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Post Your Renders - #4: A New Hope
Posted: 18 September 2012 03:26 PM   [ Ignore ]   [ # 181 ]
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head wax - 16 September 2012 11:57 PM

try these in post when you get a chance http://davidpaterson.deviantart.com/art/CLOUD-BRUSHSET-137672182

add drop shadows and make them grey and white etc works not bad

Wow. Someone other than me is suggesting that you do an effect in Photoshop rather than using only the built-in Carrara effects? I’m almost speechless. This could be a first.  smile

Anyway, I agree about the shadows. Keep in mind that usually smoke casts its own shadows, not only on surrounding areas, but more importantly on itself. Which gives it a 3D appearance, almost like a solid but transparent object. Also keep in mind the direction of the light, and make the areas facing the light brighter white, and those on the far side increasingly darker. I like to make a few layers in Photoshop, with varying transparencies and shades of gray. I’ll layer a very dark smoke first, then lighter layers on top, using both big, fuzzy brushes and smaller, sharper brushes.

And if the wind is blowing, make sure to feather the smoke as part of it is caught up in the breeze. There’s a lot of dynamics going on, both with the external winds, the rising smoke (if it’s rising), and so on.

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Posted: 18 September 2012 04:54 PM   [ Ignore ]   [ # 182 ]
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booksbydavid - 18 September 2012 08:59 AM
de3an - 17 September 2012 11:52 PM
evilproducer - 17 September 2012 05:33 PM
de3an - 16 September 2012 11:04 PM

A Space ship I’ve been working on in Hexagon.
Tried to make it look like Dr. Zarkov’s from the old Flash Gordon serials.

I’m not sure what I’m going to do with it. Was more of a modeling exercise than anything else.


That looks awesome. The only thing you’re missing is the strings! wink


Ha! I knew I forgot something. LOL

They used strings!!! I that was all for real. Another piece of my childhood shattered.

Perhaps a good ol’ Bikini Carwash would help restore your sense of youthful optimism!

 

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 18 September 2012 05:04 PM   [ Ignore ]   [ # 183 ]
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Here’s a quik ‘n crappy Photoshop smoke to help illustrate. I used 3 layers (white, mid, and dark) with varying brush sizes, transparencies, and hardnesses. The big fuzzies for the base, then the small, harder ones for the detail.

If you look at one of the million reference images for smoke on the web, you’ll see that one of the things missing is detail, which would be the next step. A bit more sharpness in the swirlies will give it more interest. Another thing that is needed is a clearer sense of motion and dynamics.

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Posted: 18 September 2012 06:31 PM   [ Ignore ]   [ # 184 ]
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evilproducer - 18 September 2012 04:54 PM
booksbydavid - 18 September 2012 08:59 AM
de3an - 17 September 2012 11:52 PM
evilproducer - 17 September 2012 05:33 PM
de3an - 16 September 2012 11:04 PM

A Space ship I’ve been working on in Hexagon.
Tried to make it look like Dr. Zarkov’s from the old Flash Gordon serials.

I’m not sure what I’m going to do with it. Was more of a modeling exercise than anything else.


That looks awesome. The only thing you’re missing is the strings! wink


Ha! I knew I forgot something. LOL

They used strings!!! I that was all for real. Another piece of my childhood shattered.

Perhaps a good ol’ Bikini Carwash would help restore your sense of youthful optimism!

Oh, yeah!!! Youthful optimism restored to full power. cheese

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CG and Me

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Posted: 18 September 2012 08:21 PM   [ Ignore ]   [ # 185 ]
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JoeMamma2000 - 18 September 2012 03:26 PM
head wax - 16 September 2012 11:57 PM

try these in post when you get a chance http://davidpaterson.deviantart.com/art/CLOUD-BRUSHSET-137672182

add drop shadows and make them grey and white etc works not bad

Wow. Someone other than me is suggesting that you do an effect in Photoshop rather than using only the built-in Carrara effects? I’m almost speechless. This could be a first.  smile

Anyway, I agree about the shadows. Keep in mind that usually smoke casts its own shadows, not only on surrounding areas, but more importantly on itself. Which gives it a 3D appearance, almost like a solid but transparent object. Also keep in mind the direction of the light, and make the areas facing the light brighter white, and those on the far side increasingly darker. I like to make a few layers in Photoshop, with varying transparencies and shades of gray. I’ll layer a very dark smoke first, then lighter layers on top, using both big, fuzzy brushes and smaller, sharper brushes.

And if the wind is blowing, make sure to feather the smoke as part of it is caught up in the breeze. There’s a lot of dynamics going on, both with the external winds, the rising smoke (if it’s rising), and so on.

Hi Joe, the perspective transform tool comes in handy as well , to give that sense of dwindling smoke trails into the distance etc

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Posted: 18 September 2012 08:22 PM   [ Ignore ]   [ # 186 ]
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evilproducer - 18 September 2012 04:54 PM
booksbydavid - 18 September 2012 08:59 AM
de3an - 17 September 2012 11:52 PM
evilproducer - 17 September 2012 05:33 PM
de3an - 16 September 2012 11:04 PM

A Space ship I’ve been working on in Hexagon.
Tried to make it look like Dr. Zarkov’s from the old Flash Gordon serials.

I’m not sure what I’m going to do with it. Was more of a modeling exercise than anything else.


That looks awesome. The only thing you’re missing is the strings! wink


Ha! I knew I forgot something. LOL

They used strings!!! I that was all for real. Another piece of my childhood shattered.

