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Novica & Serene Night’s Renders, Tips, Tutorials & Product Reviews Part 1
Posted: 03 April 2013 03:00 AM   [ Ignore ]   [ # 16 ]
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http://youtu.be/xe1rov-cFHM

I went ahead and published Video 2- it shows you:
*how to use the Universal Tool cube to rotate objects
*the Parameter tab- how to change the slider limits
*how to reset the Parameter defaults
*how to use Parameter tab for scaling and translations
*how to undo your actions

Video 3 in progress- creating a character. (The fun stuff)

Cathie

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Posted: 03 April 2013 03:52 AM   [ Ignore ]   [ # 17 ]
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TIPS
First Tip:
***
http://www.daz3d.com/forums/viewthread/19194/
For any of you having problems with loading content/ getting started with the studio, Scott-Livingston has put together a remarkable thread covering these technical aspects.  It is also a question / answer thread- everything is covered.  Here ya go! (Love you Scott-L! I’m in your fan club.)

One thing I’ve noticed the most- if you don’t have content, check to see if you have the Genesis Starting Essentials- that comes up a LOT.


Second Tip:
***
http://www.daz3d.com/forums/viewthread/14536/
Szark’s wonderful thread on Uber Area Lighting- The Basics


Third Tip:
Here’s what I used to clothe Kaetl for posing- both dirt cheap.
http://www.daz3d.com/casual-1950-for-genesis-female  ($1.99 Platinum Club)

The pantaloon is from Day Dreamer For Genesis. If you want a cool set of pants then take a peek below. And it’s light colored so you can use the Surfaces tab and change the pants to any color! I’ve included a close up- notice I didnt bother with the collision/fitting- I was just posing and these clothes fit tight enough to show me the character lines of movement.

http://www.daz3d.com/day-dreamer-for-genesis (Platinum Club, 1.99)

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Posted: 03 April 2013 12:34 PM   [ Ignore ]   [ # 18 ]
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This was one of my “What the…?” which was created when I was working on the bands of the dragonfly (the stacked spotlights)
Still not sure how I did it, but I call this one the “Surfboard Dragonfly” because living in Pensacola, of course this reminds me of the beach surfboards’ colorful designs.

So, to get something like this…. (other than sheer luck)

TIPS:

1. Put your item in front of something textured, what you see on the wings is grass and tropical plants behind the wings- it is part of the Heart Of The Jungle set.

2. Set the transparency so the background shows through

3. Stack spotlights with different colors.  THIS IS THE SAME DRAGONFLY AS IN “Babies First Bug.”

I’ll see if I can find the other settings that may have contributed to this, and see if they are in that thread. http://www.daz3d.com/forums/viewthread/18507/

http://www.daz3d.com/forums/viewthread/18507/P30/#274891  Jump in HERE if you want to see just the dragonfly settings. Adding a distant light, of all things, was what changed this dragonfly!

Cool, eh?

EDIT: When still trying to figure out opacity (the opposite of being see through,  or transparent) - From that thread, Szark clarified with me about the Multiply Through Opacity. I am so DUH at understanding this stuff, but I’ll just try to do as suggested.  Thanks to Szark for this-

“This is a simple on or off switch and only really comes in to play when you start making objects transparent using the opacity settings. When it is on the highlight is affected by the opacity settings so it’s just as transparent as the object, when it is set to off the highlight is not affected by the opacity settings and the object is more transparent than the highlight.”

Then added when I still didn’t “get it”- 
“Ok take glass for example, it is very reflective and therefore when clean shiny it is more reflective than when dirty. Anyhoo if we leave this on then when you make the glass surface very transparent then the highlights and reflectivity lowers so by turning this off we can have good relfective properties and strong highslights. So lowering opactity lower these effects, turning it off engages these effects even though the surfaces is either 100% transparent or varing degress of.This goes for the Cornea of the eye, water etc etc.”

