In the wider angle shot I love the cyborg opening the fridge door. Not sure why it just hits me as funny. You have a variety of posing on all the different figures which is great.
On the closeup shot of the man on the lounge and the woman in the bikini - The man's pose is great. Looks natural to me. Is the woman telling the man to get his lazy self off that lounge? She is pointing but I am not sure who or what she is referencing. If it is the man having her look at him would help to tell the viewer.
The cyborg behind the umbrella pole is a bit of a distractiong to me. If he was moved slightly to image right, so he is still behind the pole but his head is a little more in full view?
These are just suggestions. These are your images and your vision.
In the close up, the woman is supposed to be pointing at the group of cyborgs, with the intent of telling the man that they are being disruptive or breaking the rules. That is why I added the fridge, cocktails, tape player and surfboard as the cyborgs just know how to party at the beach in style.
I was going to parent a camera to one of her eyes to better establish her POV and help with the posing. The cyborg behind the pole is actually a billboard plane with both of them on the same plane. I had to turn then to meet the close up camera angle. I could reposition them for the next go.
I am still working on recreating this scene as I am chasing a hardware problem that appears to have been causing the crashes on my PC that I use for Daz.
here is my entry called "Flyby" its a bit out there but turned out OK
The only critique I have is the poses on all the kids look the same to me. Perhaps having one standing up a little straighter, another leaning...slight variations can make a difference.
thought of that but wanted the look of them trying to get as close to the window as possible which kids do when they are excited to see something.for themselves.
forgot to post rendered in Iray 4.10 Daz studio
have another flyby but it has a character from an existing series so may post it not as an entry for a different perspective to the same kind of event
@dragoneyes002, There are other ways to change things up without losing that feeling. The girl in the middle could move her left arm further forward; the girl on the left could move her left arm a little closer to her body, or a little further away; the legs on two of the three could be moved closer together, (but not the same leg, or the same distance); one of the girls could have one leg moved to be more directly under her, with the other not as bent. Little changes that make them look less uniform.
here is my entry called "Flyby" its a bit out there but turned out OK
The only critique I have is the poses on all the kids look the same to me. Perhaps having one standing up a little straighter, another leaning...slight variations can make a difference.
thought of that but wanted the look of them trying to get as close to the window as possible which kids do when they are excited to see something.for themselves.
forgot to post rendered in Iray 4.10 Daz studio
have another flyby but it has a character from an existing series so may post it not as an entry for a different perspective to the same kind of event
@dragoneyes002, There are other ways to change things up without losing that feeling. The girl in the middle could move her left arm further forward; the girl on the left could move her left arm a little closer to her body, or a little further away; the legs on two of the three could be moved closer together, (but not the same leg, or the same distance); one of the girls could have one leg moved to be more directly under her, with the other not as bent. Little changes that make them look less uniform.
As much as I agree with you on the possible changes they wont happen since the scene has been reused for an entire animation scene those characters are no longer part of the scene. (no I didn't save it seperately) besides the animation will be rendering for the next 60 hrs before I could redo the scene and fix it which is unlikely to happen have too many things on my plate such as doing particle flow animations as well as creating new backgrounds
here is my entry called "Flyby" its a bit out there but turned out OK
The only critique I have is the poses on all the kids look the same to me. Perhaps having one standing up a little straighter, another leaning...slight variations can make a difference.
thought of that but wanted the look of them trying to get as close to the window as possible which kids do when they are excited to see something.for themselves.
forgot to post rendered in Iray 4.10 Daz studio
have another flyby but it has a character from an existing series so may post it not as an entry for a different perspective to the same kind of event
@dragoneyes002, There are other ways to change things up without losing that feeling. The girl in the middle could move her left arm further forward; the girl on the left could move her left arm a little closer to her body, or a little further away; the legs on two of the three could be moved closer together, (but not the same leg, or the same distance); one of the girls could have one leg moved to be more directly under her, with the other not as bent. Little changes that make them look less uniform.