Perhaps a good ol’ Bikini Carwash would help restore your sense of youthful optimism!


Well I;m 95 and suddenly feel 16 again smile
That’s a lovely sponge as well smile

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http://andrewfinnie.blogspot.com.au/

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Posted: 18 September 2012 08:27 PM   [ Ignore ]   [ # 187 ]
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Whew, I stay so busy these days, I hardly have any time for rendering long face

I did manage to crank this one out recently though.

Just 2 lights, ambient occlusion, and a little bit of Photoshop:

Ugh, I just noticed a strange little line on her skin that shouldn’t be there, oh well, lol.

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GreenHairedMulberry-1.jpg
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Posted: 18 September 2012 08:35 PM   [ Ignore ]   [ # 188 ]
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head wax - 18 September 2012 08:22 PM

Well I;m 95 and suddenly feel 16 again smile
That’s a lovely sponge as well smile

Thanks!

The sponge is a simple spline object and procedural shaders, The foam is a metaball object with procedural shaders. I also modeled and rigged the hose. I was thinking of putting them up on ShareCG when I have the time. I already have the water shader up there.


I should also say that the water coming out of the hose is the particle emitter using metaballs and the water droplets on the bathing suits are little sphere primitives in surface replicators.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 18 September 2012 08:39 PM   [ Ignore ]   [ # 189 ]
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Koukotsu - 18 September 2012 08:27 PM

Whew, I stay so busy these days, I hardly have any time for rendering long face

I did manage to crank this one out recently though.

Just 2 lights, ambient occlusion, and a little bit of Photoshop:

Ugh, I just noticed a strange little line on her skin that shouldn’t be there, oh well, lol.


Very nice work as always. The eyes are wild! Very cool.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 18 September 2012 09:02 PM   [ Ignore ]   [ # 190 ]
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Thank you, I’ve been searching for that perfect “sparkle” for a while a while now, I’ll get it one of these days wink

I love your car wash render, you’ve got some really nice shading going on in there! The expression on that good ‘ole boy in the muscle car is priceless as well, lol.

Ah, here’s another one, something about it bugs me though, I’m not too happy the shadows that the hair is casting and the drapes on her crest remind me of shower curtains for some reason ohh

I had to use the “glowing teeth” method to prevent the ambient occlusion from blacking them out, it worked out fairly well I think.

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Posted: 18 September 2012 09:20 PM   [ Ignore ]   [ # 191 ]
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One thing about “out of the box” hair shaders is that they often need some work to look decent.

The “Battlefields” girl’s hair looks a bit like paper, very opaque and matted. Which is fine if that’s what you want. If not, you might try playing with opacity (alpha), translucency, and SSS. Often the included alpha maps are far too opaque, so you might have to do a multiply with a slider to bring down the opacity. But really it’s an SSS/translucency effect.

Unfortunately there’s no quick ‘n easy fix, though the alpha tweak I suggested might help quite a bit.

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Posted: 18 September 2012 10:07 PM   [ Ignore ]   [ # 192 ]
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evilproducer - 18 September 2012 08:35 PM
head wax - 18 September 2012 08:22 PM

Well I;m 95 and suddenly feel 16 again smile
That’s a lovely sponge as well smile

Thanks!

The sponge is a simple spline object and procedural shaders, The foam is a metaball object with procedural shaders. I also modeled and rigged the hose. I was thinking of putting them up on ShareCG when I have the time. I already have the water shader up there.


I should also say that the water coming out of the hose is the particle emitter using metaballs and the water droplets on the bathing suits are little sphere primitives in surface replicators.

the foam looks pretty good you know, the water droplets are very effective - I admit to not noticing them the first time for some reason wink

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Posted: 18 September 2012 10:14 PM   [ Ignore ]   [ # 193 ]
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JoeMamma2000 - 18 September 2012 09:20 PM

One thing about “out of the box” hair shaders is that they often need some work to look decent.

The “Battlefields” girl’s hair looks a bit like paper, very opaque and matted. Which is fine if that’s what you want. If not, you might try playing with opacity (alpha), translucency, and SSS. Often the included alpha maps are far too opaque, so you might have to do a multiply with a slider to bring down the opacity. But really it’s an SSS/translucency effect.

Unfortunately there’s no quick ‘n easy fix, though the alpha tweak I suggested might help quite a bit.

Yeah, I did get a bit lazy with the hair, I mainly adjusted the hue for the diffuse textures in Photoshop to give it that freaky green color, added some spread to the highlight channel and said “to heck with it” lol.

Thanks for the pointers Joe, I’ll give it another go tomorrow if I have the time wink

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Posted: 19 September 2012 09:28 PM   [ Ignore ]   [ # 194 ]
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Okay, time for part 2, hopefully the hair is somewhat less “papery” looking this time, lol.

I took the easy way out for the sake of render time and used a darker texture along with some morph editing to help hide the flaws a bit better though tongue laugh

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Posted: 19 September 2012 11:57 PM   [ Ignore ]   [ # 195 ]
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Koukotsu - 19 September 2012 09:28 PM

Okay, time for part 2, hopefully the hair is somewhat less “papery” looking this time, lol.

I took the easy way out for the sake of render time and used a darker texture along with some morph editing to help hide the flaws a bit better though tongue laugh


I actually like all three of your latest posts. Your images always pop. Great color combinations and a healthy amount of contrast.
Not to mention, I’m a Mulberry fan. cool smile

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