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Posted: 04 April 2013 12:44 AM   [ Ignore ]   [ # 19 ]
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Thank you Novica!  l love your rendered dragons and dragonfly and i for one will be following your tips closely…faltered enough already and i have been a member for a year and still not achieved anything this good, i will check out all the links too, it is handy to have all the information in one place, will also check out the videos - Thanks for taking the time to do this and to all the people who helped you get where you are now….will keep you informed at progress.

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Posted: 04 April 2013 02:44 AM   [ Ignore ]   [ # 20 ]
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You’re quite welcome smile
I know the Art Studio section is used for many different things, but since I am a beginner too, I am trying to get this organized so everyone else can zip along faster than I did. So it’s not just my gallery of work (I will be somewhat slow at that since I am trying to document information, do videos, etc) but more of a “oh, guess what I just found out…” and a lot of it you probably will know. Feel free to jump in, too- ask questions and tell us what you know smile  I need all the help I can get. Is there anything in particular you would like to explore?

That first render only took me FIVE WEEKS. (not kidding. The fingers on one hand took hours.) If I had to summarize THE most important things I learned, it would be-
1. turn off items in the scene when you spot render if you are not testing them.
2. clothe your figure in an uncomplicated outfit to pose (if you don’t want to work with a naked person) Don’t put on helmets, etc until you have the body language right.
3. have your set in mind- but remember that you can turn off and hide unwelcome parts of the scene! (and it speeds up render time)
4. zoom in to work on hands (and back to #1- turn off things that get in your way of viewing the hands- like legs!)
5. don’t set collision and smoothing on things until you determine your pose and your angle of render. Those add time to your rendering, and also waste your time because the area may not show anyway! (like Kaetl’s hair)
6. DO NOT RENDER WITH PROGRESSIVE ON!!!  (in Render settings.) I had rendered in 45 minutes where I was at four and a half hours!
7. spot render!  I didn’t know what that was and wasted a week of my time because I thought what was in the viewport was “it.” Sheesh.
8. use both Surfaces (tab) and lighting to get good skin tone.
9. consider changing the bottom teeth when you pose the face if the expression calls for an open mouth. It changes the size and shape of the mouth, so doing it before you do the mouth morphs is a consideration.
10. if you aren’t getting good lighting, check the defaults in the Surfaces tab. Many characters/objects have BLACK or dark blue for ambient, diffuse, or specular.

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Posted: 04 April 2013 02:51 AM   [ Ignore ]   [ # 21 ]
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TIPS:
1. Check for bundle items before you purchase new items

As we all know (or if you’re new, you may not) the Itemized (your products in alphabetical order) does not break down the bundles. It’s been posted repeatedly, but here’s the link so we keep it organized- the lists of what is in the bundles. I made a spreadsheet and alphabetically listed what I had, so every time I check to see if I have something, I can quickly check those bundle items too.

***
http://home.arcor.de/familie.reichow/3D/fwb1.html

2. And Szark posted the link to this in his sticky thread, but here it is for easy reference- read up on camera and lights.
***
http://digilander.libero.it/maclean/DStutorial.htm

***
3. What I am still fiddlin’ with is the Surface tab, the sticky had that reference too-
http://homepage.eircom.net/~neilvpose/ds-settings.htm

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Posted: 04 April 2013 11:32 AM   [ Ignore ]   [ # 22 ]
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Here’s my question from another thread:

I don’t know the relationship between the render settings (let’s say a square vs widescreen) and the light presets. (I haven’t done any yet)  Will the different render settings ( a square vs more of a rectangular widescreen) affect the translation locations of the lights? Aka, give them a different xyz location when loaded into the next scene? How exactly do presets work?

and thanks to Richard Haseltine here’s your answer:

No, the light’s position is stored in3D space, not relative to the viewport.

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Posted: 04 April 2013 05:12 PM   [ Ignore ]   [ # 23 ]
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FYI INFORMATION:

I’ve got some marvelous help “behind the scenes” with CV’s who PM me with additional food for thought- and everyone feel free to do that as newbies and medium-experience users will appreciate it (I know I REALLY do)

Here’s the information from Scott-Livingston:

Here’s one more thing relevant to the information in Video 1 and Video 2:  (and Scott-L was nice enough to point out the link was wrong, it has been fixed. See my signature to view the videos if you are a brand new user, or to see how the series will be done. Working on video 3.)

