo.png
    635 x 900 - 272K
    Post edited by mmitchell_houston on
  • tkdroberttkdrobert Posts: 3,551

    LOL it's cool

  • Dang. I thought I was finished, but it turned out that the black outlines were too thin when I reduced it for print. So, I had to go through and manually pump them up.

    tkdrobert said:

    LOL it's cool

    Here's hoping the author likes it! I just submitted it to him.

  • tkdroberttkdrobert Posts: 3,551

    One of my favorite characters growing up.  Helped me greatly when I had rough times.  Went back to Visual Style Shader.  I had a duh moment on this one, figured out how to add back textures.  I'm happy very happy with the way it turned out. 

    Wolverine.png
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  • tkdroberttkdrobert Posts: 3,551

    Forgot to add that I used DG Toon Style Hair Shaders on this one.  Baught it today on sale.

     

  • HeadwaxHeadwax Posts: 9,989

    Fine work this, it's a good logo. 

    Dang. I thought I was finished, but it turned out that the black outlines were too thin when I reduced it for print. So, I had to go through and manually pump them up.

     

  • HeadwaxHeadwax Posts: 9,989
    tkdrobert said:

    One of my favorite characters growing up.  Helped me greatly when I had rough times.  Went back to Visual Style Shader.  I had a duh moment on this one, figured out how to add back textures.  I'm happy very happy with the way it turned out. 

    really like the way the jeans are in this, thanks for the headsup on  the shaders too

     

  • SammagiSammagi Posts: 137

    Back from doing some concept art with sketches.

    I have been using Daz3d less on characters and more on establishing sceneries. But thanks to manga style shaders and a bit of traditional sketches I'm able to make more characters for future comic books! :)

    Potrait of Rave.jpg
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  • david_macraedavid_macrae Posts: 109

    @mmitchell_houston It looks really good I like the retro tiki look. The only thing I would say is try adding a level or 2 of subdivision to the dino to round the tail a little where the bends seem kind of straight. 

    If you are not familliar it is really easy just select the character then go to figure tab on top select skinning method switch from poser traditional toposer unimesh. On the figure properties menu on the right the subdivision levels will be available turn it up to 1 or 2. 

    I do that alot wth my toon characters to get more rounded lines now on characters with low geometry.

  • tkdroberttkdrobert Posts: 3,551
    edited May 2017
    head wax said:
    tkdrobert said:

    One of my favorite characters growing up.  Helped me greatly when I had rough times.  Went back to Visual Style Shader.  I had a duh moment on this one, figured out how to add back textures.  I'm happy very happy with the way it turned out. 

    really like the way the jeans are in this, thanks for the headsup on  the shaders too

    Figuring out how to put the textures back in after applying the Visual Style Shader color was key for that look on the jeans.  I can't believe it took me that long to figure that out.  I think at one point I figured it out then forgot.  When you apply VSS, there are two defuse settings.  You have to reapply the textures to both settings.  VSS is one of the best purchases I've made for NPR.  However, to really make it work, you need to get the toon hair shaders and eyebrows.  When you apply VSS skin to the model, you lose the brows.

    Post edited by tkdrobert on
  • tkdroberttkdrobert Posts: 3,551

    Dang. I thought I was finished, but it turned out that the black outlines were too thin when I reduced it for print. So, I had to go through and manually pump them up.

    tkdrobert said:

    LOL it's cool

    Here's hoping the author likes it! I just submitted it to him.

    For what it's worth, I think it's great.

  • ArtiniArtini Posts: 9,471
    edited May 2017

    Just tried Nik Tools on Daz Studio iray render.

    image

    Bethany03pic05ps02.jpg
    960 x 1080 - 209K
    Post edited by Artini on
  • tkdroberttkdrobert Posts: 3,551

    It's awesome isn't it?

  • ArtiniArtini Posts: 9,471
    edited May 2017

    Thanks, tkdrobert. It was Silver Efex Pro 2 filter overlaid on the original layer.

    I think, it is one of my favorites, while using Nik Tools.

     

    Post edited by Artini on
  • @mmitchell_houston It looks really good I like the retro tiki look. The only thing I would say is try adding a level or 2 of subdivision to the dino to round the tail a little where the bends seem kind of straight. 

