Show Us Your Iray Renders. Part V

18182848687100

Comments

  • BobvanBobvan Posts: 2,653
    edited November 2016

    Cool stuff kids! Fun with PS collaging http://fav.me/dapxv0q

    Post edited by Bobvan on
  • j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    How would one go about saving base skin settings? Save it as a material preset? Or something else?

  • Oso3DOso3D Posts: 15,107
    edited November 2016

    The God of the Lake

    ( http://www.threednd.com/ model + NGS Anagenessis and a little of this and that)

    NGS Anagenessis has really become my fallback skin application. It has a few quirks and things I don't always like, so it's not _exactly_ one-click, but it's far closer than anything else I've gotten and, even when it misses, it at least produces interesting results.

    (Rock is shaded with my free Iray shaders -- the UV is really distorted and conventional shaders are kind of... not good on it)

    Aboleth.png
    1748 x 1080 - 3M
    Post edited by Oso3D on
  • MattymanxMattymanx Posts: 7,000

    How would one go about saving base skin settings? Save it as a material preset? Or something else?

     

    Material Preset.  Just make sure you have the figure selected first.

     

  • Mattymanx said:

    How would one go about saving base skin settings? Save it as a material preset? Or something else?

     

    Material Preset.  Just make sure you have the figure selected first.

    You can use the options dialogue to save only values, not maps, if you want to save a preset that will at least give a good starting point for others from the same artist or with similar set-ups.

  • nelsonsmithnelsonsmith Posts: 1,337
    Rafmer said:

    Audi A6 render. Lighting solely from HDRI, and the background is also the HDRI. This is probably the best I've got to rendering glass materials in Iray.

    It looks great!

    Thanks! Here's another one for which I'd like to give all the credit to Tom for these amazing car paint shaders and Dumor3D for the glass shaders. Although, I think the car paint came out to be shinnier than usual. Not to mention the lighting done by the flawless HDRI.

    Damn.  And people still say Daz is just a hobbyist tool?  That looks fantastic.


    Saving skin presets.  That's a tip I need to commit to memory, because I'm guilty of basically starting from ground zero on skin textures with every single render.

  • j cadej cade Posts: 2,310
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    How would one go about saving base skin settings? Save it as a material preset? Or something else?

    Some things I use material presets, others shader presets. material presets can save different settings for different zones of a figure, but is limited to figures with matching mat zones (something set up for g3f, will also work on g3m, but not g2f or m), shader presets are more universal, you can apply them to anything, but you have to select the zones you want them applied to, rather than just selecting the whole figure. But if you just want a general preset with all your settings for the whole figure, the least complicated thing is saving a material preset (other super useful thing click the button in the top right below the x and you have the option to uncheck all images, this makes it super easy to save a preset that will change the settings to what you want but not mess with the images whose settings you're trying to change)

    The other nice thing with presets, is when you save them you can set them up to only save parts of the settings. For instance, my skin shader preset ony effects translucency and sss settings but leaves the diffuse and speculars alone. (this is another advantage of shader presets if you're selecting a bunch specific things with material presets you have to do it seperately for each zone, whereas shader presets there's only one "zone") I highly recommend experimenting with it,

  • Mattymanx said:

    How would one go about saving base skin settings? Save it as a material preset? Or something else?

     

    Material Preset.  Just make sure you have the figure selected first.

    You can use the options dialogue to save only values, not maps, if you want to save a preset that will at least give a good starting point for others from the same artist or with similar set-ups.

     

    j cade said:
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    How would one go about saving base skin settings? Save it as a material preset? Or something else?

    Some things I use material presets, others shader presets. material presets can save different settings for different zones of a figure, but is limited to figures with matching mat zones (something set up for g3f, will also work on g3m, but not g2f or m), shader presets are more universal, you can apply them to anything, but you have to select the zones you want them applied to, rather than just selecting the whole figure. But if you just want a general preset with all your settings for the whole figure, the least complicated thing is saving a material preset (other super useful thing click the button in the top right below the x and you have the option to uncheck all images, this makes it super easy to save a preset that will change the settings to what you want but not mess with the images whose settings you're trying to change)

    The other nice thing with presets, is when you save them you can set them up to only save parts of the settings. For instance, my skin shader preset ony effects translucency and sss settings but leaves the diffuse and speculars alone. (this is another advantage of shader presets if you're selecting a bunch specific things with material presets you have to do it seperately for each zone, whereas shader presets there's only one "zone") I highly recommend experimenting with it,

    yow. Ok Thanks all. I'll do some fiddling and see what I can make work. yes

  • mjc1016mjc1016 Posts: 15,001
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    With good skin settings, it shouldn't matter what the light is.  They should 'just work' in most lighting situations...in real life most folks don't go changing their 'skin' in different light (no, make up doesn't count, most of the time...because most of the time, it's not done for a particular 'light'..and more's the pity).  That's actually the point of PBR materials...use well established measured data to generate accurate responses to any lighting.

