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WIP thread New Users Contest - July 2013
Posted: 19 July 2013 10:59 AM   [ Ignore ]   [ # 76 ]
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hitmanwa - 08 July 2013 12:04 AM
Title - Fun in the Sun? Seriously?

Suggestions?


I like the expression, and the sweat on the face is a very nice touch. I'm not sure lighting matches the position of the sun, though...I would think that the sun would be the primary light source, and therefore the character should have a more strongly backlit appearance, like in these photos: http://www.lateafternoonblog.com/2011/06/desert-sun.html
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Posted: 19 July 2013 11:06 AM   [ Ignore ]   [ # 77 ]
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t.gohrbandt - 09 July 2013 02:21 PM
This is the first WIP-version. I guess "Why I train" would be as good a title as any smile

The poses are either from scratch, or modified presets. The bald guy has a modified skin texture; both trousers have jeans shaders on them. The top of the girl in front has a texture shader, too. Lights is one Distant Light (pale yellow), and an Uber Area Light. I haven't done anything with the hair, yet.

Ideas on what to improve?

This is a nice start. The woman in pink appears to be floating in the grass rather than resting on the ground, though. Not sure if that's actually the case, or if it's an illusion. The parts of their bodies that are on the ground should have some grass showing in front (like the woman in black does).
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Posted: 19 July 2013 12:41 PM   [ Ignore ]   [ # 78 ]
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Carola O: hehe well i love photography,art and mostly all PC related, though i only have started with daz some weeks ago (had used Poser in the past, a really old version, maybe 4 or so, but i abandoned it seeing i couldn't do much of what i wanted to).

Anyways, i thought i could explain better using your render (the last posted, which is the best so far imo) and *cough* drawing on it (sorry...) for having some reference points: from what i see there are at least 3 light sources in your scene now, and i indicated their approx positions with the colored X. The one that matches the best the cyclorama lighting is the green one, which also causes some very soft shadows that i highlighted in green as well. I think that light is the one you should make as the most important for having a good blending of the scene. Then there has to be one which gives front light to the guy, the one i marked in yellow, and that imo should disappear from the scene or be made a lot softer, because it's coming from a direction that does not match with the background and contrasts with the other shadows on the sand. I indicated the highlights and shadows that are projected on the guy in yellow too. Finally there should be a spot or pointlight somewhere in the right (that i marked in blue). I think that light is one you can use, but should be moved roughly where i drew the red circle.

I hope i said what i mean in an understandable way ^^ - english is not my native language... In any case i can say there has been already a remarkable improvement from your first version to this one wink

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Posted: 19 July 2013 02:06 PM   [ Ignore ]   [ # 79 ]
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I did some changes again *rubs hands together* First of all...

@ Scott - raised the bump (was already a bump map in there) as well as raised the displacement on the pants. I'm afraid I couldnt' do anything about that rock, did try but my postwork skill.. erhm, yeah *sheepish smile* atleast I tried ^^

And I do enjoy playing around with Kielan (and Aldrak, and Inferno.. urhm.. I need to start making some personally morphed females *laughs*)


@ Chohole, lowered them a bit more into the sand now, thanks for pointing that out cause I honestly hadn't quite thought about that. As for the footprints, I say the same to you as I did to Scott.. I tried, but my attempts looked more like... urhm.. something you scare children with *laughs*


@ Kesh - I did understand so no worries, english isn't my native language either truth to be told *smiles* Now.. as for the yellow marking, the light that was there was used to soften a little as Kielan and Graip (adult dog) looked a bit too dark in my eyes, without any shadows active as it was only a fill light so to say. The one you marked as blue, is approcimately where my main Spotlight is, the one that gives the stronger shadows. I did move it a little as per your advice, but I didn't like it where you put the red marks so it only got moved a little bit *smiles* the one you marked as green, is in approximately that area, slightly lower. and it's a area light plane, only used to give more natural shadows to the plants. The angle is different since the main use for that plane is for the plants, but a little of it do end up on Kielan as well, though if I change the angle of the plane it gives the plants shadows that doesn't match the rest of the light/shadows.

Anyhow, here is the latest render with the newest changes. I.. am not quite satisfied with the look now truth to be told, preferred it when it had the fill light *frowns lightly*
[ Edited: 19 July 2013 02:09 PM by Carola O ]
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Posted: 19 July 2013 02:51 PM   [ Ignore ]   [ # 80 ]
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I bow to your last render... much better in my opinion - Now the cherry on the cake would be a bit of Depth of Field in the camera setup, so you can focus well the characters and have a bit of blur on the panel and the farther plants... (ok i confess i have a slight sadistic grin on my face now... a bit like my avatar ^^ ).

About what i said regarding the guy's pants... my mistake - they had indeed shadows on (tries to look innocent).

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Posted: 19 July 2013 03:00 PM   [ Ignore ]   [ # 81 ]
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there IS depth of field on it *gives a teasing wink* I use DoF on most of my renders, not all of course, but most of them *smiles*
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Posted: 19 July 2013 03:27 PM   [ Ignore ]   [ # 82 ]
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Carola O - 19 July 2013 03:00 PM
there IS depth of field on it *gives a teasing wink* I use DoF on most of my renders, not all of course, but most of them *smiles*



Kesh needs to buy a new pair of glasses!

