May 2017 - Daz 3D New User Challenge - Action & Props

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Comments

  • Kismet2012Kismet2012 Posts: 4,252

    Added in a few vehicles, as well as make him look up at the statue.  The people in the rightmost vehicle are also looking up, but they're hard to see due to the armor they're using.

    Wow.  The atmosphere is much better.  Just dark enough to give a sense this is a scene on another world but not so dark as to obscure the figures. 

    I love the addition of your vehicles and that you changed the angle of your spaceman's head.  The vehicles are also adding another level of scale between the spaceman and the statue. 

  • dracorndracorn Posts: 2,345

    Added in a few vehicles, as well as make him look up at the statue.  The people in the rightmost vehicle are also looking up, but they're hard to see due to the armor they're using.

    Wow.  The atmosphere is much better.  Just dark enough to give a sense this is a scene on another world but not so dark as to obscure the figures. 

    I love the addition of your vehicles and that you changed the angle of your spaceman's head.  The vehicles are also adding another level of scale between the spaceman and the statue. 

    A cool effect would be to put a light in the man's hand (or coming from a fixture at the top of his helmet) and use a spotlight to illuminate part of the statue.  You may have to post work the fog in the beam of light, but I think that would really make it pop! 

    I really like this one.  It's got a great story.

    Not sure if the vehicle on the right is necessary - that implies that there is another person present to drive it, and there is no sign of that person.  I prefer the solitude of the single astronaut, because it adds to the loneliness of the location.

    Another nice detail would be to add a little interior lights shining through the open door of the vehicle on the left.  Just some emissives in blue light to contrast with the orange color of the picture. 

    Is there some reason why the top of the statue's head is in shadow? 

  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,188
    dracorn said:

    Added in a few vehicles, as well as make him look up at the statue.  The people in the rightmost vehicle are also looking up, but they're hard to see due to the armor they're using.

    Wow.  The atmosphere is much better.  Just dark enough to give a sense this is a scene on another world but not so dark as to obscure the figures. 

    I love the addition of your vehicles and that you changed the angle of your spaceman's head.  The vehicles are also adding another level of scale between the spaceman and the statue. 

    A cool effect would be to put a light in the man's hand (or coming from a fixture at the top of his helmet) and use a spotlight to illuminate part of the statue.  You may have to post work the fog in the beam of light, but I think that would really make it pop! 

    I really like this one.  It's got a great story.

    Not sure if the vehicle on the right is necessary - that implies that there is another person present to drive it, and there is no sign of that person.  I prefer the solitude of the single astronaut, because it adds to the loneliness of the location.

    Another nice detail would be to add a little interior lights shining through the open door of the vehicle on the left.  Just some emissives in blue light to contrast with the orange color of the picture. 

    Is there some reason why the top of the statue's head is in shadow? 

    I don't know why the top of the statue's head is in the shadows Dracorn, I'm using the Mars 360 environment as a starting point.  Maybe it's so big it has it's head in the martian clouds.

  • dracorndracorn Posts: 2,345
    dracorn said:

    Added in a few vehicles, as well as make him look up at the statue.  The people in the rightmost vehicle are also looking up, but they're hard to see due to the armor they're using.

    Wow.  The atmosphere is much better.  Just dark enough to give a sense this is a scene on another world but not so dark as to obscure the figures. 

    I love the addition of your vehicles and that you changed the angle of your spaceman's head.  The vehicles are also adding another level of scale between the spaceman and the statue. 

    A cool effect would be to put a light in the man's hand (or coming from a fixture at the top of his helmet) and use a spotlight to illuminate part of the statue.  You may have to post work the fog in the beam of light, but I think that would really make it pop! 

    I really like this one.  It's got a great story.

    Not sure if the vehicle on the right is necessary - that implies that there is another person present to drive it, and there is no sign of that person.  I prefer the solitude of the single astronaut, because it adds to the loneliness of the location.

    Another nice detail would be to add a little interior lights shining through the open door of the vehicle on the left.  Just some emissives in blue light to contrast with the orange color of the picture. 

    Is there some reason why the top of the statue's head is in shadow? 

    I don't know why the top of the statue's head is in the shadows Dracorn, I'm using the Mars 360 environment as a starting point.  Maybe it's so big it has it's head in the martian clouds.

