More Non-photorealisitic Renders (NPR II)

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Comments

  • Netflix`s Altered Carbon spin off look awesome  with NPR style wink

  • Faux2DFaux2D Posts: 452

    3Delight + Photoshop touches.

    djk.jpg
    1333 x 2000 - 987K
  •  

    3Delight + Photoshop touches.

    I like this, how'd you achieve this effect?

  • Faux2DFaux2D Posts: 452

     

    3Delight + Photoshop touches.

    I like this, how'd you achieve this effect?

    It's just color correction in Photoshop + some hand-drawn lines. The custom model itself is 95% of the work

  •  

    Very nicely done. Good work on making the comic arms work, and in achieving such a strong likeness. Love the little turn of the label so we just see the end of the word "Spinach." Little details like this make the image seem less posed and more natural. Aging effects are really strong, too. I do think the blue shirt is just a little too dark – a few more highlights would let us see his muscles a bit more clearly, but that's just a preference on my part. The darkness does serve to anchor the composition, so it's good as it is. WELL DONE.

    Thanks. The can was actually the hardest thing to achieve in this image. The right can model was hard to find. I had to design the label and then the can wouldn't deform the way I wanted it to, so I had to do that in post.

    As for the clothes, I was trying to achieve the most iconic look from the cartoons. Surprisingly all the Popeye characters have a number of different outfits that they appear in, but I thought the black and red would be the most recognizable. But since you want to see his muscles better I'll show you the shirtless variant I did at the same time.

    Well, I think we now see why Olive puts up with his constant brawling and that speech impediment! LOL

    Very cool variation.

    And yeah, it is interesting that Popeye has a general "sailor suit" look, but there is a lot of variation throughout the comics and the cartoons.

     

  • psiwire_7a1ce4dc0apsiwire_7a1ce4dc0a Posts: 43
    edited March 2020

    Postwork style test.

    bandits.jpg
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    Post edited by psiwire_7a1ce4dc0a on
  • Faux2DFaux2D Posts: 452

    3Delight

    tfy8.jpg
    1333 x 2000 - 928K
  • Postwork style test.

    I have been meaning to comment on this for a while now. I'm very impressed with the quality of lines and shadows you've achieved here. This is a very attractive look. I'm particularly impressed with the robot. I do see two issues of concern:

    • This style is a bit dark. I don't know if it's a lighting or color choice, but even though the colors are vibrant they are a bit dark (except on the robot). Try lighting the color on the big guy's outfit.
    • There is a real problem with the kid's abs. An outfit that tight just suddenly doesn't end at the waist like that. It looks very odd. This is a place where you need a belt to split the figure and hide the difference in detail between his abs and his lower body.  That sideways slung belt only serves to draw our eyes to it even more.

    But I'm just picking out flaws here. There is a LOT of great stuff to like here, especially the skin tones and hair. EXCELLENT work.

  • Postwork style test.

    Postwork style test.

     

    I have been meaning to comment on this for a while now. I'm very impressed with the quality of lines and shadows you've achieved here. This is a very attractive look. I'm particularly impressed with the robot. I do see two issues of concern:

    • This style is a bit dark. I don't know if it's a lighting or color choice, but even though the colors are vibrant they are a bit dark (except on the robot). Try lighting the color on the big guy's outfit.
    • There is a real problem with the kid's abs. An outfit that tight just suddenly doesn't end at the waist like that. It looks very odd. This is a place where you need a belt to split the figure and hide the difference in detail between his abs and his lower body.  That sideways slung belt only serves to draw our eyes to it even more.

    But I'm just picking out flaws here. There is a LOT of great stuff to like here, especially the skin toneThankss and hair. EXCELLENT work.

    Thanks for the feedback. There are a few character design choices here that I don't love myself, but this is just a picture I pulled out to test the the heavy outline style on. I also agree it's kind of dark. I was considering doing it in a style with little or no shading that had more of a Saturday morning cartoon feel. Maybe I'll update the characters and try again.

