Dracorn's Render Thread

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  • dracorndracorn Posts: 2,345
    edited June 2017

    Super quick test of Infinity Cove which I picked up for 30 cents.  I wanted a small section of morphing ground where Terra Dome is just too big for some renders. 

    I used Shades of Life - Nature shaders for 3DL and AoA's Advanced Distant Light and Ambient Light.

    Not bad for 15 minutes of work.

    Test Infinity Cove.png
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    Post edited by dracorn on
  • KnittingmommyKnittingmommy Posts: 8,191

    I like it so far.  It looks great.  Can't wait to see what you do with the lettering.

  • dracorndracorn Posts: 2,345
    edited June 2017

    I picked up Them Bones and did a test render.  It just grew from there. 

    But I really didn't want something too spooky, wrong time of year and all.  So I added a demon, but a cutie, Barbie doll-like demon.  Had lots of fun with this one.

    I had also picked up some wonderful post work textures on Design Cuts and wanted to try them out.  Let me know what you think.

    Love, love, LOVE my bone collection!

    Bone Collection PS PINK 1400x1000.jpg
    1400 x 1000 - 1M
    Post edited by dracorn on
  • IceDragonArtIceDragonArt Posts: 12,548

    Your demon girl looks like she is having fun lol.

    I like the infinity cove it looks pretty darn good for .30!  I have to go see if I have that. I think I do but I'm not sure lol.

  • KnittingmommyKnittingmommy Posts: 8,191

    I think you did a great job.  She looks good and the postwork look awesome.  Nicely done! :)

  • LlynaraLlynara Posts: 4,770
    edited June 2017

    You did a nice job with that. Yeah, those bones kind of grossed me out when I saw them in the store. A cute demon in hot pink definitely lightens it up a bit. The lighting works well here too. I really like the postwork on this. Those textures look great!

    Post edited by Llynara on
  • dracorndracorn Posts: 2,345
    Llynara said:

    You did a nice job with that. Yeah, those bones kind of grossed me out when I saw them in the store. A cute demon in hot pink definitely lightens it up a bit. The lighting works well here too. I really like the postwork on this. Those textures look great!

    I picked up the HUGE texture pack at Design Cuts for $29.  The sepia ones really didn't work, so I added one with pink watercolor at the bottom, then did some erasing around the girl with a cloud brush shape.  Add a little of Ron's Glitter on top and tada! 

    I wanted the bones for some spooky dungeon renders - there's a scene in my book with a very scary dungeon and the bones are perfect.  Problem is, I don't see a dungeon set that has the right look for a cell - I want open bars and most of them have the solid door with the little window. There are some modular dungeon sets that look promising if I kit bash. 

    I wish there was a castle/dungeon set like Collective3d's Create a Room.  That would be great.

     

  • dracorndracorn Posts: 2,345
    edited November 2017

    Render Diary - Ghost Fleet (Part 1, 3Delight)

    EDIT - renamed from 'The Ghost Prince.'  See continuation here:

    https://www.daz3d.com/forums/discussion/comment/2987666/#Comment_2987666

    I haven't done one of these in a while, and I felt this idea deserved it.  This is done in 3Delight.

    I'm really challenging myself with a very interesting idea for a ghost.  I want to superimpose a skeleton beneath the skin of a character and have it show through.  Spooky, eh?

    Step 1 - The Elvish Prince.

    I started with Koshi for G2M - I wanted to use an Asian face for this one.  I made just a few modifications, mostly to the eyes and ears and a little to the nose.  I also wanted some strange eyes, so I converted a texture from V4/M4 Fantaseyes to G2.  Unfortunately, it doesn't convert the subsurfaces too well, so I manually applied the converted textures to the iris and pupil only, and removed the reflection.  Here's the result:

    Step 2 - Pose, Prop and Lighting.

    I chose to do a pose with a dramatic camera angle.  After creating the pose, I used the Rim Lighting Rig to create a nice glow around the edges.  The gray background is temporary.  My attempts at getting his eyes to glow at this stage were an effort in frustration, so I backed off that idea.

    Step 3 - The Skeleton.

    I played around with AoA's fabulous Metalized Glass shaders for 3DL, and chose a carnival glass preset for the skeleton, then played around with the colors to get the combination I wanted.  It turned out beautiful.

    01 Ghost 08.jpg
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    01 Ghost 29.jpg
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    Skelli Carnival Glass.jpg
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    Post edited by dracorn on
  • dracorndracorn Posts: 2,345
    edited June 2017

    Oops - messed up.  Ignore this.

     

     

     

    Post edited by dracorn on
  • dracorndracorn Posts: 2,345
    edited June 2017

    Step 4 - Melding the Skeleton and Man.