    I don't have that environment - so you could poke around some to see where the shadow is coming from.  You could also add a light on the statue's face to get rid of it, which may be the simple fix, but you will have to fiddle with it to get it to match the rest of the statue.

  • NoswenNoswen Posts: 358
    edited May 2017

    Ok, I think this is probably as close as I'm going to get to getting the juggling pose right this month. What luck that the video I had been looking at got removed from Youtube -_-

    Pose adjusted more to match the juggling a bit better I hope, stance widened so her feet are about shoulder width apart although I'm not sure how well it shows with where the picture cuts off, juggling balls raised in height, and head looking up more.

    Juggler 10 (3Delight).jpg
    741 x 1200 - 364K
    Post edited by Noswen on
  • harrykimharrykim Posts: 225
    Noswen said:

    Ok, I think this is probably as close as I'm going to get to getting the juggling pose right this month. What luck that the video I had been looking at got removed from Youtube -_-

    Pose adjusted more to match the juggling a bit better I hope, stance widened so her feet are about shoulder width apart although I'm not sure how well it shows with where the picture cuts off, juggling balls raised in height, and head looking up more.

    It was all worth the effort. This motion blure you add to the balls is great. Wouldt like to know how you do it . Are you ready or would you like pose her legs the way they are not on the same axis ? Her left hand incl. the ball btw. Iooks perfect.

  • NoswenNoswen Posts: 358
    harrykim said:
    Noswen said:

    Ok, I think this is probably as close as I'm going to get to getting the juggling pose right this month. What luck that the video I had been looking at got removed from Youtube -_-

    Pose adjusted more to match the juggling a bit better I hope, stance widened so her feet are about shoulder width apart although I'm not sure how well it shows with where the picture cuts off, juggling balls raised in height, and head looking up more.

    It was all worth the effort. This motion blure you add to the balls is great. Wouldt like to know how you do it . Are you ready or would you like pose her legs the way they are not on the same axis ? Her left hand incl. the ball btw. Iooks perfect.

    I think this will be it for the render this month, I don't even know how long I've spent adjusting it over the various pictures ^^; As long as it's improved from the first attempts I'm happy.

    For the motion blur in the way I've done you will have to render in 3Delight, but as long as that's ok you need to open up the Timeline tab and set two (or more I guess) images with the balls in different positions. In the rendering settings after that Motion Blur is under Advanced. It takes some experimenting with the % setting there as well to get it to work well, mine is at 700%.

  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,188
    edited May 2017
    dracorn said:
    dracorn said:

    Added in a few vehicles, as well as make him look up at the statue.  The people in the rightmost vehicle are also looking up, but they're hard to see due to the armor they're using.

    Wow.  The atmosphere is much better.  Just dark enough to give a sense this is a scene on another world but not so dark as to obscure the figures. 

    I love the addition of your vehicles and that you changed the angle of your spaceman's head.  The vehicles are also adding another level of scale between the spaceman and the statue. 

    A cool effect would be to put a light in the man's hand (or coming from a fixture at the top of his helmet) and use a spotlight to illuminate part of the statue.  You may have to post work the fog in the beam of light, but I think that would really make it pop! 

    I really like this one.  It's got a great story.

    Not sure if the vehicle on the right is necessary - that implies that there is another person present to drive it, and there is no sign of that person.  I prefer the solitude of the single astronaut, because it adds to the loneliness of the location.

    Another nice detail would be to add a little interior lights shining through the open door of the vehicle on the left.  Just some emissives in blue light to contrast with the orange color of the picture. 

    Is there some reason why the top of the statue's head is in shadow? 

    I don't know why the top of the statue's head is in the shadows Dracorn, I'm using the Mars 360 environment as a starting point.  Maybe it's so big it has it's head in the martian clouds.

    I don't have that environment - so you could poke around some to see where the shadow is coming from.  You could also add a light on the statue's face to get rid of it, which may be the simple fix, but you will have to fiddle with it to get it to match the rest of the statue.

    I got rid of the shadow by increasing the dome radius from 20 to 30 (Guess that the statue's head was truely in the clouds.), changed the light settings on the walker's helmet cameras and the overheads inside the vehicle he's walking away from, and lit up the dash on the rightmost vehicle so we can see the occupents.

    may2017-4c.png
    800 x 800 - 766K
    Post edited by Shinji Ikari 9th on
  • Kismet2012Kismet2012 Posts: 4,252

    Good job Noswen and Shinji.

