More Non-photorealisitic Renders (NPR II)
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I really love this one. From the great looking spacecraft to the blending of colour and atmosphere - first class stuff!
I think this is a manifistation of "The Bug" at work. When I read the post, it was a question about whether models could be used for commercial work. But that's not even what got quoted. I say let's ignore it and move on.
That's fine. I was, to say the least, confused.
The effect is nice, but really, really light looking. And in the larger renders, there is a lot of unflattering noise coming from the bump maps on the fabric. One of the things I've found in my NPR work (and bear in mind that I work in a very start b&w style) is that, almost always, "Bump maps are not your friends." In other words, they bring detail that doesn't contribute the a clean NPR image. One other thought on your style: Consider rendering with much stronger shadows. I think your sketch filters would pick up more details that way.
Thanks for sharing – looking forward to seeing more.
Thanks for the share. I'll take a look soon and see what they've got.
Isn't it amazing (and frustrating) when that happens? I did a huge, complex render once and combined it with a background image... only to have someone point out that the light source in the background was the opposite of the shadows I'd built into my scene! Personally, I'd vote for moving on to the next monster-attack scene and just leave this one as is. Looking forward to seeing more soon.
Call the Ball
@tkdrobert - As usual, your work reminds me of so many things from my childhood. It's like you found a treasure trove of a book and comic store that closed down many years ago, and you're just sitting there going through all the great stuff and deciding which inspires you the most. I love it. I cannot get enough.
@kenmo - This is quite cool. The style, composition, etc. Could almost be cover art for an album/CD. (Yes, okay, I'm that old.) Your modeling is good. "Chicanery" heh
I'm glad you like it.
@murgatroyd - Exit, stage left even. (sorry, I couldn't help it) I think the thing you've come up with is interesting, but I would second at least some of what mmitchell_houston said. I'm not as sharp or as experienced with this stuff, but what he's saying sounds near what I was thinking already when I read his comments. I think the architectural use appeals more to me, from a distance, where the portrait use I like bigger and closer. I think it is a bit light, but depending on what you're after, that might not be bad. I wish it could somehow be more bold. If you could find a way to make it really pop, I would like it more. But, having said that, I go back to what I said before. I think it's really interesting. I don't know about the noise being a problem (again, I'm not as sharp as some).
@mmitchell_houston - The Conan-inspired pieces are interesting also. Yeah, that hair... The black and white is an interesting choice. I look forward to seeing where it goes.
Some of you might remember my "No Budget Toontorial" from a while back, well this is the same method, but with the shader's outline property disabled, and then combined with that spiffy Geometry Shell toon outline freebie. The end result is quite stunning, if I do say so myself, as it not only looks great on characters, but also scenery.
h:10
Nice one...
I modeled the airship in Moi3D and added 3D details to the ship using Hexagon3D 2.5. Further detailing and texturing done with 3DCoat 4.8. Image was rendered in 3DC with additional chicanery via Photoshop & Topaz Studio Impression....
Thanks kindly for your very kind words...
I second this.
@kenmo - This last one is nice, too.
My NPR fragments from above, assembled.A couple more pages assembled, too but I don't want to be spammy. This is three layers of Oso3d+Oso3d+Sketchy, layered with Soft Light and filtered by Topaz Clean, and then partially filtered one more time in Comic Life.
Wow...awesome!!!!
The airship is a 3D model I completely created from scratch using Moi3D with details added using Hexagon3D & 3DCoat 4.8.
The castle building I modeled in Groboto3D 4.0 and textured in 3D Coat 4.8.
The airship and castle were rendered serparately and then composited via Photoshop. Further processing done with ArtRage 5 & Topaz Studio Impression.
EDF Andromeda
I love the original models, Kenmo! And that Andromeda looks like something from a rather HQ Saturday morning cartoon.
Amazing piece of art...
Thanks @kenmo and @dreamfarmer. This style takes a lot of work, but I don't mind because it looks good.
That it most certainly does! Gorgeous!
— Walt Sterdan
I love the ship designs from Star Blazers / Space Battleship Yamato. They are some of the best in scifi IMHO.
Looks great, tkdrobert.
Would you mind, to describe a little, how did you do it?
OK, I'll try.
First, I render the ship in 3delight and saved it in PNG format (no background).
Next, I open the PNG up in FotoScetcher (free). I use the Ink2 setting (you have to tweek the settings to get the look you want) to render a black and white inked copy of the original.
Then I open up the original DAZ render in Clip Paint Studio and make a copy. I also open the inked version. For the inked version, you can use a setting under the "Edit" menu to turn the white invisible. I think it's called "Convert Brightness to Opacity."
Next, I copy the modified Inked version over to the original PNG as a layer. The inked version is layered over the original PNG and I usually lower the opacity to my liking.
Then, I create a new "vector" layer and I create the outlines/line work (explaining exactly how I do this would require a turorial by itself. I'll try to update with the one I used to learn this.) This is the most time consuming part, but if you make the effort, it will give you the best results.
Next, I created the background combining a bunch of free backgrounds that I downloaded for free from Clip Paint Studio. I can't remember what blending modes I used.
Once all that is done, I save it to PSD format and open it up in PhotoShop.
Now here is where it gets murky, because I don't always do the exact same thing for every render.
At this point I usually merge the Line, Ink, and original PNG (copy) layers together (but not the background).
Then, I use the Topaz Simplicity 4 plugin and raise the "Structure" setting to about 1.5. This setting is under adjust.
Then, I use the Nix Collection (free) plugin to open Color Efex Pro and play with the "Tonal Contrast" settings. (Technically you can get the same results playing with settings in PhotoShop)
At this stage, I sometimes use the Poster Edges filter that comes with PhotoShop. Depends on how it looks.
Finally, I will tweak the Vibrance and Brightness/Contrast settings.
I know it looks like a lot of steps, but it's the workflow I've come up with after over a year of experimenting and I like the results. I use this workflow for anime/cartoon/comic book type renders. My painting renders have a different workflow.
I tried some strong shadows, and it turns out they're the exact opposite of what I want. The edges of the shadows show up as bold lines, while everything within the shadow is washed out. The key to making this work, which I'm still working on implementing, is to maximize contrast along actual edges and places where lines are wanted, and minimize it elsewhere. Textures with actual texture are a good thing, while large areas of undifferentiated color end up flat white with a bit of noise.
Here's my latest:
Playing around with curves at multiple points in the process helps, as does rendering at double size and downscaling at the end. Next step is to find a better backdrop - though it doesn't show up directly, it has a big effect on the outline.
Thanks a lot for the description, tkdrobert.
Now I see, why it is so complicating.