  • HylasHylas Posts: 4,992

    3Delight

    Very cool, I love this style!

  • HylasHylas Posts: 4,992
    edited March 2020

     

    WOW. This is so cool! I have to say though, there is also something a little uncanny valley about it. But still, very impressive!

    Post edited by Hylas on
  • HylasHylas Posts: 4,992
    tkdrobert said:

    KnightHawk by tkdrobert

     

    tkdrobert said:

    Crash Landing by tkdrobert

    Awesome! yes

  • Postwork style test.

    Postwork style test.

     

    I have been meaning to comment on this for a while now. I'm very impressed with the quality of lines and shadows you've achieved here. This is a very attractive look. I'm particularly impressed with the robot. I do see two issues of concern:

    • This style is a bit dark. I don't know if it's a lighting or color choice, but even though the colors are vibrant they are a bit dark (except on the robot). Try lighting the color on the big guy's outfit.
    • There is a real problem with the kid's abs. An outfit that tight just suddenly doesn't end at the waist like that. It looks very odd. This is a place where you need a belt to split the figure and hide the difference in detail between his abs and his lower body.  That sideways slung belt only serves to draw our eyes to it even more.

    But I'm just picking out flaws here. There is a LOT of great stuff to like here, especially the skin toneThankss and hair. EXCELLENT work.

    Thanks for the feedback. There are a few character design choices here that I don't love myself, but this is just a picture I pulled out to test the the heavy outline style on. I also agree it's kind of dark. I was considering doing it in a style with little or no shading that had more of a Saturday morning cartoon feel. Maybe I'll update the characters and try again.

    I would like to see this without shading (or with minimal shading). That might be very interesting.

  • juve_satrianijuve_satriani Posts: 138
    edited March 2020

    Toon Logan

    Still explore about IRAY and PShop to create something like Toon ;)

    ToonLogan3.jpg
    1789 x 2314 - 3M
    Post edited by juve_satriani on
  • psiwire_7a1ce4dc0apsiwire_7a1ce4dc0a Posts: 43
    edited March 2020

    Scooby Gang

    scooby1.jpg
    2000 x 3000 - 4M
    Post edited by psiwire_7a1ce4dc0a on
  • mmitchell_houstonmmitchell_houston Posts: 2,484
    edited March 2020

    Scooby Gang

    Good likenesses and interpretation of the Mystery, Inc. gang! Two suggestions and a question:

    1. Lose the abs on Shaggy. They just don't fit his personality.
    2. Go a little lighter on Scooby-Doo. In particular, his face is too dark and his nose is getting lost in his muzzle.

    Question: What hair did you use for Fred?

    COMMENT: One of the issues with this postwork approach is the white "glow" that is appearing next to the black lines. This is very noticeable where Velma's sweater touches Fred's shirt, and in the skin where Daphne's mini-skirt touches her legs. This glow effect is always one of the biggest issues I see when people use filters to turn a render into line art. Other than that glow, I think you have a very solid process.

    Post edited by mmitchell_houston on
  • Toon Logan

    Still explore about IRAY and PShop to create something like Toon ;)

    This is a FANTASTIC start! You have laid the foundations for something special here. This kind of reminds me of a character from a Pixar movie:

    • The shape of the head is great. 
    • Ear distance from the head is a little too much (but just a little).
    • The hair texture is GREAT on the head. It kind of has a yarn look, and I think that's fantastic. Love the occasional strand of blue because it adds just the right contrast to the dark colors. That hair color should work well in a variety of lighting schemes.
    • The beard is nice, but I think I see some bald patches back on the jawline near the rear. Double check those.
    • LOVE that the teeth are not perfect. 
    • The eyes are super clear, but I'm getting too much blue on the whites. Can you pump up the white a bit? Also, is the highlight on the pupils correctly matching the light source? It looks a little off.

    But we need to talk textures.