*blushes*

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Posted: 19 July 2013 04:05 PM   [ Ignore ]   [ # 83 ]
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It was a lighter one, I did one that is slightly more visible.. not entirely sure which one is the better but this works for now. Also did a few other changes, to touch up on things I was quite dissatisfied with.

@ Scott, not sure if it was the rocks closer to Kielan, or the ones down at the water you felt was a bit odd. I sort of felt both of them were, but atleast I managed to ... erhm.. "touch up" the ones closest to Kielan. The ones at the water is not something I am able to fix with the skills I currently have *smiles*


Beach Dogs - Cause not all dogs has four legs *smirks* (Version 6)
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Posted: 20 July 2013 04:03 AM   [ Ignore ]   [ # 84 ]
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Scott-Livingston - 19 July 2013 11:06 AM
t.gohrbandt - 09 July 2013 02:21 PM
This is the first WIP-version. I guess "Why I train" would be as good a title as any :)

The poses are either from scratch, or modified presets. The bald guy has a modified skin texture; both trousers have jeans shaders on them. The top of the girl in front has a texture shader, too. Lights is one Distant Light (pale yellow), and an Uber Area Light. I haven't done anything with the hair, yet.

Ideas on what to improve?

This is a nice start. The woman in pink appears to be floating in the grass rather than resting on the ground, though. Not sure if that's actually the case, or if it's an illusion. The parts of their bodies that are on the ground should have some grass showing in front (like the woman in black does).


I agree with you, and I'll definitely try to get in front of the computer this weekend to improve things... Problem is, is pretty hot here, so I'm tempted to have fun in the sun myself :)
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Posted: 20 July 2013 11:16 AM   [ Ignore ]   [ # 85 ]
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Title: Heading to the Beach

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I tried to apply the suggestions for lighting from Richard Haseltine and Gedd. I applied the UE2 Environment with KHPark as per Richard and applied a slightly yellowish tint to the Daylight as per Gedd's suggestion.

I am having a problem with the redness of the skin...especially on Victoria's face. I was hoping the light settings would correct it but it is still there. Can anyone suggest anything?

Any other suggestions regarding the lighting?

Thank you for the help.
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Posted: 20 July 2013 11:50 AM   [ Ignore ]   [ # 86 ]
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Kismet: nice one!

For the red hue on vic's face i think there's very little you can do, unless in the materials (under surfaces tab, skin, face) in the relative diffusion slider there is a pink/red color, which you can then change to a pure white. If that slider already has a base of white color, then it is probably a skin/texture thing. So either use a different skin or you can try to change the color of your main light to something more cool, like a cyan/greenish hue, but that would also change the overall tones of all the other objects. Nevertheless, may be worth a try.

Another suggestion: the kid is a bit dark, but he's holding something that might be a console game? Light that up and have him brightened by it ^^ - just add a point light with a bluish hue and a low intensity (0.2 max i'd say) positioning it just above the gameboy (or whatever it is). That will help you add some light in the car and in particular to the kid's face. Just tweak it so that it's there but it's not there... meaning you just have a slight, very subtle effect. I'd use no shadows on that light.

As a last remark, picture framing: your main characters have been brutally amputated at their ankles ^^ why oh why? Do they wear awful shoes that you don't want to show us? OK, joking.... but try to have em framed wholly in the picture or choose a closer take and cut their figures at knee level (so called 'american plane' in old school filmography) because having just the feet left off of a picture is generally seen as a fault, not as something intentional.
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Posted: 20 July 2013 11:57 AM   [ Ignore ]   [ # 87 ]
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Kismet2012 - 20 July 2013 11:16 AM
Title: Heading to the Beach

Daz3d 4.6 Pro

I tried to apply the suggestions for lighting from Richard Haseltine and Gedd. I applied the UE2 Environment with KHPark as per Richard and applied a slightly yellowish tint to the Daylight as per Gedd's suggestion.

I am having a problem with the redness of the skin...especially on Victoria's face. I was hoping the light settings would correct it but it is still there. Can anyone suggest anything?

Any other suggestions regarding the lighting?

Thank you for the help.


Very nicely done.
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Posted: 20 July 2013 12:37 PM   [ Ignore ]   [ # 88 ]
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Has Cast Shadows been turned off on the car? It seems not to be producing any shadowing, which looks a little odd.
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Posted: 20 July 2013 06:50 PM   [ Ignore ]   [ # 89 ]
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@ Kesh – The framing was bothering me as well so it is, hopefully, fixed...or at least better. grin

The “toy” the kid is holding is actually a gun from the SciFi Firearms Pack scaled down in size. I tried using a point light, then a disc light on the ceiling of the SUV to simulate an interior light but they didn’t seem to offer any help in the way of reducing the shadows so I resorted to a spot light with a tight focus, no shadow and intensity at 50%.

I tried a different skin tone but it didn’t help so I guess I am going to have to live with the redness in the skin tone. downer

@ Frank0314 – Thank you. cheese

@ Richard Haseltine – I checked and as far as I can tell the cast shadows is turned on on the car.
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Posted: 20 July 2013 07:28 PM   [ Ignore ]   [ # 90 ]
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The Background is a Image, that means no shadow from the Car is falling on the Ground in the Render.
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