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WIP thread New Users Contest - May 2013
Posted: 07 May 2013 05:24 AM   [ Ignore ]   [ # 76 ]
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Progress so far...
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Posted: 07 May 2013 05:43 AM   [ Ignore ]   [ # 77 ]
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Ilena52 - 07 May 2013 05:24 AM
Progress so far...


better - maybe move her back some or add dust or some thing like that
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Posted: 07 May 2013 05:56 AM   [ Ignore ]   [ # 78 ]
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The lighting on her helps quite a bit and I like how you did it with the focus on the face and a bit along the leg etc.. The shadow along the front faring is also nice, but you might want to add a blur to them (in post probably) since they wouldn't be sharp if the bike is moving unless one were doing a freeze motion type image. Actually, that might be the effect you want to go for with this as otherwise there should be motion blur on her or the background.

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[ Edited: 07 May 2013 06:01 AM by Gedd ]
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Posted: 07 May 2013 06:19 AM   [ Ignore ]   [ # 79 ]
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several cups of coffee later,, some tweaking, lots of cursing and Coldplay playing loud in the background I think I managed to make that strange shadowy block better.


Also ended up re-working my older pic, Moment of Thoughts, a bit, some difference in the lights and changed colors and angles around a bit too *smiles*

/C

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Posted: 07 May 2013 06:47 AM   [ Ignore ]   [ # 80 ]
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It looks nice. I would consider trying UberEnvironment for the night rather then the distant light. There is a 'Full Moon' preset which gives a night look, but casts a bluish light which you may or may not like. You can actually use any of the presets, or none, and just dial the value to the desired level for the background ambient. It looks good as it is however, the UE is only to give you other options. The same goes for the point lights. They look nice, and getting to work the way you want them to is tricky, it was for me anyways. I found that UberSurface lights gave some nice options at times.

The other thing is, if your goal is to give the character a photo realistic effect, that comes with playing with the characters textures, skin, eyes... right now it has a bit of a stylized effect, which is fine also... it depends on where you were trying to go with it.

So, not really anything to make it better per see in the end, just making sure you have all the toys in your toy box available to you to play with smile
..


Thank you for your help! wink

I still feel uneasy with UE because I don't see - at that time - the difference with a distant light. However, I have modified the scene using the UE you mentionned above. I have slightly changed the color and shade of the "full moon" preset. The distant light used previously has been converted to a soft dark light from behing (to darken the front and augment the contrast from the light points).

For the realistic effects you mentionned, I still need your help! I don't even know how to handle the problem and I will look forward on the forum for tutorial on shaders and textures, because it is new to me!

Attached below, there is three different views, which one do you think it's the best?
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Posted: 07 May 2013 06:48 AM   [ Ignore ]   [ # 81 ]
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@carola.ottosson: The first image the lighting is looking better, but I'm not sure what the black star is, and it's stealing focus. The face of the girl where I would think you would want focus (I could be wrong here, it's up to you of course) has no light focusing on it to draw ones eyes to it.

@Llan: I personally like the one in the upper left corner. However, the light in her left hand and perhaps on the lower part of her right arm appear a bit harsh and blown out to me. (Sometimes when you enhance one area, you notice something else that was there but you didn't notice before.) You might want to play with Linear Point lights or UberArea lights where you have more control over the distribution of the light in those areas.

[Edit for Llan] Spot lights like that do produce blown out effects at times due to our eyes inability to accommodate the range from the dark to the light in lighting like that, so don't take what I said as 'do it this way to be more correct' rather as something to consider if that isn't the effect you are going for. It often isn't a matter of one being more correct then the other but rather our ability to produce a range of effects, blown out to graduated in the lighting in this case, depending on what we are trying to achieve with the picture. In the end, it's how all of the parts come together that matter. If the image were part of a larger composition, I might go for a blown out effect if it worked with the rest of the composition to create an overall effect I was looking to achieve (harsher = more drama, more graduated, more gentle/fantasy/romantic) Here, with it being a standalone thing, I would tend to have a bit more graduated type of lighting, but subtle.. not overdone, as in the lighting should have hotspots. All personal opinion.. if it helps, great.. if not, discard it wink
..
[ Edited: 07 May 2013 07:25 AM by Gedd ]
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Posted: 07 May 2013 07:29 AM   [ Ignore ]   [ # 82 ]
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@Llan: as to the skin/eye effects (shaders & shader adjustments,) that is a whole area of it's own that people are currently working on quite a bit in various threads. There's no quick answer here yet. The comment was basically just to point you in the general direction.
[ Edited: 07 May 2013 07:32 AM by Gedd ]
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Posted: 07 May 2013 07:43 AM   [ Ignore ]   [ # 83 ]
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carola.ottosson - 07 May 2013 06:19 AM
several cups of coffee later,, some tweaking, lots of cursing and Coldplay playing loud in the background I think I managed to make that strange shadowy block better.


Also ended up re-working my older pic, Moment of Thoughts, a bit, some difference in the lights and changed colors and angles around a bit too *smiles*

/C



like the dog render - maybe you can move the tree into the scene
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Posted: 07 May 2013 07:58 AM   [ Ignore ]   [ # 84 ]
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Gedd - 07 May 2013 06:48 AM

@Llan: I personally like the one in the upper left corner. However, the light in her left hand and perhaps on the lower part of her right arm appear a bit harsh and blown out to me. (Sometimes when you enhance one area, you notice something else that was there but you didn't notice before.) You might want to play with Linear Point lights or UberArea lights where you have more control over the distribution of the light in those areas.

