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New Users Contest   *August 2014*  ►►► WIP Thread ◄◄◄
Posted: 16 August 2014 06:58 AM   [ Ignore ]   [ # 121 ]
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wflaks - 15 August 2014 06:25 PM
Who let the dogs out
all in DAZ 4.6,name and resize in GIMP2


If I were to make an adjustment, it would be to implement a distant light (simulating outdoor sunlight) to produce some shadows in the desired direction (what compositionally best suits your vision of the image). Right now the reflections are good, but the lighting is too even, and doesn't seem natural for "outdoors". When you implement the distant light, you may also want to reduce the ambient lighting somewhat until you get a pleasing balanced result between shadow and sunlight.
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Posted: 16 August 2014 07:12 AM   [ Ignore ]   [ # 122 ]
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stargazey - 16 August 2014 01:17 AM
I'd be pleased for any comments. Called "Here he comes", it was done in DS, with a little post work in PS.


The reflection in the crystal ball is good. I like that you are putting in the reflection of the "observer" (aka the camera point of view) in the crystal. As already noted, you may want to implement a linear point light at your candle and alter the shading to a white with a hint of yellow orange. Then adjust the range and falloff distance to light the parts of the room and your character you want, and adjust the intensity to make the light level seem realistic for a candle source. I also position linear point lights slightly ahead of the object acting as the light emitter (between object and camera).

I'm not particularly excited by the overall room lighting. I do think the character lighting is good, but I would be tempted to implement some off camera "ceiling" mounted spot lights to simulate a set of off camera candelabras. That would give the control to adjust your overall lighting by providing sources for backlight, fill light, and primary illumination of your figure. That being said, I do think the overall scene composition is good, and that everything I'm currently recommending are primarily tweaks to improve an already good start.
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Posted: 16 August 2014 07:36 AM   [ Ignore ]   [ # 123 ]
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Bunyip02 - 16 August 2014 02:28 AM
Kung-Fu Frog - Very much a Work-In-Progress. Still working on the character, lighting, minor post work done on splashes.
After a better ripple effect with reflections.
Comments and advice are very welcome.


Recommendation 1 - read up on how to use the DForm tool for your water object ripple effects. It works, but the process is not very intuitive. I'm probably also not the best person to try to explain it, hehe. At a high level the effect "field" object in your scenes tab is where the deformation is to happen, and the DForm point object is where you grab the universal handles to move the direction/intensity of the effect. Moving it up the Y axis increases the vertical component of the effect for example. The Z axis increases/decreases the depth (as seen from the default forward view point) and X axis increases/decreases the width. A bit of experimentation and playing with some test renders should give you the hang of what each part of the DForm tool is doing to your water object. I also played with the "spline" setting replicating a short frequency sign wave on the two dimensional chart (I added multiple other points for this).

Lighting 101 is to implement at least two sources. Primary light, and a fill light. Outdoors this can be done with a distant light and ambient light. Indoors, I prefer to use at least a backlight as well, and usually light with spotlights (I don't generally use distant lights for indoors unless I want light coming in from a window/door), linear point lights (for visible light sources), and enough ambient to relieve shadow harshness (unless harsh shadows are what you are trying to achieve).

As far as the character and overall composition, I probably wouldn't change much myself. I'd also be curious to hear/see how you are implementing your splashing effect.

p.s. when first learning the DForm tool I recommend playing with a simple untextured primitive plane object in an empty scene to get a feel for how it interacts with a surface. Once you get a ripple effect you like with the plane, you can then take that knowledge and apply it to manipulating your water object. This just makes it a bit easier to see what is happening than trying to work it with your object already in a populated scene.
[ Edited: 16 August 2014 07:43 AM by zmortis ]
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Posted: 17 August 2014 12:41 AM   [ Ignore ]   [ # 124 ]
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Kismet2012 - 16 August 2014 05:11 AM
wflaks - 15 August 2014 06:25 PM
Who let the dogs out
all in DAZ 4.6,name and resize in GIMP2


great image wflaks




thank you cheese
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Posted: 17 August 2014 12:49 AM   [ Ignore ]   [ # 125 ]
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zmortis - 16 August 2014 07:36 AM
Bunyip02 - 16 August 2014 02:28 AM
Kung-Fu Frog - Very much a Work-In-Progress. Still working on the character, lighting, minor post work done on splashes.
After a better ripple effect with reflections.
Comments and advice are very welcome.


Recommendation 1 - read up on how to use the DForm tool for your water object ripple effects. It works, but the process is not very intuitive. I'm probably also not the best person to try to explain it, hehe. At a high level the effect "field" object in your scenes tab is where the deformation is to happen, and the DForm point object is where you grab the universal handles to move the direction/intensity of the effect. Moving it up the Y axis increases the vertical component of the effect for example. The Z axis increases/decreases the depth (as seen from the default forward view point) and X axis increases/decreases the width. A bit of experimentation and playing with some test renders should give you the hang of what each part of the DForm tool is doing to your water object. I also played with the "spline" setting replicating a short frequency sign wave on the two dimensional chart (I added multiple other points for this).

Lighting 101 is to implement at least two sources. Primary light, and a fill light. Outdoors this can be done with a distant light and ambient light. Indoors, I prefer to use at least a backlight as well, and usually light with spotlights (I don't generally use distant lights for indoors unless I want light coming in from a window/door), linear point lights (for visible light sources), and enough ambient to relieve shadow harshness (unless harsh shadows are what you are trying to achieve).