    Tweaking translucency color is going to individualize the generic preset...which is all that should be needed...well maybe bump/normal/displacement adjustments, but that's governed more by the 'shot' than the lighting/scene.  And really there should only be a need for a few 'generic' presets...for various skin types...light, medium, dark would be the absolute minimum.

  • j cadej cade Posts: 2,310
    edited November 2016
    mjc1016 said:
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    With good skin settings, it shouldn't matter what the light is.  They should 'just work' in most lighting situations...in real life most folks don't go changing their 'skin' in different light (no, make up doesn't count, most of the time...because most of the time, it's not done for a particular 'light'..and more's the pity).  That's actually the point of PBR materials...use well established measured data to generate accurate responses to any lighting.

    Tweaking translucency color is going to individualize the generic preset...which is all that should be needed...well maybe bump/normal/displacement adjustments, but that's governed more by the 'shot' than the lighting/scene.  And really there should only be a need for a few 'generic' presets...for various skin types...light, medium, dark would be the absolute minimum.

    Oh no, I just use my lighting setup because its much more neutral (the default lighting is very blue, and just... kind of icky for telling how things actually look), that way I can tweak the translucency colors to best reflect the color of the diffuse texture, Its more a personal preference thing, But once I've tweaked the translucence to match in neutral lighting, it stays the same no matter what lighting I end up using

     

    edit: Here's what I mean, right is the default when you open up DS left is one of the getups I use for setting up skin, just a grey environment and the headlamp. the grey sphere is there for demonstration purposes, the blobs of color are the color of the sphere, the right sphere is quite blue, which makes it harder to judge what color I'm actually making the skintone,

    neutraldemo.jpg
    2291 x 1014 - 1M
    Post edited by j cade on
  • mjc1016mjc1016 Posts: 15,001
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    With good skin settings, it shouldn't matter what the light is.  They should 'just work' in most lighting situations...in real life most folks don't go changing their 'skin' in different light (no, make up doesn't count, most of the time...because most of the time, it's not done for a particular 'light'..and more's the pity).  That's actually the point of PBR materials...use well established measured data to generate accurate responses to any lighting.

    Tweaking translucency color is going to individualize the generic preset...which is all that should be needed...well maybe bump/normal/displacement adjustments, but that's governed more by the 'shot' than the lighting/scene.  And really there should only be a need for a few 'generic' presets...for various skin types...light, medium, dark would be the absolute minimum.

    Oh no, I just use my lighting setup because its much more neutral (the default lighting is very blue, and just... kind of icky for telling how things actually look), that way I can tweak the translucency colors to best reflect the color of the diffuse texture, Its more a personal preference thing, But once I've tweaked the translucence to match in neutral lighting, it stays the same no matter what lighting I end up using

     

    edit: Here's what I mean, right is the default when you open up DS left is one of the getups I use for setting up skin, just a grey environment and the headlamp. the grey sphere is there for demonstration purposes, the blobs of color are the color of the sphere, the right sphere is quite blue, which makes it harder to judge what color I'm actually making the skintone,

     It looks like I erased the first paragraph of my post...

    But it was something along the lines of 'that's a perfect way of doing things' and spend the bulk of the time doing it once...sheesh...that's what I get for trying to snip out something and render at the same time.

  • j cadej cade Posts: 2,310
    mjc1016 said:
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    With good skin settings, it shouldn't matter what the light is.  They should 'just work' in most lighting situations...in real life most folks don't go changing their 'skin' in different light (no, make up doesn't count, most of the time...because most of the time, it's not done for a particular 'light'..and more's the pity).  That's actually the point of PBR materials...use well established measured data to generate accurate responses to any lighting.

    Tweaking translucency color is going to individualize the generic preset...which is all that should be needed...well maybe bump/normal/displacement adjustments, but that's governed more by the 'shot' than the lighting/scene.  And really there should only be a need for a few 'generic' presets...for various skin types...light, medium, dark would be the absolute minimum.