    This was the hard part - to place the skeleton inside the man's body.  I'm using M4' skeleton with G2M's body.  First, I saved the G2M pose as a preset then applied it to M4 Skeleton.  Next, I hid the hair and clothing and turned G2M's opacity to 50%.  You can see the initial placement here, as the pose conversion was not exact.

     

    Skelli 01.jpg
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    Skelli 02.jpg
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    Skelli 05.jpg
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    Skelli 07.jpg
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    Post edited by dracorn on
  • dracorndracorn Posts: 2,345

    Step 4 Continued - Posing, Hands and Feet

    I started with the skeleton pelvis - which is where I usually start when I pose a figure.  Once I had the pelvis aligned, I was able to work on the legs.  It was tedious work with considerable minor tweaking.  In the end, the toes had warped in the initial pose, so I decided to let 'em hang out, as I wasn't going to show that in the render anyway. 

    As for the hands, the skeleton's fingers were too long, plus the wrist, knuckles and elbows weren't lining up.  I had to scale down bones to make them fit, and elongate the fingers. 
    [4, 6, 8, 10]

  • dracorndracorn Posts: 2,345
    edited June 2017

    It posted this twice. 

     

     

    Post edited by dracorn on
  • dracorndracorn Posts: 2,345
    edited June 2017

    Step 4 Continued - Head

    This was the really hard part - getting the skull to line up.  I had to scale the skull down a little and after endless twists, side-to-sides and bends of both the neck and the head, it began to come into place. 

    Now the eyes weren't lining up, and it had nothing to do with the scale of the skull. I had to shorten G2M's neck to line up the eyes. 

    Now for the life of me, I could not get the skull's teeth to line up with G2M's.  Because I had to scale down the skull, he suffered from a serious underbite.  I hid the skull's teeth and decided to use G2M's instead.  They don't line up perfectly, but it's not obvious at the angle. 

    Skelli 13.jpg
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    Skelli 15.jpg
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    Skelli 11.jpg
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    Skelli 14.jpg
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    Skelli 16.jpg
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    Post edited by dracorn on
  • dracorndracorn Posts: 2,345
    edited February 2018

    So here's the final two renders of the prince and his skeleton.

    I think the skeleton looks really cool, don't you?

    Step 5 - How to put it together for the optimal look?

    I think I am going to do a composite in Photoshop to get the look I want, because I want more flexibility with the opacity in various places.  So I plan on doing several renders without a background:
    1) Full Prince with clothes.
    2) Skeleton only.
    3) Eyes only.
    4) Hair only.
    5) Clothes only.
    6) dagger only.
    I'll add the background in Photoshop and put each render in its own layer so I can have maximum control on how it looks.

    If anybody has some good suggestions, I will be happy to hear them.

    Stay tuned for the final.

    [For a bit of fun - download these two pictures and open them in a viewer.  Then use the arrow keys and rapidly go back and forth between the two pictures - you'll get a cool, Disney Haunted Mansion effect].

    EDIT:  I revisied this in Iray and finally completed it.  Here's the final version of Ghost Fleet:

    01 Ghost 29.jpg
    720 x 600 - 161K
    01 Ghost 28.jpg
    720 x 600 - 162K
    Ghost Fleet Signature 900x750.jpg
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    Post edited by dracorn on
  • IceDragonArtIceDragonArt Posts: 12,548

    Wow this is very cool!  Can't wait to see it when you are done!

  • KnittingmommyKnittingmommy Posts: 8,191

    Looks interesting and kind of weird.  I haven't tried anything like that.  It will be interesting to see what you come up with.

  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Great render and what an interesting concept. Very original. I also like the golden skull. 

  • dracorndracorn Posts: 2,345

    Great render and what an interesting concept. Very original. I also like the golden skull. 

    Thanks.  Got a little distracted by Vicki 8, so I will have to finish this.

  • dracorndracorn Posts: 2,345
    edited June 2017

    Here's my Vicki 8 test -

    I specifically am testing using my G3F content. 

    Vicki 8 wearing G3F Lindsey Skin, Rune Outfit and Calla Cascade Hair.  I used dial-spinning for the facial features.

    Vicki 8 w-G3F skin, items.png
    667 x 667 - 442K
    Post edited by dracorn on
  • dracorndracorn Posts: 2,345
    edited June 2017

    My first time playing around with PowerPose expressions.  It's a little tricky to get used to, but I am very pleased with the results.  I'm really going to like this.

    01 PowerPose Expressions.png
    667 x 667 - 453K
    Post edited by dracorn on
  • dracorndracorn Posts: 2,345
    edited June 2017

    Just discovered another part of PowerPose - with extra points for the face.

    What I like about this is that it's not just for expressions but can be used for face morphs, with more control than the dials.  This is great!  I was dissapointed to find that the assymetrical face morphs were missing for V8 - they are not missing, they are here.  I was able to dial in subtle differences on this face and am really pleased with the results.  This is also where the ear angle morph dissapeared to.