As much as I agree with you on the possible changes they wont happen since the scene has been reused for an entire animation scene those characters are no longer part of the scene. (no I didn't save it seperately) besides the animation will be rendering for the next 60 hrs before I could redo the scene and fix it which is unlikely to happen have too many things on my plate such as doing particle flow animations as well as creating new backgrounds
You sound really busy! I have yet to take on doing animations. Sounds like it is very time consuming on the resources. 60 hours of rendering time? Holy grandfather clock, Batman! That's a lot of time.
here is my entry called "Flyby" its a bit out there but turned out OK
The only critique I have is the poses on all the kids look the same to me. Perhaps having one standing up a little straighter, another leaning...slight variations can make a difference.
thought of that but wanted the look of them trying to get as close to the window as possible which kids do when they are excited to see something.for themselves.
forgot to post rendered in Iray 4.10 Daz studio
have another flyby but it has a character from an existing series so may post it not as an entry for a different perspective to the same kind of event
@dragoneyes002, There are other ways to change things up without losing that feeling. The girl in the middle could move her left arm further forward; the girl on the left could move her left arm a little closer to her body, or a little further away; the legs on two of the three could be moved closer together, (but not the same leg, or the same distance); one of the girls could have one leg moved to be more directly under her, with the other not as bent. Little changes that make them look less uniform.
As much as I agree with you on the possible changes they wont happen since the scene has been reused for an entire animation scene those characters are no longer part of the scene. (no I didn't save it seperately) besides the animation will be rendering for the next 60 hrs before I could redo the scene and fix it which is unlikely to happen have too many things on my plate such as doing particle flow animations as well as creating new backgrounds
You sound really busy! I have yet to take on doing animations. Sounds like it is very time consuming on the resources. 60 hours of rendering time? Holy grandfather clock, Batman! That's a lot of time.
yeah the program is not what I'd call quick for animations it takes a lot of fiddling to get the best balance between time and quality 60 hrs for 15 seconds is actually pretty fast per frame but that's only after removing the background and limiting the resolution to 1080p I can do the same with a background on another platform in ten hrs but those characters are more toonish than daz.
umm how to put this. I would really not want to be the barbarian with the axe who's about to get an arrow in the back of the head. but that asside the middle front row dual wielder should not be kneeling if about to attack forward the far left back row should be holding the sword in a defending posture not over her head since she is backing up the pole arm ahead of her there are a number of other issues because its tactics such as dual wielders are better on the flanks the war hammer and battle axe are line breakers better suited to the center with sword and shield users beside to protect their flanks as they advance the support and mages at the back is correct but the archer is better at the front before the melee move for unimpeaded shooting until the range has been closed below effective distance. i know this is a style choice but the angel should hold the sword blade up to look like a lightning rod for devine energy. I know this sounded harsh but the changes would make a huge difference in amount of suspended disbalief the more tactically well placed the characters are the more people will believe what they are looking at however much its fantasy
I'm not surprised, with all those feathers in the wings and hair for nine characters! Not to mention all those characters and their respective wardrobes.
Unlike dragoneyes002, I don't know anything about warfare, fantasy of otherwise. But I like the concept of a troupe of women perfectly capable of kicking-A on any group foolish enough to cross them.
I think the composition would be stronger if the characters were positioned in less of an oval. You have a strong character with wings. Sword up or down, I think she would benefit from being higher than the others, maybe 4-5 feet off the ground. You could also use an old photography composition trick with something close to the camera, to draw the eye into the image. It could be moving the archer forward of the group in the lower left area, a fallen comrade or foe, a fountain, etc. It's your vision. What do you think would be in front of the women as they charge forward?
I like that these women are fighting together, in spite of their different races, species and disciplines. And I like that you don't shy away from complex scenes.
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Looks like the scene is a bit too dark for Irays liking, Iray prefers to have a lot of light to render fast and nice. So for a dark scene its useful to give it some more light and then unse the tone mapping to dial that down again
I'm not surprised, with all those feathers in the wings and hair for nine characters! Not to mention all those characters and their respective wardrobes.
Unlike dragoneyes002, I don't know anything about warfare, fantasy of otherwise. But I like the concept of a troupe of women perfectly capable of kicking-A on any group foolish enough to cross them.
