November 2015 New User Contest "Materials" (WIP-THREAD)

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Comments

  • You are right. I worked on the pose, made it look more like a kick but withthose shoes :). That seems not to bright. I messed the color's up as well. So it would indeed be better to go on with the first one. I got the easy volume camera and lamps from the store They are real cool only the color camera makes no sense to me. 

    BTW English is not my native language so I'm sorry if I wriet to muchmistakes or if I am unclear

    that should be write

  • isidornisidorn Posts: 1,601
    ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    The rectangular patch on the forehead is probably coming from the transparancy map on the skull cap of the hair. Iray can get touchy about rendering transparent items, especially if they have reflective or refractive properties assigned to them, even if they are "invisible." See if the hair has a skull cap adjustment morph, and that will probably fix it.

    You are definitely on to something there. Thanks for sharing! The hair I'm using has a "Hairline Height" morph that I had adjusted. When I reset that the shadow, while still being there, it got a more natural shape and was no longer rectangular. I think I can live with that.

    I couldn't figure out what causes the "giant moon" in the sky. It stays in place even when I rotate the background. So I made some changes to the scenery covering up the eye catching "borders" between the two different sky colours.

    Two things I notice in the new version. The hair has got more red and she now has a shadow on the right side of her face and neck, similar to the rectangular shadow on her forehead that was before.

    The first attachement is the previous version. The second is the latest one and it's only 52% converged. It took 9 hours to get to that and there's still changes to make so I didn't see any point in letting in continue.

    I think everyone else has already recieved comments and suggestions so I won't add anything to that other than that it's great to see how everyone's projects comes along and makes progress.

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  • Kismet2012Kismet2012 Posts: 4,252
    edited November 2015
    isidorn said:
    ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    The rectangular patch on the forehead is probably coming from the transparancy map on the skull cap of the hair. Iray can get touchy about rendering transparent items, especially if they have reflective or refractive properties assigned to them, even if they are "invisible." See if the hair has a skull cap adjustment morph, and that will probably fix it.

    You are definitely on to something there. Thanks for sharing! The hair I'm using has a "Hairline Height" morph that I had adjusted. When I reset that the shadow, while still being there, it got a more natural shape and was no longer rectangular. I think I can live with that.

    I couldn't figure out what causes the "giant moon" in the sky. It stays in place even when I rotate the background. So I made some changes to the scenery covering up the eye catching "borders" between the two different sky colours.

    Two things I notice in the new version. The hair has got more red and she now has a shadow on the right side of her face and neck, similar to the rectangular shadow on her forehead that was before.

    The first attachement is the previous version. The second is the latest one and it's only 52% converged. It took 9 hours to get to that and there's still changes to make so I didn't see any point in letting in continue.

    I think everyone else has already recieved comments and suggestions so I won't add anything to that other than that it's great to see how everyone's projects comes along and makes progress.

    Personally I like the newest version.  I didn't realize it until I saw them side by side but the light on the left side of the previous version is a bit distracting from your main figures.  The bush/tree helps to break up that light and make your figures the focus.

     

    Is there a prop of some kind between the light and your figures?  It is difficult to see but that line you mentioned extends beyond your character and to the tree in the background. It looks to me like there is something with a straight edge that is casting a shadow.  A plane perhaps? 

     

    The red in her hair could be from the light coming from the Mystikoi.

     

    This is really coming along nicely. 

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    Post edited by Kismet2012 on
  • isidornisidorn Posts: 1,601
    isidorn said:
    ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    The rectangular patch on the forehead is probably coming from the transparancy map on the skull cap of the hair. Iray can get touchy about rendering transparent items, especially if they have reflective or refractive properties assigned to them, even if they are "invisible." See if the hair has a skull cap adjustment morph, and that will probably fix it.

    You are definitely on to something there. Thanks for sharing! The hair I'm using has a "Hairline Height" morph that I had adjusted. When I reset that the shadow, while still being there, it got a more natural shape and was no longer rectangular. I think I can live with that.

    I couldn't figure out what causes the "giant moon" in the sky. It stays in place even when I rotate the background. So I made some changes to the scenery covering up the eye catching "borders" between the two different sky colours.