    If you are not familliar it is really easy just select the character then go to figure tab on top select skinning method switch from poser traditional toposer unimesh. On the figure properties menu on the right the subdivision levels will be available turn it up to 1 or 2.  I do that alot wth my toon characters to get more rounded lines now on characters with low geometry.

    Thanks for the tip, David. I didn't know that. I will definitely apply that knowledge to futture work. If I need to update this logo (or make a new one) I will do that. I was a little concerned about the final two segments of the tail and thought about fixing them in postwork, but then decided to just forge ahead. Sometimes I get lost in small details and spend too much time trying to fix them. So I decided to move forward, rather than trying to make everything perfect.

    Sigh.

    I know you are 100% correct, and part of me would love to go back and fix it. But I'm already way over time on this logo. Gotta move on.

    On the subject of straight lines with low-poly models, though, that's something I've been working with and enjoying on some of my work. I've been using a low-poly model for the Moon Wolf character, and the sharp lines give him a more masculine look that juxtaposes with the smoother lines of the Hatta Mari (V4) figure. It gives me more of a Yin/Yang, male/female, rough/smooth look that is helping make the work seem more hand-drawn and look different from all the other Poser/Daz figures out there. I don't know if this would work with your projects, though, as you are working with a more traditional anime style, which tends to be smoother and more organic.

    Thanks for the comments and useful tips!

  • @mmitchell_houston It looks really good I like the retro tiki look. The only thing I would say is try adding a level or 2 of subdivision to the dino to round the tail a little where the bends seem kind of straight. 

    If you are not familliar it is really easy just select the character then go to figure tab on top select skinning method switch from poser traditional toposer unimesh. On the figure properties menu on the right the subdivision levels will be available turn it up to 1 or 2. 

    I do that alot wth my toon characters to get more rounded lines now on characters with low geometry.

    Is this advice for Poser or Daz Studio? I don't see a "Figure" tab in Poser 11. 

  • tkdrobert said:

    Figuring out how to put the textures back in after applying the Visual Style Shader color was key for that look on the jeans.  I can't believe it took me that long to figure that out.  I think at one point I figured it out then forgot.  When you apply VSS, there are two defuse settings.  You have to reapply the textures to both settings.  VSS is one of the best purchases I've made for NPR.  However, to really make it work, you need to get the toon hair shaders and eyebrows.  When you apply VSS skin to the model, you lose the brows.

    Eyebrows are definitely something I struggle with, especially on my male characters (in fact, I've been leaving them off, lately). I've sketched some simple b&w eyebrows that I will be using on my next project -- it's got a lot of close-ups and I really need them to get more out of the expressions. I may wind up using Blacksmith3D to draw some on the M4 textures, and pump up the lip outlines.

  • Artini said:

    Just tried Nik Tools on Daz Studio iray render.

    image

    I think this is great, but it actually runs into a problem that I've seen with ALL art, not just 3D. Beautiful women tend to have smooth skin. This means that the artist has less "detail" to work with, as the more you add, the more it detracts from the beauty. In this case, you've got a classic girl-next-door vibe: kinda pretty, kinda sporty, so the skin texture treatment is working on her face and arms. But her legs just look dirty to me. BTW: I REALLY love the way this handled the hair. And her expression is pretty darned good. When you start with a good pose/expression and lighting, it's easier to get good results (NPR or otherwise).

  • tkdroberttkdrobert Posts: 3,551
    tkdrobert said:

    Figuring out how to put the textures back in after applying the Visual Style Shader color was key for that look on the jeans.  I can't believe it took me that long to figure that out.  I think at one point I figured it out then forgot.  When you apply VSS, there are two defuse settings.  You have to reapply the textures to both settings.  VSS is one of the best purchases I've made for NPR.  However, to really make it work, you need to get the toon hair shaders and eyebrows.  When you apply VSS skin to the model, you lose the brows.

    Eyebrows are definitely something I struggle with, especially on my male characters (in fact, I've been leaving them off, lately). I've sketched some simple b&w eyebrows that I will be using on my next project -- it's got a lot of close-ups and I really need them to get more out of the expressions. I may wind up using Blacksmith3D to draw some on the M4 textures, and pump up the lip outlines.