    G8 PowerPose Assym Morphs.jpg
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    01 V8 PowPs Assymetry.png
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    Post edited by dracorn on
  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Great job on the asymetry, nice and subtle.  I have to find time to play with G8 tomorrow!

  • KnittingmommyKnittingmommy Posts: 8,191

    I've been playing around with those extra dots and been having a blast.  I love the morphing capabilities.  I've found that some would be great for doing expressions for comic book type characters because some of the things you do actually distort the face in interesting ways that are just suited to NPR and/or comic images.  Just playing around with what it can do has given me a few ideas for future renders.  :)

  • dracorndracorn Posts: 2,345
    edited August 2017

    Just tried Zev0's Glute and Breast Control for G8.  Very natural looking. 

    Renderd in 3DL, using Rim Lighting Rig.

    Glute Breast Movement Post.jpg
    2000 x 2000 - 497K
    Post edited by dracorn on
  • KnittingmommyKnittingmommy Posts: 8,191

    I still have these sitting in my cart.  You did a really nice job with those glutes and breasts.  They look realistically flattened like you would expect from that type of posing.

  • SaphirewildSaphirewild Posts: 6,668

    You are jusy so talented Dracorn!!!!

    Some amazing renders here!!!

    I am still trying to get handle on morphing, so any tips or tricks would help me greatly!!!

  • IceDragonArtIceDragonArt Posts: 12,548

    Love that assymetrical face.  and gorgeous job with the breast and glute control.  That's going in the wish list for now.  I just can't spend the money, even though I know I am going to need it at some point.

  • dracorndracorn Posts: 2,345

    That's just Vicki 8 base with no dial-spinning.  I used Lorellin G7F skin.  The assymetry is all in the expression.  LOVE that new Power Pose with all the micro-adjustments.

    G&B Control is a must for me.  I used to have to sink behinds into seats to mimic buttock compaction, but this is so much better.  Puppeteer is going to take a little getting used to. 

    Then there's Bend Control, 200 Plus Head and Face morphs, maybe Growing Up and Aging... dang, Zev0's going to put a dent in my wallet!

    However, I am still unable to update my G1 characters to G8 yet, because the muscularity morphs are not available yet.  I rely very heavily on those, as there is only so much I can do with other morph sets.  Xenic101 said that won't be out probably until Michael 8 is released, 'cause he's so busy.  Here's the thread:

    https://www.daz3d.com/forums/discussion/185536/are-we-going-to-get-muscularity-morphs-for-g8#latest

  • dracorndracorn Posts: 2,345
    edited August 2017

    Victoria 8 Drow

    I wanted to do black-as-coal skin for Victoria 8.  I'm working in Iray now and that's something new for me.  I've never been able to get it to look good in 3DL, mostly because the dark skin would fade of all details in low light.  I have come to find that's because with pure black skin, you must kick the highlights in to high gear - essentially create that oily quality.  Now I'm a total noob when it comes to Iray.  I'm still trying to figure out what all the surfaces do.  Lacking an all-in-one location tutorial for Iray skin, I have gleaned information from various sources, but my favorite method is to buy a character and deconstruct it to find out what makes the clock tick.

    So my example is Aran HD for G3M - what a great character.  His skin is coal black and the highlights are so bright that he doesn't disappear into the shadows. 

    Now I'm working with Victoria 8, and since there isn't a G3M/G8M to G8F clone out yet, I can't use Aran's skin.  So my solution is to go into Photoshop and darken the skin myself.  I'm using Victoria 8's base skin (which is fine because I'm not planning on selling this character).  I used Aran's face texture as a guide to match the brightness (or darkness) level. 

    First I desaturated the skin, but not completely, because I wanted just a little color.  Next I decreased the brightness and increased the contrast.  I fine-tuned that with Levels (shadow, mid, highlights).  Here's the result:

    I took screen prints of each adjustment so I could repeat these steps with each texture, then manually loaded them onto Vicki 8.

    The next step was to copy Aran's settings (since I still don't know what I'm doing in Iray).  I must say I've learned quite a bit by doing this.

    So here is my initial drow skin (with black hair).  Just a simple render in Iray with the headlamp. 

    I plan on playing with this a little more.  I want to tone down the shine a little, as in bright light, she looks like she's made of hematite.  Also, the palms and underside of her feet need to be lighter than the rest of her skin.  Lips and nails still don't look right.  I haven't touched her mouth yet.  I discovered that a little change in the glossy color can really make a difference. 

    01 Aran Demon G3M.jpg
    523 x 661 - 64K
    02 Drow Face Final.jpg
    510 x 514 - 24K
    03 Drow Skin V8.jpg
    750 x 750 - 147K
    Post edited by dracorn on
  • KnittingmommyKnittingmommy Posts: 8,191

    It looks pretty good so far!  I have no advice, but I'm looking forward to watching as you work on this.

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