I think the composition would be stronger if the characters were positioned in less of an oval. You have a strong character with wings. Sword up or down, I think she would benefit from being higher than the others, maybe 4-5 feet off the ground. You could also use an old photography composition trick with something close to the camera, to draw the eye into the image. It could be moving the archer forward of the group in the lower left area, a fallen comrade or foe, a fountain, etc. It's your vision. What do you think would be in front of the women as they charge forward?
I like that these women are fighting together, in spite of their different races, species and disciplines. And I like that you don't shy away from complex scenes.
I wanted to have her flying, but the idea for this was the prepatory warcry. For realism (in a fantasy setting) the winged elf can't hover. Though there will be othercs in the series including what it is they are fighting, but this one is just for the warband feel. The arrangement was mostly because you lose the picture of each one if I don't spread them out over the entire room.
But your suggestions are noted and will be implemented in future iterations of the battle to come.
umm how to put this. I would really not want to be the barbarian with the axe who's about to get an arrow in the back of the head. but that asside the middle front row dual wielder should not be kneeling if about to attack forward the far left back row should be holding the sword in a defending posture not over her head since she is backing up the pole arm ahead of her there are a number of other issues because its tactics such as dual wielders are better on the flanks the war hammer and battle axe are line breakers better suited to the center with sword and shield users beside to protect their flanks as they advance the support and mages at the back is correct but the archer is better at the front before the melee move for unimpeaded shooting until the range has been closed below effective distance. i know this is a style choice but the angel should hold the sword blade up to look like a lightning rod for devine energy. I know this sounded harsh but the changes would make a huge difference in amount of suspended disbalief the more tactically well placed the characters are the more people will believe what they are looking at however much its fantasy
Noted. The elven archer is kept in the back to protect her she can fire overhead or pull a legolas and fire between them. The winged elf is using the sword as a holy symbol. There is also a story behind this particular scene and the leader of the troupe specializes in deception with her tactics. The one in the back with the sword overhead is actually in a stance known as the hawk guard, where you parry and strike from the same position and as this scene unfolds, you will see what they are fighting. Breaking the line won't be an issue.:)
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Looks like the scene is a bit too dark for Irays liking, Iray prefers to have a lot of light to render fast and nice. So for a dark scene its useful to give it some more light and then unse the tone mapping to dial that down again
Alright tried that, though I probs do need to add some more lights with how long it takes to just start a render
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Looks like the scene is a bit too dark for Irays liking, Iray prefers to have a lot of light to render fast and nice. So for a dark scene its useful to give it some more light and then unse the tone mapping to dial that down again
Alright tried that, though I probs do need to add some more lights with how long it takes to just start a render
hard to say, from the images you posted, I guess yes, but if you already toned it down on the tone mapping and without that it would be much brighter then its somethign different.
Depending on the machine you are using it might be some material intense surface that bogs you down. try for example to reduce the subdivisions on that suit for the test renders
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Looks like the scene is a bit too dark for Irays liking, Iray prefers to have a lot of light to render fast and nice. So for a dark scene its useful to give it some more light and then unse the tone mapping to dial that down again
Alright tried that, though I probs do need to add some more lights with how long it takes to just start a render
hard to say, from the images you posted, I guess yes, but if you already toned it down on the tone mapping and without that it would be much brighter then its somethign different.
Depending on the machine you are using it might be some material intense surface that bogs you down. try for example to reduce the subdivisions on that suit for the test renders
How do I do that? all Im able to find is how to find subdivision
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Adding to what Linwelly said, I suggest taking a close look at the helmet. How many polys are in that emissive light? One of the things I learned when Iray first came to DS is Iray calculates how the light affects the scene for each separate polygon. If that small strip down the front of the helmet has a lot of polys, it can be part of the speed problem.
If you have some experience with post work, you could try rendering without the light, make that bit a nice greenscreen color in the render, then make it the bright white in post. Regardless, you should try doing a render with that light off, and see if the helps to speed things up.
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Looks like the scene is a bit too dark for Irays liking, Iray prefers to have a lot of light to render fast and nice. So for a dark scene its useful to give it some more light and then unse the tone mapping to dial that down again
Alright tried that, though I probs do need to add some more lights with how long it takes to just start a render
hard to say, from the images you posted, I guess yes, but if you already toned it down on the tone mapping and without that it would be much brighter then its somethign different.
