More Non-photorealisitic Renders (NPR II)
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Netflix`s Altered Carbon spin off look awesome with NPR style
3Delight + Photoshop touches.
I like this, how'd you achieve this effect?
It's just color correction in Photoshop + some hand-drawn lines. The custom model itself is 95% of the work
Well, I think we now see why Olive puts up with his constant brawling and that speech impediment! LOL
Very cool variation.
And yeah, it is interesting that Popeye has a general "sailor suit" look, but there is a lot of variation throughout the comics and the cartoons.
Postwork style test.
3Delight
I have been meaning to comment on this for a while now. I'm very impressed with the quality of lines and shadows you've achieved here. This is a very attractive look. I'm particularly impressed with the robot. I do see two issues of concern:
But I'm just picking out flaws here. There is a LOT of great stuff to like here, especially the skin tones and hair. EXCELLENT work.
Postwork style test.
Thanks for the feedback. There are a few character design choices here that I don't love myself, but this is just a picture I pulled out to test the the heavy outline style on. I also agree it's kind of dark. I was considering doing it in a style with little or no shading that had more of a Saturday morning cartoon feel. Maybe I'll update the characters and try again.
Very cool, I love this style!
WOW. This is so cool! I have to say though, there is also something a little uncanny valley about it. But still, very impressive!
Awesome!
I would like to see this without shading (or with minimal shading). That might be very interesting.
Still explore about IRAY and PShop to create something like Toon ;)
Scooby Gang
Good likenesses and interpretation of the Mystery, Inc. gang! Two suggestions and a question:
Question: What hair did you use for Fred?
COMMENT: One of the issues with this postwork approach is the white "glow" that is appearing next to the black lines. This is very noticeable where Velma's sweater touches Fred's shirt, and in the skin where Daphne's mini-skirt touches her legs. This glow effect is always one of the biggest issues I see when people use filters to turn a render into line art. Other than that glow, I think you have a very solid process.
This is a FANTASTIC start! You have laid the foundations for something special here. This kind of reminds me of a character from a Pixar movie:
But we need to talk textures.
Now, get rendering again! I want to se more!
This one was fun to postwork. Its a pic I posted in the Anime/Manga style thread, but regressed into using the c64 color palette, then returned to RGB format then mosaiced into something akin to a demoscene loader would have as a background.
Great thanks for advices . Will do in next renders/images
Cool tricks you`ve share in there. Thanks
Trying using PW Toon again . Overwatch`s Tracer set for G8f came from Devian Art
"Trying to" use PWToon? I'd say you succeeded, quite decisively.
Thanks for courages . Lately I`ve been experimenting using IRAY and Toonize via Photoshop . But after found several cool models in devianart , I`d tried again using PW Toon .
This one PwToon render and postworked in Photoshop ( color correction -enhance plus BG). Hope you al like it ;)
Thanks for courages . Lately I`ve been experimenting using IRAY and Toonize via Photoshop . But after found several cool models in devianart , I`d tried again using PW Toon .
This one PwToon render and postworked in Photoshop ( color correction -enhance plus BG). Hope you al like it ;)
This looks really good. I'm very curious about your work flow.
Thanks again
Honestly I`m re-learning again about PWToon since my old presets and data gone after HD failure . Thats why I tend to use IRAY lately .
My workflow in DAZ studio really simple , Just applying Crestcent Shadow/shading preset to all materials ( it doesnt matter if they`d had texture or not) and play with Glossiness - specular sharpness - specular strength value . For Lighting I`m using Distant light with light blue and Omnifraker Uber environments ( Soft Oclussion and low intensity to help smoothing dark area) .
In photoshop , im generating several outline via duplicate image > desaturate and filter galery (Photocopy and Cutout) and change layer blend to multiply . If I think not enough I`m duplicating those line 3 times and merge down with PwToon Render .
After that I`m doing Dodge and burning and finalize with color balance or color lockup
Hope this help and yeaahh , Im also still learning about NPR stuff in DAZ Studio and Photoshop
PWToon remains one of my favorite toon approaches.
It has it's flaws, but on the whole it balances speed and ease with quality results. And then you can learn approaches to minimize the flaws.
Agree !!
BTW what best practices for Background ? My effort seem hit and miss in those area . It seems really depend on how geometries constructed than textures ?
My approach is to skip outlines on most backgrounds, just focus on the shading. Other than tree trunks, and a few other elements that are more likely to work. Buildings, streets, etc? No outlines, it's just going to flood and make you cry.
You might even come up with a different shading strategy for backgrounds; one common illustration style is to have very simple flat sketchy backdrops and very detailed characters.
Great explanation and many thanks for tips + tricks .
Definitely! Plus the quality to render time ratio is second to none.