     

     

     

     

  • harrykimharrykim Posts: 225
    edited May 2017
    Noswen said:
    harrykim said:
    Noswen said:

    For the motion blur in the way I've done you will have to render in 3Delight, but as long as that's ok you need to open up the Timeline tab and set two (or more I guess) images with the balls in different positions. In the rendering settings after that Motion Blur is under Advanced. It takes some experimenting with the % setting there as well to get it to work well, mine is at 700%.

    thanks for sharing this information with us yes

     

    Post edited by harrykim on
  • ChameoChameo Posts: 306

    Nice work on that juggler - I'm really impressed with the progress on it from render to render, Noswen!

    Also, great job finding the source of the shadow on your creature's head. The lighting on the latest render makes a world of difference!

     

  • Thought I would put in my own entry. I wanted to do a lot more, like take it over to blender and create some ripples in the pool, but I am not sure how to move the whole scene without severe deformation of the poses.

    pool monster.jpg
    3072 x 1920 - 3M
  • Thought I would put in my own entry. I wanted to do a lot more, like take it over to blender and create some ripples in the pool, but I am not sure how to move the whole scene without severe deformation of the poses.

    I realized I forgot to add a few things to the post. The Name of the Pic is Pool Monster (not terribly creative I know) and it was created in Daz Stodio 4.9.

  • ricswikaricswika Posts: 132
    edited May 2017
    ricswika said:
    ricswika said:
    ricswika said:
    harrykim said:
     

    I spent most of my time working on making her look wet. I might try to adding volumetric steam next.

    Toned down the gloss on her sweaty skin and tried to make it look steamy.

    I spent all week trying to get God rays to cut through the fog and to make Januwa's skin to look correct at the same time. When I toned down the gloss on her skin, the skin looked too dull with the rays added, so I ended up going back to the settings I had earlier. I want it to look like she is sweating and the jungle is humid, but the morning the sun is burning off the fog.

    januwafog_w_rays.jpg
    1920 x 1080 - 403K
    Post edited by ricswika on
  • harrykimharrykim Posts: 225
    ricswika said:
    ricswika said:
    ricswika said:
    ricswika said:
    harrykim said:
    Toned down the gloss on her sweaty skin and tried to make it look steamy. I spent all week trying to get God rays to cut through the fog and to make Januwa's skin to look correct at the same time. When I toned down the gloss on her skin, the skin looked too dull with the rays added, so I ended up going back to the settings I had earlier. I want it to look like she is sweating and the jungle is humid, but the morning the sun is burning off the fog.

    these god rays have something. A bit too regular for my taste but a nice extra element. Do you have the option to move it more to the right, to not to affect the dino that much and to get back it´s colours? Concerning the skin glossyness I believe that you have it plausible on her arms and face. If you just could select torso and legs surfaces to adjust it seperately. Have you already applied your "wet shader" to the leaves and plants ?

     

  • ricswikaricswika Posts: 132

    harrykim said:

    these god rays have something. A bit too regular for my taste but a nice extra element. Do you have the option to move it more to the right, to not to affect the dino that much and to get back it´s colours? Concerning the skin glossyness I believe that you have it plausible on her arms and face. If you just could select torso and legs surfaces to adjust it seperately. Have you already applied your "wet shader" to the leaves and plants ?

    Thanks for the feedback @harrykim. Yes, I can control where the rays fall by editing the source image in photoshop and by repostioning the light. I would like to get more variations in the rays as you mentioned now that the effect is sort of working.

    I need to do some spot renders on the skin to dial it in. That is a good idea to adjust the face and body seperately.

    There are so many materials on the jungle that is going to be a big job to make it look wet, but would be something worth figuring out. Thanks again.

    Your last image looked really good. I'll take a look and see if I can provide any feedback for you.

  • ricswikaricswika Posts: 132
    Noswen said:
    harrykim said:
    Noswen said:
     

    It was all worth the effort. This motion blure you add to the balls is great. Wouldt like to know how you do it . Are you ready or would you like pose her legs the way they are not on the same axis ? Her left hand incl. the ball btw. Iooks perfect.

    I think this will be it for the render this month, I don't even know how long I've spent adjusting it over the various pictures ^^; As long as it's improved from the first attempts I'm happy.

