Show Us Your Iray Renders. Part V
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I considered doing a version with fur, but that's a lot trickier. I'd have to do it with the Genesis figure, and I'm not sure I have a HD bat morph for that. Or maybe use a bear skin? Hrm
Wow! Lots of great pictures! I've only had time to barely skim the forums the past few days and there were 25 posts with this one since my last visit! :)
Very nice Rafmer!!
Chat about Shades of Nature reminded me of one of my favorite subjects... giants!
So here's yet another giant render. I'm annoyed at the shoulder seams, but the only solutions to that have other potential problems.
A simple portrait that took a very long time to get right. ;)
(Ninive + Joanie HD details + Skin Overlay age wrinkles and skin details + various this and that)
As it nears Halloween :)
now as theres a lot of cheap old rnda stuff on the store
just right for a Beggars Banquet
singing bout the good ol times
Some lava
A little love letter to Valandar. ;) Hunting drake, extreme blade, metal golem. (All set in Ambush Alley, by FirstBastion, which is a fun backdrop for lots of stuff)
I'm not thrilled with the displacement map for the golem... but it looks _awesome_ with just bump map, so hey.
I'm actually quite pleased with this one, considering it was a character I never thought I'd ever use, but the skin textures and modeling are really quite nice.
...I think he looks great (and foreboding).
...now that is cool....er....hot.
"Wrong pounce at waterhole"
The pony shouts to the leopard: "Whoa, Stoooop!. Don't you see we are twins?"
Hope you like it!
I was inspired to try to replicate Blind Demon with G2M stuff as much as I could. Several things I discovered:
It's really hard to get a human-designed head to 'twist' right for something more animalistic. I have the Street Rat morphs which can help, but then there's a bunch of distinct rat-like qualities I didn't want.
It's hard to get the teeth to protrude well, and to pull back the lips.
The vast majority of my skins, monster skins included, have very obvious nipples. Hrm. The ones that don't tend to be fur or scales.
So, not quite blind demons, but interesting nonetheless. Decided to label them as the meeping cannibals of Mythos lore...
Teeth take a lot of custom sculpting/tweaking in an external modelling program to get 'right'...a lot (sometimes it's just easier to go 'toothless').
And here's a closeup.
This is a combination of Creature morphs, the usual 'general G2M morph pack,' DieTrying's awesome freebies, and a bit of Dental Plan (namely, in making the teeth a little longer).
I like it. I am with you on finding a use for that character/texture
Nelson: I really like your render.
The camera depth is juuust perfect, and the blue skin helps the figure 'pop'
Latest render with quite a bit of postwork. Fresco-inspired. After the scene was created as a whole, three renders were done so I could have separate layers to work. First the impluvium background, then the character with shadow, and finally just the character. Used the outline of just the character to remove her from the shadow layer then multiplied that layer. In doing it this way, I maintained better control over the blending in Photoshop. The layers also allowed me to work non-destructively and keep lighting consistency even after the impluvium had been hardlighted onto an abstract painting I had done (from where the reds, yellows, and blues come).
Nice work! Great posing.
Thank you Rafmer.
Really nice image, but in all honestly I can't see why you went with the 3 layers since it isn't evident to me in the final image. Guess it's one of those "you have to be there and see what I am seeing/thinking" to get it, LOL. Maybe posting the 3 renders by themselves would help with the impact of before and after and explain the final image better
Thanks. :)
I used separate renders to have complete postwork control and work non-destructively. Had I gone with a single render/layer the character and shadow would share the same blending mode and the abstract painting would bleed through the character and her shadow. I could have used the same single render and copied it to additional layers, but then a lot of layer masks would be necessary in order to obtain the same effect I have here (with lots of painstaking work). In short, three separate layers allowed me to easily do what I needed to with each object without having to worry about impacting other aspects of the image. More render time, sure, but it cut my postwork time to a fraction of what it would have been.
Got the teeth more to my satisfaction with this one (played with teeth/jaw size and placement)
..that's funny, looks really great.
..."OK you see these two when you turn the corner...time for saving throws."
Nice, I especially like the lighting. Ever consider submitting your work to RPG publishers for illustrations in source books and modules? You have a true knack for creating some pretty diverse and interesting creatures.
Nice renders. My renders are still mehhhh, even though the new South Beach apartment sets and such I've been buying lately look great in the renders - the characters - don't know - not quite right. I mean them to be toony but I am finding that using typical lighting is typical picture snapshot and I want more dramatic lighting. Oh well. And I'm having trouble setting up the scene outside the window. I like the effect of sunlight piercing through the storm though. I am remodeling my house now and looking at that South Beach Deco livingroom - wow!
Oh, South Beach Miami hasn't those stones but up are Marineland, FL there are similar beaches.
@kyoto kid
Thank you, you are kind, as usual, appreciate it!
Yes, Kyoto... so far no bites. I actually had a brief 'career' as a freelance writer for RPGs (Natural Selection, Blood Sea and a bunch of other SSS supplements)
Woo my internet got knocked out for three days, but I'm back!
At least it gave my time to do stuff without distraction. Look at this adorable girl! several custom morphs plus a bunch of dial spinning and then another bit of custom morphing (mostly to smooth out the creases that formed from all the dial spinning, its hard to get a chin that small) but I got the nose so buttony!
Surprisingly minimal postwork, honestly, pretty much just tonemapping and adding the sig.
As always larger view in my gallery