    • The eyes and mouth are great, but there is a disconnect because they look hand drawn and the rest of the image is not.  I like the textures you have, and maybe you can tweak them to make them work a little better.  I suggest you go find some stills of Mr. Incredible or a human from a Toy Story movie and look for inspiration there.
    • Now, this is a funny situation. When I saw the image above at full size, I was going to tell you that the jacket texture does not work at all. It is far too detailed in contrast to his skin. At the full size, it flat-out does not work. They are too different and jarringly so. Then I shrank the image down here and... wow, it does work. And it works well! So, my suggestion is to be very, very mindful when you set up your textures. If you intend to show the final render at large sizes, then you need to greatly simplify the fabric textures so that they appear to have the same level of detail as does the skin and hair. By this, I mean tone down the bump and displacement maps. A lot. But if you're going to shrink it down like I did, then you can leave them as they are.

    Now, get rendering again! I want to se more!

  • vrba79vrba79 Posts: 1,408

    This one was fun to postwork. Its a pic I posted in the Anime/Manga style thread, but regressed into using the c64 color palette, then returned to RGB format then mosaiced into something akin to a demoscene loader would have as a background.

    Pixelated.png
    1048 x 764 - 99K
  • Toon Logan

    Still explore about IRAY and PShop to create something like Toon ;)

    This is a FANTASTIC start! You have laid the foundations for something special here. This kind of reminds me of a character from a Pixar movie:

    • The shape of the head is great. 
    • Ear distance from the head is a little too much (but just a little).
    • The hair texture is GREAT on the head. It kind of has a yarn look, and I think that's fantastic. Love the occasional strand of blue because it adds just the right contrast to the dark colors. That hair color should work well in a variety of lighting schemes.
    • The beard is nice, but I think I see some bald patches back on the jawline near the rear. Double check those.
    • LOVE that the teeth are not perfect. 
    • The eyes are super clear, but I'm getting too much blue on the whites. Can you pump up the white a bit? Also, is the highlight on the pupils correctly matching the light source? It looks a little off.

    But we need to talk textures.

    • The eyes and mouth are great, but there is a disconnect because they look hand drawn and the rest of the image is not.  I like the textures you have, and maybe you can tweak them to make them work a little better.  I suggest you go find some stills of Mr. Incredible or a human from a Toy Story movie and look for inspiration there.
    • Now, this is a funny situation. When I saw the image above at full size, I was going to tell you that the jacket texture does not work at all. It is far too detailed in contrast to his skin. At the full size, it flat-out does not work. They are too different and jarringly so. Then I shrank the image down here and... wow, it does work. And it works well! So, my suggestion is to be very, very mindful when you set up your textures. If you intend to show the final render at large sizes, then you need to greatly simplify the fabric textures so that they appear to have the same level of detail as does the skin and hair. By this, I mean tone down the bump and displacement maps. A lot. But if you're going to shrink it down like I did, then you can leave them as they are.

    Now, get rendering again! I want to se more!

    Great thanks for advices . Will do in next renders/images

     

    vrba79 said:

    This one was fun to postwork. Its a pic I posted in the Anime/Manga style thread, but regressed into using the c64 color palette, then returned to RGB format then mosaiced into something akin to a demoscene loader would have as a background.

    Cool tricks you`ve share in there. Thanks

  • juve_satrianijuve_satriani Posts: 138
    edited March 2020

    Trying using PW Toon again . Overwatch`s Tracer set for G8f came from Devian Art

    Tracer_PWToon.jpg
    1616 x 2424 - 2M
    Post edited by juve_satriani on
  • vrba79vrba79 Posts: 1,408

    "Trying to" use PWToon? I'd say you succeeded, quite decisively.

  • vrba79 said:

    "Trying to" use PWToon? I'd say you succeeded, quite decisively.

    Thanks for courages . Lately I`ve been experimenting using IRAY and Toonize via Photoshop . But after found several cool models in devianart , I`d tried again using PW Toon . 