    For the motion blur in the way I've done you will have to render in 3Delight, but as long as that's ok you need to open up the Timeline tab and set two (or more I guess) images with the balls in different positions. In the rendering settings after that Motion Blur is under Advanced. It takes some experimenting with the % setting there as well to get it to work well, mine is at 700%.

    Nice improvements overall. Tilting the head back helped make her look more engaged.

  • TygerTyger Posts: 7
    edited May 2017

    I had some difficulty uploading a file last night and this morning I tried again and I got the thought that I should take out the '&' of the file name and it immediately uploaded.... figures. XD Where is your list of acceptable file name formats, DAZ? ;)

     

    So this is the first picture, in which was rendered in DAZ with no modifications.

    DAZ Studio Export

    Next, I imported this into Photoshop (CC 2017) to do some post-work on it.

    Now I'm sure I could have done some of the photoshop process inside of DAZ, such as adding a background to the scene, but I'm not sure about getting the upper bottle to shatter, though as well as a motion blur. It was easy enough in photoshop to get it done (and I wanted to only use what I had and not purchase new things specifically for this).

    But let me know if any of this can be done in DAZ (or the equivelant):

    1. Changing Levels (perhaps changing light intensity and adding extra lights?)
    2. adding smoke effects
    3. adding motion blur to objects
    4. changing lighting colors (I think I saw the option somewhere to change light color-> probably by selecting a light and going to the lighting tab, if I remember correctly)
    5. Swapping out the sky (above the mountains) for a different sky. Originally the sky had a lot of clouds, and it looks dramatic, but you couldn't see the smoke and it distracted from the scene. So i took out the blue cloudy sky above the mountains and put in a blank blue sky.
    6. Adding "atmosphere" to the image.  Adding another object to the scene always runs the risk of appearing "foreign" if the lighting/atmosphere doesn't closely align with the other.  So in photoshop to meld the background I tweated the overall coloring to get the foreground and background to be similar.
    7. Adding a flying bullet, the one that shattered the upper bottle. (in case it is still unclear what I'm referring to, perhaps I'm better leaving it out... lol.).  

    This is the result:

    Final

    Some questions/thoughts I'm having:

    • The "brown blur" above the bottle is supposed to be a bullet flying on it's merry way after decimating the upper bottle. I'm still in the air about this.  Does it fit in? Is it a believable trajectory?
    • I originally had thought that I'd have it blowing out of the bottle (to better show that it is a bullet that hit the bottle), but I came to the conclusion that bullet are fast and falling objects are relatively fast as well, so in the time for the bottle to start shattering apart (visibly) it needs to fall a bit more and then the bullet is pretty far away from the bottle as well. So the bullet (if seen) would appear to be above the bottle, not in a direct trajectory to where the bottle has fallen to.
    • Is the position of the fired gun/arm in the correct spot, or is it even believable?  I personally emulated the motion to get an idea of what it should be doing/how it should be posed, but I could be off, as I'm not a heavily experienced akimbo pistol shooter.
    • Do I need to bend the right elbow more for an acceptable/proper way to wield the unfired pistol (without injury)?
    • The fired gun would be held/positioned in a "lazy" position that your arm moves to after you've fired and changed focus to the other target. Your brain kinda "forgets" the first arm and it automatically starts retracting back to the default, non-firing position (considering this is a single shot weapon) while you are focused on the second target. Can any experienced pistol shooter confirm this? I've fired shotguns, but I'm assuming akimbo single-shot pistols would have a different flow to them.
    • Should I add few clouds to the sky, considering that it might be helpful for the subconcious mind to accept the cloud shadow in the midground?
    • Thoughts on the flowers in the foreground?
    • Hair action? I was intending for the look that she may have moved quickly and reacted to the gun blast, so the hair swayed when she moved.  
    • Perhaps a crate with some extra bottles on it (that she is throwing).
    • The smoke is an exaggeration, to be sure, but if I've learned correctly, the pistols of those days did put off quite a bit of smoke from all the gunpowder they used (and the type).  So if anything, it didn't come out in such a pretty form.  