    It's frustrating but I'm now covered for almost all of my models except M4 and V4.  With G3 I can do white people but not other races.  Eventually, I'll have all the bases covered.  I have to budget and at times I struggle with whether or not to buy toony stuff or realistic IRAY stuff.

  • tkdrobert said:
    tkdrobert said:

    Figuring out how to put the textures back in after applying the Visual Style Shader color was key for that look on the jeans.  I can't believe it took me that long to figure that out.  I think at one point I figured it out then forgot.  When you apply VSS, there are two defuse settings.  You have to reapply the textures to both settings.  VSS is one of the best purchases I've made for NPR.  However, to really make it work, you need to get the toon hair shaders and eyebrows.  When you apply VSS skin to the model, you lose the brows.

    Eyebrows are definitely something I struggle with, especially on my male characters (in fact, I've been leaving them off, lately). I've sketched some simple b&w eyebrows that I will be using on my next project -- it's got a lot of close-ups and I really need them to get more out of the expressions. I may wind up using Blacksmith3D to draw some on the M4 textures, and pump up the lip outlines.

    It's frustrating but I'm now covered for almost all of my models except M4 and V4.  With G3 I can do white people but not other races.  Eventually, I'll have all the bases covered.  I have to budget and at times I struggle with whether or not to buy toony stuff or realistic IRAY stuff.

    Since I use Poser for the most part, these days, my budget tends to focus on M4 and V4 materials and items. Right now, I'm not getting consistent, usable results from Daz Studio for my comics and illustration work. Nothing in DS can yet compete with what I can get out of the Live Comic Book Preview mode in Poser 11. I really hope DS gets something similar, and soon. I feel cut off from the Genesis products, and it is limiting what I can do.

    On the other hand -- I do have a project this year that will allow me to use DS for primary output, and I'm looking forward to it.

     

     

  • UnifiedBrainUnifiedBrain Posts: 3,588
    Artini said:

    Great images, everyone.

    I have applied Topaz Clean filter to my previous image and I like it better.

    What do you think about it?

    image

    Hey Artini, sorry for commenting a bit late on your image.

    I think that it looks GREAT.  Certainly NPR.  Maybe toy-like.  But whatever style it gets called, you have got a winner here.

  • ArtiniArtini Posts: 9,471
    edited May 2017

    Thanks for the comments, mmitchell_houston.

    It was also an experiment with using the dress and the hair originally created for Victoria 4.

    The dress - I have converted to weight mapped rigging (not TriAx) and then autofitted to Bethany.

    The hair - I have just scalled it and moved it a bit and also converted to SubD.

    Also on both dress and hair, I have applied iray Uber shader.

     

    Post edited by Artini on
  • ArtiniArtini Posts: 9,471
    edited May 2017

    One more iray render with Nik Tools applied in post

    image

    and also with Topaz Clean afterwards.

    image

    Alexis03pic04ps02.jpg
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    Alexis03pic04ps03.jpg
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    Post edited by Artini on
  • SammagiSammagi Posts: 137
    edited May 2017
    tkdrobert said:

    Figuring out how to put the textures back in after applying the Visual Style Shader color was key for that look on the jeans.  I can't believe it took me that long to figure that out.  I think at one point I figured it out then forgot.  When you apply VSS, there are two defuse settings.  You have to reapply the textures to both settings.  VSS is one of the best purchases I've made for NPR.  However, to really make it work, you need to get the toon hair shaders and eyebrows.  When you apply VSS skin to the model, you lose the brows.

    Eyebrows are definitely something I struggle with, especially on my male characters (in fact, I've been leaving them off, lately). I've sketched some simple b&w eyebrows that I will be using on my next project -- it's got a lot of close-ups and I really need them to get more out of the expressions. I may wind up using Blacksmith3D to draw some on the M4 textures, and pump up the lip outlines.

    With photoshop, you can try using filter gallery and torn edges.

    1.) Take the texture or face of the character and adjust it to black and whtie

    2.) Make sure the paint is set to black and white

    3.) convert to smart filter, and then Filter gallery > Torn Edges

    4.) If you want the brows of particular color, make sure the primary color is set to the base color of your choosing.

    Attached texture files removed

    Post edited by Richard Haseltine on
This discussion has been closed.