More Non-photorealisitic Renders (NPR II)
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Thanks a lot, Starlaw, vrba79 and tkdrobert.
It was just a quick one, but I would like to explore more, mixing of different layers.
I definitely like the additional shading. It brings a lot of nuance to the figures that wasn't there in the earlier versions. However, the one thing that's still not working for me is the nose. I think you need a little more work in defing the shape with the contrasting colors (by that, I mean play more with the shadows and highlights on the cheekbones and eye sockets). Excellent progress, though. Keep it up!
I apologize if my comments seemed harsh. In the future I shall refrain from commenting on your work, as I do not wish to discourage you from posting here. (At least I'll try to, I don't always remember everyone's name.) To this end, maybe Worlds_Edge is right: please add "no crit requested" or something like that so I can spot it.
I do want to address your second point, though. I do not have the time to comment on everyone's work, but when I do take the time to offer my thoughts on someone's work (here, in a gallery at this site or any other) it's because I see something in it that speaks to me on some level. In other words, I think it's good enough to spend my time talking about it. (Most of the time when I don't comment on something, it's not that it's bad, it's just that I'm busy and don't have time time to spend here enjoying everyone's contributions.)
Ultimately, I hope I'm being detailed and not harsh.
One of the main reasons I invest so much time commenting on the work in this forum is because this is one of the few places I can go to receive comments in kind. I know my own work needs improvement and I'm always trying to improve.
I get that you're trying to help us improve. But yeah, sometimes it does feel a bit like I'm one of the chefs on episode of Chopped.
Were you playing with an edges filter or a neon effect? This is deinitely interesting, I could see this being used in some sort of sci-fi virtual reality scene.
When I shrank it down I was surprised at how much the glow effect diminished. Unless you can make the glow effect bigger I don't think this is very scalable.
And that corner glowing outline is REALLY interesting. Did that come out from the render or from post-render manipulation? It's very cool.
LOL. Nice analogy. My wife and eldest daughter watch those shows.
I really like how the figure in red stands out against this background. He "pops" in the right way. Likewise, I think it's clver how the other guy only has a few pops of color to draw my eye to him (her?). This really works because the second fig has a pose like it's sneaking up, so it taking a few seconds for my eyes to notice it is a nice touch. Those little pops of bright color make the composition work.
I think you know the background needs work. Right now the textures look completely different from the figures. If you're shooting for an otherworldy effect or trying to meld realistic backgrounds with cartoon figs (like they do in "The Amazing World of Gumball"), then I think it could work in the context of a story.
If that's not the look you're going for, maybe cut down on the reflections and go with a more toon look for the background might integrate the two figures into it a little better? And I think the scale of that metal texture (to our left) is just off. It's just so big when compared to the figures (unless these guys are tiny, like Ant-Man and the Wasp?).
Anyway, looking forward to seeing what you do next!
Just reminded myself of this dad joke I pulled at work. There's a blacksmith equivalent called "Forged in Fire" on History Channel, that some co-workers and I were watching in the break room one night. When one of the forgemasters got sent home I go "I guess you could say he's been...", then I put on my safety goggles for effect "...Chopped!" which was met with a collective groan.
Thanks for the tip about the rat. I have only done a few things with the House Mouse (I think it's mouth does open, though I honestly don't recall). But I definitely like this figure better. It has a more classic illustration look. Thanks so much for posting one of the original renders for each of your . I think it's fun to see just how vibrant the colors are in contrast to the airy lightness of your final results. Although I really like the look you have achieved, I've been wondering a few things about the geometric edge outlines generated by Carrara.
Your work has definitely put PhotoDonut on my radar, that's for sure!
Oh, so now I'm that grouchy old chef with the white hair, eh? :-)
Well, unlike Geoffrey Zakarian, I definitely cannot (and do not ever want to) send anyone home!
That is, unless of course, you neglect to use one of the basket ingredients in your render. Then you're outta here!
;-)
I always thought Alex Guarnaschelli was the one to fear the most. That woman is similtaneously attractive and terrifying.
Agreed! But no way am I going to compare myself to Alex. I wouldn't dare!
She might have psychic powers so it's best not to. XD
Powers like that would not surprise me. Definitely best to err on the side of caution!
Well, I have played with Camera Filter Pack by Vetasoft in Unity, because it has a lot of postprocessing effects, I would like to explore.