    Here is my goal/synopsis of the picture:

    I started off with the idea of a woman target shooting some thrown bottles.  Perhaps they were thrown by somebody else, but they could have also been thrown by herself and she is a quick pistol shot.  The scene has frozen where she has shot the first bottle, which you can deduct by the shattered bottle and smoking gun (and perhaps the flying bullet above the bottle, as well) and is now aiming at the second bottle and is ready to shoot it.  You can see she is in the wilderness/out on the range where she can fire the pistols for practice.  And the outfit/wardrobe suits the guns.  Stylish, but still useful/somewhat practical/believable for a gal holding a pair of pistols. Overall, I want to leave a sense of anticipation with the viewer: will she hit the second bottle or not? Perhaps they'll check the aim of the pistol to verify or see if she's on target.  But they believe she'll hit it.

    Thanks in advance for any feedback!

    may2017challenge.jpg
    1920 x 1080 - 470K
    may2017challenge_start.jpg
    1920 x 1080 - 321K
    Post edited by Tyger on
  • SaphirewildSaphirewild Posts: 6,669

    I see some really amazing renders happening here wow wow!!!

  • harrykimharrykim Posts: 225
    edited May 2017
    tyger said:

    I had some difficulty uploading a file last night and this morning I tried again and I got the thought that I should take out the '&' of the file name and it immediately uploaded.... figures. XD Where is your list of acceptable file name formats, DAZ? ;)

     

    So this is the first picture, in which was rendered in DAZ with no modifications.

     

    tyger said:

    DAZ Studio Export

    Next, I imported this into Photoshop (CC 2017) to do some post-work on it.

    Now I'm sure I could have done some of the photoshop process inside of DAZ, such as adding a background to the scene, but I'm not sure about getting the upper bottle to shatter, though as well as a motion blur. It was easy enough in photoshop to get it done (and I wanted to only use what I had and not purchase new things specifically for this).

    But let me know if any of this can be done in DAZ (or the equivelant):

    1. Changing Levels (perhaps changing light intensity and adding extra lights?)
    2. adding smoke effects
    3. adding motion blur to objects
    4. changing lighting colors (I think I saw the option somewhere to change light color-> probably by selecting a light and going to the lighting tab, if I remember correctly)
    5. Swapping out the sky (above the mountains) for a different sky. Originally the sky had a lot of clouds, and it looks dramatic, but you couldn't see the smoke and it distracted from the scene. So i took out the blue cloudy sky above the mountains and put in a blank blue sky.
    6. Adding "atmosphere" to the image.  Adding another object to the scene always runs the risk of appearing "foreign" if the lighting/atmosphere doesn't closely align with the other.  So in photoshop to meld the background I tweated the overall coloring to get the foreground and background to be similar.
    7. Adding a flying bullet, the one that shattered the upper bottle. (in case it is still unclear what I'm referring to, perhaps I'm better leaving it out... lol.).  

    This is the result:

    Final

    Some questions/thoughts I'm having:

    • The "brown blur" above the bottle is supposed to be a bullet flying on it's merry way after decimating the upper bottle. I'm still in the air about this.  Does it fit in? Is it a believable trajectory?
    • I originally had thought that I'd have it blowing out of the bottle (to better show that it is a bullet that hit the bottle), but I came to the conclusion that bullet are fast and falling objects are relatively fast as well, so in the time for the bottle to start shattering apart (visibly) it needs to fall a bit more and then the bullet is pretty far away from the bottle as well. So the bullet (if seen) would appear to be above the bottle, not in a direct trajectory to where the bottle has fallen to.
    • Is the position of the fired gun/arm in the correct spot, or is it even believable?  I personally emulated the motion to get an idea of what it should be doing/how it should be posed, but I could be off, as I'm not a heavily experienced akimbo pistol shooter.
    • Do I need to bend the right elbow more for an acceptable/proper way to wield the unfired pistol (without injury)?
    • The fired gun would be held/positioned in a "lazy" position that your arm moves to after you've fired and changed focus to the other target. Your brain kinda "forgets" the first arm and it automatically starts retracting back to the default, non-firing position (considering this is a single shot weapon) while you are focused on the second target. Can any experienced pistol shooter confirm this? I've fired shotguns, but I'm assuming akimbo single-shot pistols would have a different flow to them.
    • Should I add few clouds to the sky, considering that it might be helpful for the subconcious mind to accept the cloud shadow in the midground?
    • Thoughts on the flowers in the foreground?
    • Hair action? I was intending for the look that she may have moved quickly and reacted to the gun blast, so the hair swayed when she moved.  
    • Perhaps a crate with some extra bottles on it (that she is throwing).
    • The smoke is an exaggeration, to be sure, but if I've learned correctly, the pistols of those days did put off quite a bit of smoke from all the gunpowder they used (and the type).  So if anything, it didn't come out in such a pretty form.  