1.) The translation units are in centimeters. So if you change x translation to 100.00, you’ve moved the figure one meter to the right.
2.)  Additional information: Rotation units are degrees (so 360.00 is the same as 0.00)
3.)  Scaling is in percentage of full size.

Thank you Scott-L!
Anyone else want to share some basics with newbies, PM me or feel free to post.
Cathie

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Posted: 05 April 2013 01:47 AM   [ Ignore ]   [ # 24 ]
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Regarding backgrounds:

Jaderail is helping another member with background questions, what I asked was the difference in using a jpg, png, gif, and the size of the background.

Regarding size: you can either select your render size, then resize your 2d image to fit that, or if you have a 2d image you like, set your render to match it. Obviously, if you have a big 2d image that you can crop, you have more options. Let me digress here and discuss your 2d images- remember, it is better to reduce in size than try to enlarge- when you do, your pixels are “stretched” and that’s when you can get fuzzy, grainy images. Save your 2d images in larger sizes, you can always reduce them in size,  compress them. I use 150 dpi up, but that’s just me. If you are going to have a background that is going to be fuzzy due to depth of field, I would think it won’t matter about ultra crisp lines. Note- I HAVE NOT DONE A BACKGROUND IMAGE YET.

This thread discussed the difference in jpgs, gifs, pngs- I found it while on the other thread-
***
http://www.daz3d.com/forums/viewthread/831/#7468

and then back to this thread- note it is what you SAVE the background as, that is important.
http://www.daz3d.com/forums/viewthread/19992/#293617

***
EDIT: And here’s the thread about how to zoom a background and your character at the same time- sweet! Thanks Jaderail!
http://www.daz3d.com/forums/viewthread/19996/

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Posted: 05 April 2013 02:07 AM   [ Ignore ]   [ # 25 ]
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Reorganizing your content:
***
http://www.daz3d.com/forums/viewthread/19934/#292959

This should be a sticky- a beautiful job by HeraldOfFire. If you want to organize your content, this is a must read. A lot of time and effort was put into the explanation, including images.

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Posted: 05 April 2013 03:51 AM   [ Ignore ]   [ # 26 ]
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Well, I’m still struggling with terms so Szark is helping me out tremendously. Here you go- part of the excerpt from Wikipedia, and the link. I asked the question about what to select in Surfaces if I am using Genesis and doing the Basic Female, Victoria 5, Supermodel, etc for the body shape. Over in Surfaces, for the UV map, I had to chose between Genesis and V5- so hmmm. And I’m still learning terms of course. Here’s the thread:
***
http://www.daz3d.com/forums/viewthread/20002/

And here’s the blurb (part of it) about UV maps from Wikipedia.
IFYI: What Is UV Mapping?

“This process projects a texture map onto a 3D object. The letters “U” and “V” denote the axes of the 2D texture[note 1] because “X”, “Y” and “Z” are already used to denote the axes of the 3D object in model space.
UV texturing permits polygons that make up a 3D object to be painted with color from an image. The image is called a UV texture map,[1] but it’s just an ordinary image. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by “programmatically” copying a triangle shaped piece of the image map and pasting it onto a triangle on the object.[2] UV is the alternative to XY, it only maps into a texture space rather than into the geometric space of the object. But the rendering computation uses the UV texture coordinates to determine how to paint the three dimensional surface.

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Posted: 05 April 2013 03:59 PM   [ Ignore ]   [ # 27 ]
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Such a great collection of images and tips.
Thanks so much for sharing them, Novica.

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Posted: 05 April 2013 10:41 PM   [ Ignore ]   [ # 28 ]
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You’re so very welcome! Please feel free to jump in and post any tips too- I’m always impressed with your willingness to jump in with the threads smile  This isn’t just my thread, it’s anyone who wants to share their own threads that have good info, others’ threads- just something for everyone to collaborate on and get newbies and medium-experience users going.  As I get better (in the year 2040 probably) the threads will evolve into more difficult stuff, but since it’s as I go, folks starting at the beginning of the thread should be able to move along with me.