    Two things I notice in the new version. The hair has got more red and she now has a shadow on the right side of her face and neck, similar to the rectangular shadow on her forehead that was before.

    The first attachement is the previous version. The second is the latest one and it's only 52% converged. It took 9 hours to get to that and there's still changes to make so I didn't see any point in letting in continue.

    I think everyone else has already recieved comments and suggestions so I won't add anything to that other than that it's great to see how everyone's projects comes along and makes progress.

    Personally I like the newest version.  I didn't realize it until I saw them side by side but the light on the left side of the previous version is a bit distracting from your main figures.  The bush/tree helps to break up that light and make your figures the focus.

     

    Is there a prop of some kind between the light and your figures?  It is difficult to see but that line you mentioned extends beyond your character and to the tree in the background. It looks to me like there is something with a straight edge that is casting a shadow.  A plane perhaps? 

     

    The red in her hair could be from the light coming from the Mystikoi.

     

    This is really coming along nicely. 

    Thanks Kismet! I liked the light on the left side of the picture and I think I even made it stronger at some point but I completely agree with you now that it is distracting from the main focus in the previous version. The tree was mainly put there as I hoped to get god rays through its branches, but that didn't work. I should probably reduce the strenght of that light now.

    I can't check the scene right now but the only things there are the stones and some trees and bushes. I don't think any of them could cause a shadow with such a straight line. But I remembered something I forgot to mention in the previous post. In my attempts to kill the rectangular shadow on her forehead I added a spotlight on her face and I suspect that is the culprit and it probably effects the hair too. I'll do some more tweaking and see what happens.

  • LinwellyLinwelly Posts: 5,947
    isidorn said:
    isidorn said:
    ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    The rectangular patch on the forehead is probably coming from the transparancy map on the skull cap of the hair. Iray can get touchy about rendering transparent items, especially if they have reflective or refractive properties assigned to them, even if they are "invisible." See if the hair has a skull cap adjustment morph, and that will probably fix it.

    You are definitely on to something there. Thanks for sharing! The hair I'm using has a "Hairline Height" morph that I had adjusted. When I reset that the shadow, while still being there, it got a more natural shape and was no longer rectangular. I think I can live with that.

    I couldn't figure out what causes the "giant moon" in the sky. It stays in place even when I rotate the background. So I made some changes to the scenery covering up the eye catching "borders" between the two different sky colours.

    Two things I notice in the new version. The hair has got more red and she now has a shadow on the right side of her face and neck, similar to the rectangular shadow on her forehead that was before.

    The first attachement is the previous version. The second is the latest one and it's only 52% converged. It took 9 hours to get to that and there's still changes to make so I didn't see any point in letting in continue.

    I think everyone else has already recieved comments and suggestions so I won't add anything to that other than that it's great to see how everyone's projects comes along and makes progress.

    Personally I like the newest version.  I didn't realize it until I saw them side by side but the light on the left side of the previous version is a bit distracting from your main figures.  The bush/tree helps to break up that light and make your figures the focus.

     

    Is there a prop of some kind between the light and your figures?  It is difficult to see but that line you mentioned extends beyond your character and to the tree in the background. It looks to me like there is something with a straight edge that is casting a shadow.  A plane perhaps? 

     

    The red in her hair could be from the light coming from the Mystikoi.

     

    This is really coming along nicely. 

    Thanks Kismet! I liked the light on the left side of the picture and I think I even made it stronger at some point but I completely agree with you now that it is distracting from the main focus in the previous version. The tree was mainly put there as I hoped to get god rays through its branches, but that didn't work. I should probably reduce the strenght of that light now.

    I can't check the scene right now but the only things there are the stones and some trees and bushes. I don't think any of them could cause a shadow with such a straight line. But I remembered something I forgot to mention in the previous post. In my attempts to kill the rectangular shadow on her forehead I added a spotlight on her face and I suspect that is the culprit and it probably effects the hair too. I'll do some more tweaking and see what happens.

    Those are my thoughts, Ty turning all lights off and then one by one add them again. I guess that was as well the matter with the "Moon" effect, you have a pane or something of that sort in the back? Then its where some spot begins casting its light to.