    Here is my goal/synopsis of the picture:

    I started off with the idea of a woman target shooting some thrown bottles.  Perhaps they were thrown by somebody else, but they could have also been thrown by herself and she is a quick pistol shot.  The scene has frozen where she has shot the first bottle, which you can deduct by the shattered bottle and smoking gun (and perhaps the flying bullet above the bottle, as well) and is now aiming at the second bottle and is ready to shoot it.  You can see she is in the wilderness/out on the range where she can fire the pistols for practice.  And the outfit/wardrobe suits the guns.  Stylish, but still useful/somewhat practical/believable for a gal holding a pair of pistols. Overall, I want to leave a sense of anticipation with the viewer: will she hit the second bottle or not? Perhaps they'll check the aim of the pistol to verify or see if she's on target.  But they believe she'll hit it.

    Thanks in advance for any feedback!

    What you did in PS is just amacing for me. It looks so great ! Your questions are about to find something perfect, but this is not a question of to do this or dont do that. If You find it "perfect", it is, independence of other meaning. But if you are looking for success you can do all that way, others advise to you.

    Thanks for showing a very nice image !

    Post edited by harrykim on
  • harrykimharrykim Posts: 225
    ricswika said:

    There are so many materials on the jungle that is going to be a big job to make it look wet, but would be something worth figuring out.

    Had to laugh because it remembers me on my April entry. I had 127 single pieces addet and thought to myself " never ever I will adjust even just the half of them"

     

  • TygerTyger Posts: 7
    edited May 2017
    harrykim said:

     

    What you did in PS is just amacing for me. It looks so great ! Your questions are about to find something perfect, but this is not a question of to do this or dont do that. If You find it "perfect", it is, independence of other meaning. But if you are looking for success you can do all that way, others advise to you.

    Thanks for showing a very nice image !

    Thanks for the feedback!  I appreciate your thoughts! 

    I suppose my questions may have been geared towards perfection, but I didn't think of them as such when I thought them out.  Rather they were areas that I thought I could improve on and wanted suggestions/critique on my thought process (most was technical things, like realisim/realistic portrayal, but that is kinda subjective when you're environment isn't 100% realistic to begin with).  But you're right. I shouldn't have to get the approval/advice of others for it to be "perfect."  

    You're welcome. I want to share what I make with others.

    Post edited by Tyger on
  • tyger said:
    harrykim said:

     

    What you did in PS is just amacing for me. It looks so great ! Your questions are about to find something perfect, but this is not a question of to do this or dont do that. If You find it "perfect", it is, independence of other meaning. But if you are looking for success you can do all that way, others advise to you.

    Thanks for showing a very nice image !

    Thanks for the feedback!  I appreciate your thoughts! 

    I suppose my questions may have been geared towards perfection, but I didn't think of them as such when I thought them out.  Rather they were areas that I thought I could improve on and wanted suggestions/critique on my thought process (most was technical things, like realisim/realistic portrayal, but that is kinda subjective when you're environment isn't 100% realistic to begin with).  But you're right. I shouldn't have to get the approval/advice of others for it to be "perfect."  

    You're welcome. I want to share what I make with others.

    An artists curse is they never view their work as done. Sometimes it is good to have outside oppinions, Though like mentioned, only you can know when it is perfect.

  • harrykimharrykim Posts: 225
    edited May 2017
    tyger said:
    harrykim said:

    Thanks for the feedback!  I appreciate your thoughts! 

    I suppose my questions may have been geared towards perfection, but I didn't think of them as such when I thought them out.  Rather they were areas that I thought I could improve on and wanted suggestions/critique on my thought process (most was technical things, like realisim/realistic portrayal, but that is kinda subjective when you're environment isn't 100% realistic to begin with).  But you're right. I shouldn't have to get the approval/advice of others for it to be "perfect."  

    You're welcome. I want to share what I make with others.

    An artists curse is they never view their work as done. Sometimes it is good to have outside oppinions, Though like mentioned, only you can know when it is perfect.

    you are both right of course. We all know what it makes to us to show what we do. A few fair words, including critique on technical aspects to become better. I mean thats the way it makes fun.