I have rendered different effects separate and then combined them later in Photoshop.
The other thing worth to try, is to put many of such effects at the same time on the camera and see, how it goes.
That's one of the ways I explore. Stack things up and see what happens.
I would love to have the time to play around with Unity. I suspect it's capable of doing a lot of cool things, and there is an entirely new community of 3D asset builders out there with entirely different aethetics than we have over here in the Poser/Daz community. Keep us posted on the cool things you discover through experimentation.
Long time lurker in this thread.. There are a lot wonderful NPR images here !
So These some images I render using PWToon and give several adjustment in photoshop .
Lurk no more, friend! You have definitely created some cool work wtih a nice illustrated look. I like your choice of using a muted color palette.
This image, in particular, looks like it came right out of a graphic novel.
I really like the chin on this guy: He looks like a classic cartoon character. Not sure the drop shadow works, though, as it's a bit dark and a little too close to the figure. Nevertheless, GREAT looking stuff.
The more I look at him, the more I like him. If you wanted to go for an even stronger cartoon loo, you could consider making his eyes a little bigger.
I also would love to hear more about your postwork choices and filter usage.
Wow. This is such a striking illustration. It reminds me a bit of the color scheme used in 1960s paperback book covers. I can honestly say that I don't find her attractive (too extreme in pose, look, and tone -- she has an almost stone look to her), but it is so ARRESTING and ENTICING to look at! There is just something exciting about this illustration.
It still needs just a bit of tweaking, but this dzDefault+Postwork combo I'm cooking up is nearly ready for a public tutorial release. The one issue I'm trying to smooth out, is that the process doesn't seem to like darker skin tones for some reason. I might have to work in some alternate steps for those situations.
My main goal is to get the best look possible, with the fewest number of steps. I like an efficient workflow.
Thanks for critiques and great tips how to improve my images .
I think I need to learn more from you all about how to create decent NPR images
Thanks again
Actually my approach is very simple . Daz and PWtoon for base cel shade (the heavy lifting) . Photoshop for enhance smoothness -adjust or remap color and give finish fx like bloom etc.
I`ll posting postwork`s step by step if you or another think that`s worth to share in this thread , nothing fancy and no 3rd party paid plugin needed and I think discussion about how we getting there (toon/celshade/comic etc) in first place seem more useful , but please let me know if worth to share , i`ll be creating mini tutorial about it
In short , after studying and extracing color from lots toon-anime images reference out there , I`m start to understand that beside geometry/shapes we use , every color combination we picked in our scene also have big contribution to make our render look like nice 2D images or not .
Like like my painter buddy said :
"those color work and look nice when combined together , so you can`t grab some color and mix with another color from another images . Those colors combination planned carefully by the artist who make it"
Yeah some postwork technique will help us get in there , but personally I need to getting right in first place
Here my mini setup in DAZ Studio and pwToon
1. Find and study image reference based on style you want to produce
2. Extract the color palette from reference(s) (manual or auto)
3. Start Daz Studio and make sure in 3Delight mode (check in render setting)
4. Make sure you have same Background color like reference (check in environment tab)
5. Create multiple primitive spheres for pwToon shader library
6. Change base color and shade value in every sphere based on your reference palette
7. Group those primitive based on functionality (BG - Character - Cloth Set - props etc )
8. Save scenes/Subset scene with all primitive for easy copy paste material
9. Setup Light sets (Distant/point plus Ambience)
10.Test render and tuning lights intensity until you`ll see colors just like shown in reference
11.Load your set or character and apply those shaders
12.Render in multipass for better control of color elements - shadow and geometry line
BTW I look at your Black and White render and saw video on youtube about real time line generated from late version of POSER . thats amazing !!! I wonder when DAZ studio will getting those features . Geoshell outline shader do the trick but I think POSER realtime BW and line render seem more powerful . Would you post some outline render with it ?
An attempt at doing Alita Battle Angel with Sakura 8. I might try again once I get to know the character and source material a little better.
Mech Pilot: Inspired by the comic book series Mech Cadet Yu
I like the dynamic pose. :) And your shading always looks cool!
These are cool. :) I hope you post more.
Thanks
Nice. I like thr top image a lot.
thanks ..here another render i made , still learning about how to setup geoshell outline properly .Also I`m still confusing about"catch shadow solution in 3delight ("thats why almost my render cut in half )