  • kathrynlochkathrynloch Posts: 378
    edited November 2015

    Well, I thought I had his thumb fixed but apparently not. 

    I did lighten his nipples quite a bit. The funny thing is once I load the texture it goes super dark. The more I look at the skin mat the more I think it needs some major work. Whoever the model was had some hellacious razor burn when he shaved his chest. lol! 

    So I'm going to see if I can fix that too.

     

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    Post edited by kathrynloch on
  • Kismet2012Kismet2012 Posts: 4,252

    Well, I thought I had his thumb fixed but apparently not. 

    I did lighten his nipples quite a bit. The funny thing is once I load the texture it goes super dark. The more I look at the skin mat the more I think it needs some major work. Whoever the model was had some hellacious razor burn when he shaved his chest. lol! 

    So I'm going to see if I can fix that too.

     

    You made me laugh with that razor burn comment.  Laughing Smileys

     

    Hands are defintely a pain to pose.  I spend a huge amount of time getting it right but if I don't it bugs me.  His hand looks much better.

     

  • IceDragonArtIceDragonArt Posts: 12,548
    isidorn said:
    ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    The rectangular patch on the forehead is probably coming from the transparancy map on the skull cap of the hair. Iray can get touchy about rendering transparent items, especially if they have reflective or refractive properties assigned to them, even if they are "invisible." See if the hair has a skull cap adjustment morph, and that will probably fix it.

    You are definitely on to something there. Thanks for sharing! The hair I'm using has a "Hairline Height" morph that I had adjusted. When I reset that the shadow, while still being there, it got a more natural shape and was no longer rectangular. I think I can live with that.

    I couldn't figure out what causes the "giant moon" in the sky. It stays in place even when I rotate the background. So I made some changes to the scenery covering up the eye catching "borders" between the two different sky colours.

    Two things I notice in the new version. The hair has got more red and she now has a shadow on the right side of her face and neck, similar to the rectangular shadow on her forehead that was before.

    The first attachement is the previous version. The second is the latest one and it's only 52% converged. It took 9 hours to get to that and there's still changes to make so I didn't see any point in letting in continue.

    I think everyone else has already recieved comments and suggestions so I won't add anything to that other than that it's great to see how everyone's projects comes along and makes progress.

    Personally I like the newest version.  I didn't realize it until I saw them side by side but the light on the left side of the previous version is a bit distracting from your main figures.  The bush/tree helps to break up that light and make your figures the focus.

     

    Is there a prop of some kind between the light and your figures?  It is difficult to see but that line you mentioned extends beyond your character and to the tree in the background. It looks to me like there is something with a straight edge that is casting a shadow.  A plane perhaps? 

     

    The red in her hair could be from the light coming from the Mystikoi.

     

    This is really coming along nicely. 

    I like the newest version as well.

     

  • IceDragonArtIceDragonArt Posts: 12,548

    Well, I thought I had his thumb fixed but apparently not. 

    I did lighten his nipples quite a bit. The funny thing is once I load the texture it goes super dark. The more I look at the skin mat the more I think it needs some major work. Whoever the model was had some hellacious razor burn when he shaved his chest. lol! 

    So I'm going to see if I can fix that too.

     

    And his nipples look much better.

     

  • IceDragonArtIceDragonArt Posts: 12,548
    edited November 2015

    Changed the background sky dome to a darker shade.  Made the shadows a bit more purple grey.  Changed the marble on the columns and walls (again lol) Fiddled with her hair a bit to try and give it a bit more texture. This is at 85%.  It was late last night and I couldnt wait for it to finish

     

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  • AtiAti Posts: 9,130

    Sonja: the only thing that bothers me is the left side of the image. I don't see what's going on there. In the first version of the image, I could see through the columns, and see the sky, just like I can on the right. That set up the place for me, I knew exactly what I was looking at. With the current image, if I forget about the first version, I can't tell what's there. Are there 3 columns there right next to each other, blocking the view to the sky? What structure is this, why does it have so many columns? My focus goes to the left of the image, trying to figure all this out, instead of focusing on the inside -- which is now looking really good, I think!