    Oh no, I just use my lighting setup because its much more neutral (the default lighting is very blue, and just... kind of icky for telling how things actually look), that way I can tweak the translucency colors to best reflect the color of the diffuse texture, Its more a personal preference thing, But once I've tweaked the translucence to match in neutral lighting, it stays the same no matter what lighting I end up using

     

    edit: Here's what I mean, right is the default when you open up DS left is one of the getups I use for setting up skin, just a grey environment and the headlamp. the grey sphere is there for demonstration purposes, the blobs of color are the color of the sphere, the right sphere is quite blue, which makes it harder to judge what color I'm actually making the skintone,

     It looks like I erased the first paragraph of my post...

    But it was something along the lines of 'that's a perfect way of doing things' and spend the bulk of the time doing it once...sheesh...that's what I get for trying to snip out something and render at the same time.

    No worries I've done that from time to time, (although more often I'll get on a roll typing something post it thinking "yeah I've explained everything perfectly" and post, and then look back 15 minutes later and realize I dont even realize exactly what I was trying to say)

  • kyoto kidkyoto kid Posts: 42,220
    edited November 2016

    ...I've still yet to get satisfactory looking skin in Iray to do that. When a character looks like they are actually a part of the scene with everything else, then yes.

    Then there's eyes, hair, and grass to consider.  Gonna' be a while.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 42,220
    edited November 2016

    ..when I render a proof of a character, I use a neutral "white light" setup that is made up of Mec4D's ambient environment and a single Photometric spotlight set to 'Disk" at a 90° spread.

    Post edited by kyoto kid on
  • nonesuch00nonesuch00 Posts: 18,856
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    With good skin settings, it shouldn't matter what the light is.  They should 'just work' in most lighting situations...in real life most folks don't go changing their 'skin' in different light (no, make up doesn't count, most of the time...because most of the time, it's not done for a particular 'light'..and more's the pity).  That's actually the point of PBR materials...use well established measured data to generate accurate responses to any lighting.

    Tweaking translucency color is going to individualize the generic preset...which is all that should be needed...well maybe bump/normal/displacement adjustments, but that's governed more by the 'shot' than the lighting/scene.  And really there should only be a need for a few 'generic' presets...for various skin types...light, medium, dark would be the absolute minimum.

    Oh no, I just use my lighting setup because its much more neutral (the default lighting is very blue, and just... kind of icky for telling how things actually look), that way I can tweak the translucency colors to best reflect the color of the diffuse texture, Its more a personal preference thing, But once I've tweaked the translucence to match in neutral lighting, it stays the same no matter what lighting I end up using

     

    edit: Here's what I mean, right is the default when you open up DS left is one of the getups I use for setting up skin, just a grey environment and the headlamp. the grey sphere is there for demonstration purposes, the blobs of color are the color of the sphere, the right sphere is quite blue, which makes it harder to judge what color I'm actually making the skintone,

     It looks like I erased the first paragraph of my post...

    But it was something along the lines of 'that's a perfect way of doing things' and spend the bulk of the time doing it once...sheesh...that's what I get for trying to snip out something and render at the same time.

    No worries I've done that from time to time, (although more often I'll get on a roll typing something post it thinking "yeah I've explained everything perfectly" and post, and then look back 15 minutes later and realize I dont even realize exactly what I was trying to say)

    It's almost time for my monthly PA coupon - does your product have these settings you are talking about or is it just light setups?

  • j cadej cade Posts: 2,310
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    With good skin settings, it shouldn't matter what the light is.  They should 'just work' in most lighting situations...in real life most folks don't go changing their 'skin' in different light (no, make up doesn't count, most of the time...because most of the time, it's not done for a particular 'light'..and more's the pity).  That's actually the point of PBR materials...use well established measured data to generate accurate responses to any lighting.

    Tweaking translucency color is going to individualize the generic preset...which is all that should be needed...well maybe bump/normal/displacement adjustments, but that's governed more by the 'shot' than the lighting/scene.  And really there should only be a need for a few 'generic' presets...for various skin types...light, medium, dark would be the absolute minimum.

    Oh no, I just use my lighting setup because its much more neutral (the default lighting is very blue, and just... kind of icky for telling how things actually look), that way I can tweak the translucency colors to best reflect the color of the diffuse texture, Its more a personal preference thing, But once I've tweaked the translucence to match in neutral lighting, it stays the same no matter what lighting I end up using

     

    edit: Here's what I mean, right is the default when you open up DS left is one of the getups I use for setting up skin, just a grey environment and the headlamp. the grey sphere is there for demonstration purposes, the blobs of color are the color of the sphere, the right sphere is quite blue, which makes it harder to judge what color I'm actually making the skintone,

     It looks like I erased the first paragraph of my post...