    This one PwToon render and postworked in Photoshop ( color correction -enhance plus BG). Hope you al like it ;)

    Jade_DQXI_pwToon.jpg
    1000 x 1538 - 828K
  • vrba79 said:

    "Trying to" use PWToon? I'd say you succeeded, quite decisively.

    Thanks for courages . Lately I`ve been experimenting using IRAY and Toonize via Photoshop . But after found several cool models in devianart , I`d tried again using PW Toon . 

    This one PwToon render and postworked in Photoshop ( color correction -enhance plus BG). Hope you al like it ;)

  • tkdroberttkdrobert Posts: 3,553
    vrba79 said:

    "Trying to" use PWToon? I'd say you succeeded, quite decisively.

    Thanks for courages . Lately I`ve been experimenting using IRAY and Toonize via Photoshop . But after found several cool models in devianart , I`d tried again using PW Toon . 

    This one PwToon render and postworked in Photoshop ( color correction -enhance plus BG). Hope you al like it ;)

    This looks really good.  I'm very curious about your work flow.

  • tkdrobert said:
    vrba79 said:

    "Trying to" use PWToon? I'd say you succeeded, quite decisively.

    Thanks for courages . Lately I`ve been experimenting using IRAY and Toonize via Photoshop . But after found several cool models in devianart , I`d tried again using PW Toon . 

    This one PwToon render and postworked in Photoshop ( color correction -enhance plus BG). Hope you al like it ;)

    This looks really good.  I'm very curious about your work flow.

    Thanks again 

    Honestly I`m re-learning again about PWToon since my old presets and data gone after HD failure . Thats why I tend to use IRAY lately .

    My workflow in DAZ studio really simple , Just applying Crestcent Shadow/shading preset to all materials ( it doesnt matter if they`d had texture or not) and play with Glossiness - specular sharpness - specular strength value . For Lighting I`m using Distant light with light blue and Omnifraker Uber environments ( Soft Oclussion and low intensity to help smoothing dark area) . 

    In photoshop , im generating several outline via duplicate image > desaturate and filter galery (Photocopy and Cutout) and change layer blend to multiply . If I think not enough I`m duplicating those line 3 times and merge down with PwToon Render . 

    After that I`m doing Dodge and burning and finalize with color balance or color lockup

    Hope this help and yeaahh , Im also still learning about NPR stuff in DAZ Studio and Photoshop

     

  • Oso3DOso3D Posts: 15,015

    PWToon remains one of my favorite toon approaches.

    It has it's flaws, but on the whole it balances speed and ease with quality results. And then you can learn approaches to minimize the flaws.

     

  • Oso3D said:

    PWToon remains one of my favorite toon approaches.

    It has it's flaws, but on the whole it balances speed and ease with quality results. And then you can learn approaches to minimize the flaws.

     

    Agree !! 

    BTW what best practices for Background ? My effort seem hit and miss in those area . sad  It seems really depend on how  geometries constructed than textures ?

  • Oso3DOso3D Posts: 15,015

    My approach is to skip outlines on most backgrounds, just focus on the shading. Other than tree trunks, and a few other elements that are more likely to work. Buildings, streets, etc? No outlines, it's just going to flood and make you cry.

    You might even come up with a different shading strategy for backgrounds; one common illustration style is to have very simple flat sketchy backdrops and very detailed characters.

     

  • Oso3D said:

    My approach is to skip outlines on most backgrounds, just focus on the shading. Other than tree trunks, and a few other elements that are more likely to work. Buildings, streets, etc? No outlines, it's just going to flood and make you cry.

    You might even come up with a different shading strategy for backgrounds; one common illustration style is to have very simple flat sketchy backdrops and very detailed characters.

     

    Great explanation and many thanks for tips + tricks . 

  • vrba79vrba79 Posts: 1,408
    Oso3D said:

    PWToon remains one of my favorite toon approaches.

    It has it's flaws, but on the whole it balances speed and ease with quality results. And then you can learn approaches to minimize the flaws.

     

    Definitely! Plus the quality to render time ratio is second to none. 

This discussion has been closed.