  • IceDragonArtIceDragonArt Posts: 12,548
    Ati said:

    Sonja: the only thing that bothers me is the left side of the image. I don't see what's going on there. In the first version of the image, I could see through the columns, and see the sky, just like I can on the right. That set up the place for me, I knew exactly what I was looking at. With the current image, if I forget about the first version, I can't tell what's there. Are there 3 columns there right next to each other, blocking the view to the sky? What structure is this, why does it have so many columns? My focus goes to the left of the image, trying to figure all this out, instead of focusing on the inside -- which is now looking really good, I think!

    That's what was bugging me about it lol!  I will fix it when I get home tonight.  I think I rotated it slightly which changed it just enough to block the sky

  • Sisters of the Road

    I replaced pretty much every clothing mat with something else, with I think the exception of the redhead's shirt. I dirtied them up some, and also played around with depth-of-field for this one.

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  • Sisters of the Road

    I replaced pretty much every clothing mat with something else, with I think the exception of the redhead's shirt. I dirtied them up some, and also played around with depth-of-field for this one.

    What render engine did you use? Looks like it's 3Delight but it looks as if the character on the left has skin set up for iray... 3Delight doesn't seem to play well with iray shaders.... looking good though :)

  • ebonartgalleryebonartgallery Posts: 252
    edited November 2015
    TreeDee said:

    Sisters of the Road

    I replaced pretty much every clothing mat with something else, with I think the exception of the redhead's shirt. I dirtied them up some, and also played around with depth-of-field for this one.

    What render engine did you use? Looks like it's 3Delight but it looks as if the character on the left has skin set up for iray... 3Delight doesn't seem to play well with iray shaders.... looking good though :)

    Ah, that would be it, wouldn't it? No, it does not - I specifically had to replace the skin mat on the woman to the right because of that very reason. For the woman on the left, I thought that the washed-out look could actually fit her, Maybe. Apparently not :)

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    Post edited by ebonartgallery on
  • Thought that I'd try a different angle on mine after seeing and commenting on kathrynloch's last post.

     

    Boy was I surprised to see that the scope had fliped what we were seeing though it.

    Hey this is looking better and better! I'm glad you decided to change the camera angle.

    Take this with a grain of salt, but I would like to see more light on his face. Yeah you don't want to detract from the fire behind him. But you've got a Kurt Russel feel going on with this character and I want to see his face and the intensity of his concentration a bit more.

    Plus I had an idea regarding that scope. While in real life we might be able to see the fire behind him because of our angle to the scope, let's pull a page out of our writer's handbook here. lol! We've all heard about foreshadowing when it comes to stories and novel structure. Giving a little hint to the reader of what's to come by placing little clues here and there. Some can be subtle and easy to miss but when you get to the big moment the reader looks back and says - that's right! It was there al along! Or they can be obvious smack you in the head. The car with the driver's door wide open and the keys in it idling while the owner runs into Starbucks of course will be the get away car for the bank robbers.

    You can do the same in art but it can be tough at times, but here's a golden opportunity for you. In the scope, instead of showing us, the audience, what we already know is there because we're looking at the fire, what if the scope reflected what he's looking at and what we can't see? Like the big Fallout 4 power armor suit with weapon charged waiting to shoot fish in a barrel. Then we'd understand that the dude really might be between a rock and a hard place. It could be anything really - a line of commandos a big trap. Oh no, how is our hero going to deal with that?

    You might be able to set it up as a material on the lens of the scope, but if it doesn't work, I imagine yould could do that in post. We try to keep post to a minimum but it is a valid and very essential part of the work flow.

     

    Anyway, just some ideas for ya.

    Cheers,
    Kath

    Thanks for the feedback Kath. I've got a render that I did before reading your comment, but hasn't been posted. I'm not at home at this time so I can't do that just now. I'll try to remember to do so when I get home, and I also have started to see what I can do with your idea.
  • Kismet2012Kismet2012 Posts: 4,252
    TreeDee said:

    Sisters of the Road

    I replaced pretty much every clothing mat with something else, with I think the exception of the redhead's shirt. I dirtied them up some, and also played around with depth-of-field for this one.