As far as the character and overall composition, I probably wouldn't change much myself. I'd also be curious to hear/see how you are implementing your splashing effect.

p.s. when first learning the DForm tool I recommend playing with a simple untextured primitive plane object in an empty scene to get a feel for how it interacts with a surface. Once you get a ripple effect you like with the plane, you can then take that knowledge and apply it to manipulating your water object. This just makes it a bit easier to see what is happening than trying to work it with your object already in a populated scene.


Kismet & Zmortis
Many thanks for the feedback.
Ripples are definitely on the drawing board starting from tomorrow, looks like deformers will push me out of my comfort zone,
but then that's why I entered. Have been trying to advance my DAZ3D skills before I get too involved in Carrara (more learning).

Zmortis
For the implementing of the splashing effect I was using brushes in Paint Shop Pro as post-work on the render.
I have some of Ron's brushes and can definitely recommend them.
I still need to buy his water effects, I am using a freebie which I was able to get a result with,
but I am sure Ron's will have a better selection for a better result.
As a general rule I try and do as much in the DAZ modelling I can and keep the post-work to only what can't be done
or if a special effect is needed that is best done in post-work.
If you have not used brushes before in PS or PSP they are something that you should add to your graphics skills.
There's a lot more that can be done than just dot shapes !!!!!!!!!
There are also some excellent tutorials on the internet on how to use brushes.

Many thanks for the comments and feedback, is welcome and appreciated !!!!!!!
Bunyip
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Posted: 17 August 2014 07:46 AM   [ Ignore ]   [ # 126 ]
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Something a little different for a potential second entry.
Rendered with Octane again, but this time using a HDRI map for realistic lighting and reflections.
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Posted: 17 August 2014 09:35 AM   [ Ignore ]   [ # 127 ]
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stargazey - 16 August 2014 01:17 AM
I'd be pleased for any comments. Called "Here he comes", it was done in DS, with a little post work in PS.


Great job on the orb!
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Posted: 17 August 2014 10:41 PM   [ Ignore ]   [ # 128 ]
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This is just the beginning stages.
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Posted: 18 August 2014 01:27 AM   [ Ignore ]   [ # 129 ]
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Change of lighting and. hopefully, a better looking candle!
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Posted: 18 August 2014 05:38 AM   [ Ignore ]   [ # 130 ]
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Thanks for the advise zmortis,I've added the light to make some shadows ,is this ok?
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Posted: 18 August 2014 07:44 AM   [ Ignore ]   [ # 131 ]
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Wow, everyone is doing such great work. A few quick comments on the recent images that haven't been posted to the Entries Thread yet (once an image is posted to the entries thread, I assume the artist is done with it and therefore will refrain from offering further suggestions).

Xangth: Your beach scene looks great...certainly better than I can do with Bryce at this point. My only suggestion is that the reflection looks a little too clear, too sharp. The Heavy Metal one is a great start...very interesting image. Not having seen the movie I'm not sure what direction you're going with it, but I am curious to see how it develops.

Bunyip02: Nice start! I like the splash effect you've got there, and the general look of the water. I would like to see more ripple and reflection on the surface though.

Atticus Bones: love the reflections on the armor. If this has a weak point, I think it's probably the character's skin. It just seems a little dull to me, not exactly sure why. The pose looks a little stiff, too...plate armor allowed more range of motion than is often believed. I'd like to see a more natural or casual-looking pose...even a slight asymmetry would help here. But nitpicking aside this is very impressive work!

spmwc: Very good start. Looking forward to seeing it with some improved lighting and a more complete set. Did you use the fantom trick on the character in armor?

stargazey: The orb looks amazing and the lighting/candle are much better in the latest version. By all means, keep working on it if you aren't satisfied yet, but I don't really have any suggestions at this point except to post it to the contest thread when ready. smile
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Posted: 18 August 2014 06:04 PM   [ Ignore ]   [ # 132 ]
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Title: Garden Ball

Made some adjustments and added a character.
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Posted: 18 August 2014 06:50 PM   [ Ignore ]   [ # 133 ]
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Kismet2012 - 18 August 2014 06:04 PM
Title: Garden Ball

Made some adjustments and added a character.

The scene looks quite nice. The lighting is good, the grass looks great, and the reflection looks fine too. EmotiGuy is an odd choice, in my opinion...seems kind of out-of-place, but on the other hand kind of serves to make the rest of the scene look more realistic by contrast. If you do want to use him you might think about adding another toony figure or prop to make him fit in more with the rest of the scene... Think about what you're trying to say with this image...what kind of mood and/or message you want to convey. Technically I think it's great, but at the moment it's leaving me a little confused.
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Posted: 18 August 2014 06:58 PM   [ Ignore ]   [ # 134 ]
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Scott-Livingston - 18 August 2014 06:50 PM
Kismet2012 - 18 August 2014 06:04 PM
Title: Garden Ball

Made some adjustments and added a character.

The scene looks quite nice. The lighting is good, the grass looks great, and the reflection looks fine too. EmotiGuy is an odd choice, in my opinion...seems kind of out-of-place, but on the other hand kind of serves to make the rest of the scene look more realistic by contrast. If you do want to use him you might think about adding another toony figure or prop to make him fit in more with the rest of the scene... Think about what you're trying to say with this image...what kind of mood and/or message you want to convey. Technically I think it's great, but at the moment it's leaving me a little confused.


I have another version with a fairy but I haven't used Emotiguy and just thought I would try him. LOL

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Posted: 18 August 2014 09:28 PM   [ Ignore ]   [ # 135 ]
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I reworked the idea and turned it into a different subject using the beach and water. I'm still working on it as a second entry for this months contest. Comments and suggestions are welcome.

I would like to say everyone's work looks really good.

Title is "On a Summer Day"



[ Edited: 19 August 2014 11:58 AM by Xangth ]
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