     

    Post edited by harrykim on
  • harrykimharrykim Posts: 225
    edited May 2017

     Ok, this is the final render. Thank you all for your input and thx to @Kismet2012 for your feedback on the lightning. I kept it as it was. However it is a little bit changed because I worked on reflection. At first I could´nt find an end and afterwards I could´nt find a ballance between left and right glass wall and its poster. An interesting experiance, that similar setup means not necessarily same effect. Nevertheless, got it to work.

    My plan was not to do any postwork, since I still want to know what DAZ can. But bloody flesh on the flying teeth were indispensable. No way, too tiny ;) And of course I closed the most obvious gaps in the skin material. Learned from that, to apply the surface first, befor pumping up the character. Nice to see in time, when the material stops to fit.

    Title:     " Look Mummy, there is a mouse running ! "   

    It is rendered in Iray, Sun/Sky mode

     

    Look Mummy Final.jpg
    1350 x 1800 - 3M
    Post edited by harrykim on
  • dracorndracorn Posts: 2,345
    dracorn said:
    dracorn said:

    Added in a few vehicles, as well as make him look up at the statue.  The people in the rightmost vehicle are also looking up, but they're hard to see due to the armor they're using.

    Wow.  The atmosphere is much better.  Just dark enough to give a sense this is a scene on another world but not so dark as to obscure the figures. 

    I love the addition of your vehicles and that you changed the angle of your spaceman's head.  The vehicles are also adding another level of scale between the spaceman and the statue. 

    A cool effect would be to put a light in the man's hand (or coming from a fixture at the top of his helmet) and use a spotlight to illuminate part of the statue.  You may have to post work the fog in the beam of light, but I think that would really make it pop! 

    I really like this one.  It's got a great story.

    Not sure if the vehicle on the right is necessary - that implies that there is another person present to drive it, and there is no sign of that person.  I prefer the solitude of the single astronaut, because it adds to the loneliness of the location.

    Another nice detail would be to add a little interior lights shining through the open door of the vehicle on the left.  Just some emissives in blue light to contrast with the orange color of the picture. 

    Is there some reason why the top of the statue's head is in shadow? 

    I don't know why the top of the statue's head is in the shadows Dracorn, I'm using the Mars 360 environment as a starting point.  Maybe it's so big it has it's head in the martian clouds.

    I don't have that environment - so you could poke around some to see where the shadow is coming from.  You could also add a light on the statue's face to get rid of it, which may be the simple fix, but you will have to fiddle with it to get it to match the rest of the statue.

    I got rid of the shadow by increasing the dome radius from 20 to 30 (Guess that the statue's head was truely in the clouds.), changed the light settings on the walker's helmet cameras and the overheads inside the vehicle he's walking away from, and lit up the dash on the rightmost vehicle so we can see the occupents.

    I like the illuminated cockpit.

    With the removal of the shadow... well, now we have a goofy grin on the statue.  I think the removal of the fog results in the loss of mystery that your original dark render possessed. 

    The shadow in the fog hid the face of the statue which was also a good effect - that added to the mystery.  If the fog was re-added so that it became thicker with elevation so that the head is obscured.  I'm not saying go back to what you had before.  There are two ways you can do this.  One is post work.

    The other is a cool trick I saw.  Use a graphic program to paint fog using smoke or cloud brushes - it must not have a background so that there is transparency.  Create a few - one with an even level of fog, and the next with fog starting partially up the legs, and a couple more, starting higher up.  Next, create some planes in Daz Studio, and apply these fog pictures to them.  You are creating your own billboards here.  You can then place these billboards in your scene, adjusting the diffuse color on the surfaces tab, and thus create your fog within Daz Studio.

  • ricswikaricswika Posts: 132
    edited May 2017
    ricswika said:

    Januwa Verses Anhanguera

    Daz Studio, Iray, Jungle Construction Kit, Jungle Girl, G2F

    I would enjoy hearing feedback on how to improve this image.
     

    Backstory

    Long ago our ancestors lived in a dangerous jungle paradise. Their world was one of constant struggle. It was inhabited by evil spirits in many forms. They did battle in on both physical and spiritual planes of existence.

    So today not much has changed.