    What render engine did you use? Looks like it's 3Delight but it looks as if the character on the left has skin set up for iray... 3Delight doesn't seem to play well with iray shaders.... looking good though :)

    Ah, that would be it, wouldn't it? No, it does not - I specifically had to replace the skin mat on the woman to the right because of that very reason. For the woman on the left, I thought that the washed-out look could actually fit her, Maybe. Apparently not :)

    For me I don't think it was her skin that bothered me...it was her eyes...they looked milky which I associate with a corpse.

  • IceDragonArtIceDragonArt Posts: 12,548
    TreeDee said:

    Sisters of the Road

    I replaced pretty much every clothing mat with something else, with I think the exception of the redhead's shirt. I dirtied them up some, and also played around with depth-of-field for this one.

    What render engine did you use? Looks like it's 3Delight but it looks as if the character on the left has skin set up for iray... 3Delight doesn't seem to play well with iray shaders.... looking good though :)

    Ah, that would be it, wouldn't it? No, it does not - I specifically had to replace the skin mat on the woman to the right because of that very reason. For the woman on the left, I thought that the washed-out look could actually fit her, Maybe. Apparently not :)

    For me I don't think it was her skin that bothered me...it was her eyes...they looked milky which I associate with a corpse.

    I actually liked the skin as well.  i agree about the eyes.  I think its the light on light that is bothersome, not necessarily that the skin or the eyes look bad.  Maybe switch out the eyes, give the darker skinned girl the light eyes and light skinned girl the darker eyes.

  • IceDragonArtIceDragonArt Posts: 12,548
    edited November 2015

    Okay fixed the symmetry issue.  Can anyone see anything else that need to be tweaked?  If not I'm calling it done.  I still need to finish the dragon one, but won't be on the main pc until this weekend.

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    Post edited by IceDragonArt on
  •  

    Thx ;). I was thinking the same thing so i tried a new environment. And i have more room for lights and other objects. Now more work on the pose and then the rest of the objects. For the texture for the carpet i used the free pixar texture library https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html. They all have a bump and a normal map

    Compositionally and color-wise, I still feel you had a stronger image earlier, Lucas.  When I first saw this new one, I thought, "I'd be upset, too, if I got my heel stuck in an undead thing."  :)  

    I'm not sure why her leg is doing what it is.  It looks like she might be kicking it, but more like the leg is doing it on it's own since the rest of the figure is still in the old pose.  So what's happening is unclear to me.

    Your other image had some nice storytelling; just needs some attention to lighting.  A neat trick for cathedrals and other places where the windows have leaded segments is to try god-rays.  These are quick and dirty in Photoshop to give you an idea.  It can add drama to the scene if done well.  There are some god-rays at the Daz Store; you can also look up tutorials for doing them in PS.

    If you decide to go through with the second one, stand back and look at the image and what story you're trying to tell.  There's a lot of empty space; does it serve a purpose?  Do the colors work with the scene?

    You are right. I worked on the pose, made it look more like a kick but withthose shoes :). That seems not to bright. I messed the color's up as well. So it would indeed be better to go on with the first one. I got the easy volume camera and lamps from the store They are real cool only the color camera makes no sense to me. 

    BTW English is not my native language so I'm sorry if I wriet to muchmistakes or if I am unclear

    I am sure your English is much better than if I tried to speak your language.  :)  I think you're doing just fine.  Try it out and see where you get stuck; we'll see if we can help.  :)

  • AtiAti Posts: 9,130
    Sonja11 said:

    Okay fixed the symmetry issue.  Can anyone see anything else that need to be tweaked?  If not I'm calling it done.  I still need to finish the dragon one, but won't be on the main pc until this weekend.

    I think it looks much better this way. I like this! :)

  • AtiAti Posts: 9,130

    Sisters of the Road

    I replaced pretty much every clothing mat with something else, with I think the exception of the redhead's shirt. I dirtied them up some, and also played around with depth-of-field for this one.

    What is the black silhouette in the upper left corner?

  •  

     

    If you decide to go through with the second one, stand back and look at the image and what story you're trying to tell.  There's a lot of empty space; does it serve a purpose?  Do the colors work with the scene?