And everyone point out ANY wrong jargon that I use. I’ll post in a minute about textures, UV Maps, materials.

Cathie

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Posted: 05 April 2013 10:53 PM   [ Ignore ]   [ # 29 ]
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Right now, the thread I’m getting help with that is this one:
http://www.daz3d.com/forums/viewthread/20002/#294141

I was learning the difference in UV sets, material presets, textures, etc- and note the patience and a big thank you to….
Szark, Richard H, Jaderail, scorpio64dragon, BWSman. Below I’ve shared their information.

Information from Szark:
“Here http://www.youtube.com/watch?v=qO28vRt7hqo&list=UU38T95wHAxyCrOO6b1tD7Nw&index=30 you will see why changing the UVmap setting can help with making sure the texture maps are correctly align and has minimal stretching.

So V5 being an extra morph of Genesis base it will have a slightly different and tailor made uvmap, same with the Gorilla, M5 etc etc.”

Then:
Szark will show you where the material presets for Victoria 5 are located- see this image if you’re having trouble locating them.
http://www.daz3d.com/forums/viewthread/20002/#293768

Information by Richard Haseltine:
“By default you can use maps made for Victoria 4, Michael 4 and the Kids 4 on Genesis. If you have Victoria 5 you can also use Victoria 5 maps. DAZ Studio presets, new ones, will apply the correct UV set for you but older items, and Poser material files without DS settings, won’t - for those you need to know which figure the set was made for and select its mapping in the UV Set drop down in the Surfaces pane - generally you can select all surfaces and change them en masse, unless you are mixing and matching.”

I was still hashing out the UV Map and texture jargon, not what they did, but what was what. Vs the term “material.”

Information by Jaderail:
“Short and Simple UV tut: The UV MAP is what is used to make a Texture to be applied to the surface of a Mesh. The V4 and V5 Shapes are just a little bit different meaning the Textures are just that little bit different. If you wish to use a TEXTURE for a V4 figure you would select the Default V4 UV on genesis even on a V5 shape. The V5 UV is auto loaded for MOST if not all V5 only textures sold here at Daz3D.”

Later, he provided this helpful tidbit to clarify something for me-
” It really does not matter which UV set you have selected on Genesis you should still get all your Textures listed for genesis, male or female. DS does not stop you from using any texture just by selecting a UV on Genesis. DS will happily let you load any of them even if they do not fit to the selected UV.

And for Textures the Sample Jeremy and Lana are the Basic Male and Female textures that come with DS. No Basic Male Textures are or Basic Female by those names are supplied with DS.”

(Am I the only one just learning this? Probably. In other words, here’s some textures to start with that are free, for you to experiment with.)


Information by scorpio64dragon: And thanks for the link for everyone!
“V5’s UVs only comes with the V5 morph so it would require a purchase, I think that Genesis comes with the basic Genesis UV and M4 and V4 and K4 UV’s as well as basic textures for a female a male and a child, or any texture set for these UV’s would work. Reciecup has some nice free ones.”
http://rendercandy.com/index.php?manufacturers_id=11


Information by BWSman:
“A “material” is a collection of settings which affect how a mesh looks.  It includes settings for diffuse; specular; ambient; reflection; bump & displacement and opacity/transparancy.  A texture map is a texture applied to one of those settings (usually the diffuse setting.

Genesis Starter Essentials includes textures for the Basic Male; Female & Child as well as the sample Jeremy & Lana textures.”

I’m doing a screenshot of the Basic Child so you can see a texture you get with the Essentials- without buying anything, so you can play around. Back in a bit.

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Posted: 05 April 2013 11:04 PM   [ Ignore ]   [ # 30 ]
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Here’s the basic child that comes with DS4.5 so if you want to experiment with a freebie, there you go. I like it. Will do a closeup. Back in a few.

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