    Which bring us to the "Legend of Januwa". In our ancient native tongue, "Janu" for "jungle", "wa" for "woman", so "Januwa" is literally "Jungle Woman". The story goes like this. The long awaited coming of Januwa's 13th birthday was overshadowed by a terrible illness infecting her Grandfather, "Manoo", one of the village elders, great leader and shaman. At that time, Januwa was allowed to attend her first meeting of the village council, where she pleaded for some action to be taken to fight the evil spirits plaguing her mentor.

    "Januwa, you are now an adult. You know we can not risk the safety of our group for the sake of one old man. Only Manoo knows the demons he fights. We do not. Our word is final. You are forbidden from leaving our village. You will bring evil here. We are ready to match you so you can start your own family. Look to the future, not toward that sick old man soon to die."

    Januwa could not sleep that night. She was not "going to be matched". How could she think about a new family and forget all about the one that taught her to hunt. She knew the only hope for her beloved and kind teacher Manoo was to seek help elsewhere, regardless of the consequences. Her mind was made up. She would leave right before the first light of day.

    She had heard stories about the forbidden place, high up in the mountains. This was where the Sacred Mushrooms grew, on the shady northern cliffs near the top of mount “Hanganu”. Everyone knew it was forbidden to go up there. Just the same, everyone had gone there at one time or another, in times of need to harvest magic mushrooms because of their power. Something deep inside told her this was the only way she could enter the spirit realm to fight what was attacking Manoo. The most important lesson from her Grandfather, which by the way, always served her well, was to always listen to her inner voice. So it would be.

    Here is my final image. Thanks to everone that provided feedback. I wish I had time to work on more of the suggestions.

    JanuwaFinal copy.jpg
    1920 x 1080 - 401K
    Post edited by ricswika on
  • ricswikaricswika Posts: 132
    edited May 2017
    harrykim said:

     Ok, this is the final render. Thank you all for your input and thx to @Kismet2012 for your feedback on the lightning. I kept it as it was. However it is a little bit changed because I worked on reflection. At first I could´nt find an end and afterwards I could´nt find a ballance between left and right glass wall and its poster. An interesting experiance, that similar setup means not necessarily same effect. Nevertheless, got it to work.

    My plan was not to do any postwork, since I still want to know what DAZ can. But bloody flesh on the flying teeth were indispensable. No way, too tiny ;) And of course I closed the most obvious gaps in the skin material. Learned from that, to apply the surface first, befor pumping up the character. Nice to see in time, when the material stops to fit.

    Title:     " Look Mummy, there is a mouse running ! "   

    It is rendered in Iray, Sun/Sky mode

     

    @harrykim your image came out great. Please allow me to make one small change in compostion by using the rule of thirds and cropping. I hope you don't mind. I think it really shows off your image:

    harrykim_rule_of_thirds.jpg
    1350 x 830 - 131K
    Post edited by ricswika on
  • harrykimharrykim Posts: 225
    ricswika said:
    ricswika said:

    Here is my final image. Thanks to everone that provided feedback. I wish I had time to work on more of the suggestions.

    yeah, its a pitty when the time is out but not the ideas. You could bring back the colours of the dino, so the action is back, thats cool !

     

  • harrykimharrykim Posts: 225
    edited May 2017
    ricswika said:
    harrykim said:

    @harrykim your image came out great. Please allow me to make one small change in compostion by using the rule of thirds and cropping. I hope you don't mind. I think it really shows off your image:

    Thank you for your feedback @ricswika. I agree with you, it is an interesting compressed sight on the action, without losing the interaction with the props.  But too less to me. Where are the butts ! :)

    When I changed the dimension to vertical and afterwards changed the camera angle, I came to the point where the one foot was out of the picture. I liked it, but was not sure if I would/could defend my decision. Thats why it is, as it is now.

    Well, a word to the composition rules, which are a big theme to me. Once I receifed a feedback with the note that the person cannot see the render in my image. I was completely confused but suddenly I understood. A Render is that single moment where all elements in your scene are perfectly presented. Suspected the defintion of a good quality work aka harmony. All other is nothing more then a imperfect snapshot in your photo diary. Maybe I am a snapshot people.

    I try it, but I cannot follow the composition rules that strictly, just to make it more easy for the viewer. To be honest, currently I would´nt like to hear „ look at thjs element, no wonder that it was that easy to see, its perfectly placed according to the ...rule „

     

    Post edited by harrykim on
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