    You are right. I worked on the pose, made it look more like a kick but withthose shoes :). That seems not to bright. I messed the color's up as well. So it would indeed be better to go on with the first one. I got the easy volume camera and lamps from the store They are real cool only the color camera makes no sense to me. 

    BTW English is not my native language so I'm sorry if I wriet to muchmistakes or if I am unclear

    Is it allowed to chance your mind ? I messed up the second one beyond repair :). I had a bad feeling about the first one, I was kind of stuck, so I tried something copmletely different. Just the composition so far. Now for the light and textures in detail or at least better than now. 

     

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  • Kismet2012Kismet2012 Posts: 4,252

     

     

    If you decide to go through with the second one, stand back and look at the image and what story you're trying to tell.  There's a lot of empty space; does it serve a purpose?  Do the colors work with the scene?

    You are right. I worked on the pose, made it look more like a kick but withthose shoes :). That seems not to bright. I messed the color's up as well. So it would indeed be better to go on with the first one. I got the easy volume camera and lamps from the store They are real cool only the color camera makes no sense to me. 

    BTW English is not my native language so I'm sorry if I wriet to muchmistakes or if I am unclear

    Is it allowed to chance your mind ? I messed up the second one beyond repair :). I had a bad feeling about the first one, I was kind of stuck, so I tried something copmletely different. Just the composition so far. Now for the light and textures in detail or at least better than now. 

     

    You do not have to use any images posted in the WIP thread.  This thread is for learning.  Only images posted in the Entries Thread are considered for judging.

  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,184
    edited November 2015

    Didn't get home yesterday untill after midnight. Here's my latist version.

    Edit-I've got the next version rendering at this time.
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    Post edited by Shinji Ikari 9th on
  • kathrynlochkathrynloch Posts: 378
    edited November 2015

    Thanks @Kismet2012 and @Sonja11! Well, I pulled the skin mats back into Photoshop. He really does have bad razor burn and some spots are down right cuts. Poor guy! lol! Now I know why SAV did a battle mat on him too. lol!

    This time I pulled the head, torso and limbs into the same image so I could get my layers adjustments to match when lightening the skin. Doing them separately had them off just a little. One was too red, the other too much yellow, etc. this way I got them all even. 

    And I swear I am done with his hand! lol! This is honestly the best I could do I think. But from here I think I've got the lighting and the camera angle. I might take one more run at the skin.

     

    lathan15.JPG
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    Post edited by Chohole on
  • IceDragonArtIceDragonArt Posts: 12,548
    edited November 2015

    Thanks @Kismet2012 and @Sonja11! Well, I pulled the skin mats back into Photoshop. He really does have bad razor burn and some spots are down right cuts. Poor guy! lol! Now I know why SAV did a battle mat on him too. lol!

    This time I pulled the head, torso and limbs into the same image so I could get my layers adjustments to match when lightening the skin. Doing them separately had them off just a little. One was too red, the other too much yellow, etc. this way I got them all even. 

    And I swear I am done with his hand! lol! This is honestly the best I could do I think. But from here I think I've got the lighting and the camera angle. I might take one more run at the skin.

     

    This looks really good now.  Especially with the razor burn gone lol.

    Post edited by Chohole on
  • IceDragonArtIceDragonArt Posts: 12,548

    Didn't get home yesterday untill after midnight. Here's my latist version.

    Edit-I've got the next version rendering at this time.

    I like that his face is up close and personal now.  It puts the focus on his face and the intensity there instead of the fireball.  I like it!

     

  • IceDragonArtIceDragonArt Posts: 12,548
    edited November 2015

    Changed out the background, added a building instead of having the plane for a background.  Changed her hair and changed the angle just a bit.  I am going to have to do the grunge and dirt in post work but other than that I think I am getting there.  Any comments or suggestions before I pull it into photoshop?

    Weary Dragon Warriors.jpg
    884 x 884 - 342K
    Post edited by IceDragonArt on
  • Here's my latest version, total render time: 6 hours 15 minutes 50.28 seconds

    nov2015k.jpg
    1026 x 872 - 658K
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