    But it was something along the lines of 'that's a perfect way of doing things' and spend the bulk of the time doing it once...sheesh...that's what I get for trying to snip out something and render at the same time.

    No worries I've done that from time to time, (although more often I'll get on a roll typing something post it thinking "yeah I've explained everything perfectly" and post, and then look back 15 minutes later and realize I dont even realize exactly what I was trying to say)

    It's almost time for my monthly PA coupon - does your product have these settings you are talking about or is it just light setups?

    the grey environment is from my lighting set, (although there are other plain grey environments out there too, if I'm honest) the lighting I used in the screenshot was just that + the default headlamp. Although I will toot my horn a bit and say for a lot of my initial skin setup I used Classical 1 from my sets, as it + the grey environment is a really good neutral 3 point setup.

     

    A good 3-point lighting setup is great for skin setup in general, the backlighting shows if you have that lovely ear glow, and fairly even front lighting gives you a good idea whats going on without being too distracting

  • nonesuch00nonesuch00 Posts: 18,856
    j cade said:
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    j cade said:
    mjc1016 said:
    kyoto kid said:

    ...again Iray is really good for this kind of work.  For characters, it is pretty "meh" unless you spend countless hours messing with skin, hair, and eye map parameters.

    And once you have satisfactory base settings..SAVE them and REUSE them...no need to redo them for every scene/every character/everthing every time.

    Oh god yes. I have a set of presets and my workflow so down at this point, that it generally takes me under a minute to set up my skin. Load skin I want > load my presets > load my default lighting > turn on aux viewport rendering > tweak translucency color based on what the translucency map supplied is. Done.

    With good skin settings, it shouldn't matter what the light is.  They should 'just work' in most lighting situations...in real life most folks don't go changing their 'skin' in different light (no, make up doesn't count, most of the time...because most of the time, it's not done for a particular 'light'..and more's the pity).  That's actually the point of PBR materials...use well established measured data to generate accurate responses to any lighting.

    Tweaking translucency color is going to individualize the generic preset...which is all that should be needed...well maybe bump/normal/displacement adjustments, but that's governed more by the 'shot' than the lighting/scene.  And really there should only be a need for a few 'generic' presets...for various skin types...light, medium, dark would be the absolute minimum.

    Oh no, I just use my lighting setup because its much more neutral (the default lighting is very blue, and just... kind of icky for telling how things actually look), that way I can tweak the translucency colors to best reflect the color of the diffuse texture, Its more a personal preference thing, But once I've tweaked the translucence to match in neutral lighting, it stays the same no matter what lighting I end up using

     

    edit: Here's what I mean, right is the default when you open up DS left is one of the getups I use for setting up skin, just a grey environment and the headlamp. the grey sphere is there for demonstration purposes, the blobs of color are the color of the sphere, the right sphere is quite blue, which makes it harder to judge what color I'm actually making the skintone,

     It looks like I erased the first paragraph of my post...

    But it was something along the lines of 'that's a perfect way of doing things' and spend the bulk of the time doing it once...sheesh...that's what I get for trying to snip out something and render at the same time.

    No worries I've done that from time to time, (although more often I'll get on a roll typing something post it thinking "yeah I've explained everything perfectly" and post, and then look back 15 minutes later and realize I dont even realize exactly what I was trying to say)

    It's almost time for my monthly PA coupon - does your product have these settings you are talking about or is it just light setups?

    the grey environment is from my lighting set, (although there are other plain grey environments out there too, if I'm honest) the lighting I used in the screenshot was just that + the default headlamp. Although I will toot my horn a bit and say for a lot of my initial skin setup I used Classical 1 from my sets, as it + the grey environment is a really good neutral 3 point setup.

     

    A good 3-point lighting setup is great for skin setup in general, the backlighting shows if you have that lovely ear glow, and fairly even front lighting gives you a good idea whats going on without being too distracting

    Thanks I will give it a try.

  • DustRiderDustRider Posts: 2,905

     

    That's nice!  

    Thanks!!

     

    Rafmer said:

    Great work!

    Thanks!

     

    Mattymanx said:

    I like the new one better.  She looks like she is looking at the dragon this time.  Dragon looks better too.