[Edit for Llan] Spot lights like that do produce blown out effects at times due to our eyes inability to accommodate the range from the dark to the light in lighting like that, so don't take what I said as 'do it this way to be more correct' rather as something to consider if that isn't the effect you are going for. It often isn't a matter of one being more correct then the other but rather our ability to produce a range of effects, blown out to graduated in the lighting in this case, depending on what we are trying to achieve with the picture. In the end, it's how all of the parts come together that matter. If the image were part of a larger composition, I might go for a blown out effect if it worked with the rest of the composition to create an overall effect I was looking to achieve (harsher = more drama, more graduated, more gentle/fantasy/romantic) Here, with it being a standalone thing, I would tend to have a bit more graduated type of lighting, but subtle.. not overdone, as in the lighting should have hotspots. All personal opinion.. if it helps, great.. if not, discard it wink
..


I'm afraid that you are too subtle for the beginner I am! Whatever, I have modified UE and distant light from behind, as well as the intensity of light points. The flame in the left hand has been set closer to the hand and the result is attached below. Does it look better to you?

I think I will call this scene "Light my fire" (I hope you like the Doors!)

Thank you for all your help!
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Posted: 07 May 2013 08:13 AM   [ Ignore ]   [ # 85 ]
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Yes, I think it looks good smile
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Posted: 07 May 2013 09:51 AM   [ Ignore ]   [ # 86 ]
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Llan the Wanderer - 07 May 2013 07:58 AM
Gedd - 07 May 2013 06:48 AM

@Llan: I personally like the one in the upper left corner. However, the light in her left hand and perhaps on the lower part of her right arm appear a bit harsh and blown out to me. (Sometimes when you enhance one area, you notice something else that was there but you didn't notice before.) You might want to play with Linear Point lights or UberArea lights where you have more control over the distribution of the light in those areas.

[Edit for Llan] Spot lights like that do produce blown out effects at times due to our eyes inability to accommodate the range from the dark to the light in lighting like that, so don't take what I said as 'do it this way to be more correct' rather as something to consider if that isn't the effect you are going for. It often isn't a matter of one being more correct then the other but rather our ability to produce a range of effects, blown out to graduated in the lighting in this case, depending on what we are trying to achieve with the picture. In the end, it's how all of the parts come together that matter. If the image were part of a larger composition, I might go for a blown out effect if it worked with the rest of the composition to create an overall effect I was looking to achieve (harsher = more drama, more graduated, more gentle/fantasy/romantic) Here, with it being a standalone thing, I would tend to have a bit more graduated type of lighting, but subtle.. not overdone, as in the lighting should have hotspots. All personal opinion.. if it helps, great.. if not, discard it wink
..


I'm afraid that you are too subtle for the beginner I am! Whatever, I have modified UE and distant light from behind, as well as the intensity of light points. The flame in the left hand has been set closer to the hand and the result is attached below. Does it look better to you?

I think I will call this scene "Light my fire" (I hope you like the Doors!)

Thank you for all your help!

The only problem I have with your image is that the hand holding the lantern is being lit by the lantern... through the solid top.
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Posted: 07 May 2013 10:38 AM   [ Ignore ]   [ # 87 ]
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BWSman - 07 May 2013 09:51 AM
The only problem I have with your image is that the hand holding the lantern is being lit by the lantern... through the solid top.


Oups! Any idea on how to handle this?
i will check it by myself, but any help will be welcome! cheese
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Posted: 07 May 2013 10:49 AM   [ Ignore ]   [ # 88 ]
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Llan the Wanderer - 07 May 2013 10:38 AM
BWSman - 07 May 2013 09:51 AM
The only problem I have with your image is that the hand holding the lantern is being lit by the lantern... through the solid top.


Oups! Any idea on how to handle this?
i will check it by myself, but any help will be welcome! cheese

Check the shadow settings of the point light you have there. You'll want to turn shadows on, and set them to Raytraced. Deep shadow maps don't work with point lights in DAZ Studio, and having no shadows at all is, I'm guessing, responsible for the light passing through the top of the lantern.

Nice work overall on this, though. smile
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Posted: 07 May 2013 11:07 AM   [ Ignore ]   [ # 89 ]
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Scott-Livingston - 07 May 2013 10:49 AM
Llan the Wanderer - 07 May 2013 10:38 AM
BWSman - 07 May 2013 09:51 AM
The only problem I have with your image is that the hand holding the lantern is being lit by the lantern... through the solid top.


Oups! Any idea on how to handle this?
i will check it by myself, but any help will be welcome! cheese

Check the shadow settings of the point light you have there. You'll want to turn shadows on, and set them to Raytraced. Deep shadow maps don't work with point lights in DAZ Studio, and having no shadows at all is, I'm guessing, responsible for the light passing through the top of the lantern.

Nice work overall on this, though. smile

That's correct. While deep shadow maps are quicker to render; raytracing produces a more realistic look.
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Posted: 07 May 2013 12:13 PM   [ Ignore ]   [ # 90 ]
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Scott-Livingston - 07 May 2013 10:49 AM
Check the shadow settings of the point light you have there. You'll want to turn shadows on, and set them to Raytraced. Deep shadow maps don't work with point lights in DAZ Studio, and having no shadows at all is, I'm guessing, responsible for the light passing through the top of the lantern.

Nice work overall on this, though. smile


Thank you for the compliment. grin

However, I tried all the shadow settings and the problem was still the same.
So I have slightly modified the scene to hide as much as possible the tricky light!

Below is the final result. Does it seem acceptable?
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