    - - - - - - - - - - - - - - - - - - -

    Midnight Beauty

    http://www.daz3d.com/gallery/images/256401/

    Thanks! Her not looking at the dragon was one of the things that bothered me. I was in a time crunch to get the first one completed, and was about halfway through the first render when I realized I forgot to adjust her head after moving the dragon, but didn't have time to start over.

    Great render. Love the lighting!

  • Oso3DOso3D Posts: 15,107

    Another NGS touched thing.

    Also experimenting with maneuvering Receeding Hairline onto G2M figure.

     

    Ogora the Thinker.png
    1080 x 1080 - 2M
  • nonesuch00nonesuch00 Posts: 18,856

    That's good but ogres are not supposed to look so forlorn...

  • Oso3DOso3D Posts: 15,107

    Ogres... are like onions

  • MattymanxMattymanx Posts: 7,000
    DustRider said:
     
    Mattymanx said:

    I like the new one better.  She looks like she is looking at the dragon this time.  Dragon looks better too.

    - - - - - - - - - - - - - - - - - - -

    Midnight Beauty

    http://www.daz3d.com/gallery/images/256401/

    Thanks! Her not looking at the dragon was one of the things that bothered me. I was in a time crunch to get the first one completed, and was about halfway through the first render when I realized I forgot to adjust her head after moving the dragon, but didn't have time to start over.

    Great render. Love the lighting!

    For the future, select the spot render tool and go to the tool tab and select "New Window".  Then you can fix the small part of the image and spot render that one spot to a new window and save it as its own image.  It will render extremely fast in iray when its a small area.  Then post process to combine them.

     

    And thank you very much

  • nelsonsmithnelsonsmith Posts: 1,337
    Mattymanx said:
    DustRider said:
     

    For the future, select the spot render tool and go to the tool tab and select "New Window".  Then you can fix the small part of the image and spot render that one spot to a new window and save it as its own image.  It will render extremely fast in iray when its a small area.  Then post process to combine them.

     

    And thank you very much

    That's a neat trick and a great time saver.  I've really been doing a lot of this stuff the hard way; or rather in a way that was not the best use of time.

     

  • jb16jb16 Posts: 52
    edited November 2016
    Rafmer said:
    Damn.  And people still say Daz is just a hobbyist tool?  That looks fantastic.

    Thanks! Daz for me is quite just a hobby since I can't 3D model or make shaders from scratch.

    Post edited by jb16 on
  • jb16jb16 Posts: 52

    Looks like that Purple Lamborghini isn't lurking anymore, is it? ;)

     

    Couldn't really match any color as the backdrop so I just chose a 'bleh' grey one.

    Purple Lamborhini.jpg
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  • nelsonsmithnelsonsmith Posts: 1,337
    edited November 2016

    What I'm getting out of my head now.  Decided I'm just going to get the basic ideas down on my hard drive  with  my current skills, and tweak them over time as I get better and learn the necessary stuff to make them pop.  This one  (Zombie High School) I see as a mash up of The Breakfast Club and Return of the Living Dead.  The flat light bugged me at first, but then I thought about all the classrooms I'd been in and the light always was rather funky.  Wish the classroom set had had a window, but it's still a very nice set, and one I really didn't think I'd ever find a use for;  think I might have picked it up as a freebie, or a fast grab.

    One thing I'm discovering is that expression sets tend to be way too overexaggerated to use on realistic renders even the ones that split between upper and lower facial expressions, and that expression sets that allow you to dial in a specific effect are the better buys.
     

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    Post edited by nelsonsmith on
  • AmaranthAmaranth Posts: 440
    edited November 2016

    This is my fav Iray render so far. I guess I love creating portraits ;-)

     

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    Post edited by Amaranth on
  • Oso3DOso3D Posts: 15,107

    I acquired Alien-X because for $10 it let me get a pro package worth $135 for free. SO, hey!

    I wasn't sure if I'd get much use out of it, transferred the morph to G2M, slapped a DA Saurian skin on it... and hey, not so bad.

     

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  • nonesuch00nonesuch00 Posts: 18,856
    Amaranth said:

    This is my fav Iray render so far. I guess I love creating portraits ;-)

     

    Nice

  • FSMCDesignsFSMCDesigns Posts: 12,854
    Amaranth said:

    This is my fav Iray render so far. I guess I love creating portraits ;-)

     

    Very nice!

This discussion has been closed.