Depending on the machine you are using it might be some material intense surface that bogs you down. try for example to reduce the subdivisions on that suit for the test renders
How do I do that? all Im able to find is how to find subdivision
Select the suit in the scene.
Open the Parameters tab.
Double-click on General in the left column of the Parameters tab.
Click on Mesh Resolution in the left column of the Parameters tab. In the right column of the Parameters tab, you will see
Two sliders that control SubD, one for the viewport, and one for the actual render,
And a drop-down menu that lets you select between Base and High Resolution.
The simplest thing to do is set the resolution to Base. You know the SubD settings work well for the final render, and those will be intact when you come back and set the resolution back to High.
Don't know if I can "enter" more than one. If only one, I would choose the geisha photo over the Sugar Skulls. I've been playing around with using primitives are backdrops for portraits, and then using shaders. Both of these also have some heavy post work in Photoshop. Thanks for the opportunity to interact with other newbies here. So much fun!
Don't know if I can "enter" more than one. If only one, I would choose the geisha photo over the Sugar Skulls. I've been playing around with using primitives are backdrops for portraits, and then using shaders. Both of these also have some heavy post work in Photoshop. Thanks for the opportunity to interact with other newbies here. So much fun!
The official rules state 2 images, so you're good. You can also make revisions, and ask for feedback if there is something you'd like to improve on, but aren't sure how to do that. The link to the rules is in the OP, but here it is again, if you'd like to take a look: Challenge Rules
I think both images are good. It might be fun to see a before and after of the images, if you feel like sharing.
Don't know if I can "enter" more than one. If only one, I would choose the geisha photo over the Sugar Skulls. I've been playing around with using primitives are backdrops for portraits, and then using shaders. Both of these also have some heavy post work in Photoshop. Thanks for the opportunity to interact with other newbies here. So much fun!
The official rules state 2 images, so you're good. You can also make revisions, and ask for feedback if there is something you'd like to improve on, but aren't sure how to do that. The link to the rules is in the OP, but here it is again, if you'd like to take a look: Challenge Rules
I think both images are good. It might be fun to see a before and after of the images, if you feel like sharing.
Since this is a challenge for new users and not a contest the rules are a guideline. If inspiration hits and you want some feedback another image, please post it.
I agree with L'Adair regarding seeing a before and after of your images. If you choose to share. That is entirely up to you.
I humbly submit this render for the April Contest.
Title: "Destiny Warrior"
Iray Render using DAZ Studio 4.1. The model is a modified G8 Gwendolyn. I used the DAZ Studio Iray HDR Outdoor Enviroments "RuinsB" preset for the Background, lights, render settings and camera. The image was captured with the Camera 3 (Portrait Dof) camera (part of the Preset Package). No external touchup after render. Thoughts, comments and suggestions would be greatly appreciated.
I humbly submit this render for the April Contest.
Title: "Destiny Warrior"
Iray Render using DAZ Studio 4.1. The model is a modified G8 Gwendolyn. I used the DAZ Studio Iray HDR Outdoor Enviroments "RuinsB" preset for the Background, lights, render settings and camera. The image was captured with the Camera 3 (Portrait Dof) camera (part of the Preset Package). No external touchup after render. Thoughts, comments and suggestions would be greatly appreciated.
I like it a lot. The lighting adds interest to her face, making the one lit eye draw you in. The issue I see is that eye isn't in sharp focus. Looks like the best focus is actually on her costume around her neck. A very shallow area of focus. I actually think the image would be stronger if most of her face was in focus.
It took me several tries with the DOF camera before I actually started to understand it, even though I had one or two successes with it. Just luck. If you are still struggling with it as I was, perhaps the tutorial I put up once I understood the settings will be helpful. If you're interested, you can find it here. (It's just a single, long post, with lots of images.)
My second-ever submission...but I feel like I've learned so much from lurking in around the various forums. Thank you everyone!!
This is a fairly simply scene, but I'm playing with lighting for background effects as well as general tone, and also getting to grips with the depth of field settings.I'm quite pleased with the results
I was able to recreate my "Day at the Beach" scene. Changed the posing of the male character to show a reaction to the female along with new poses for the female cyborgs. I have added a POV scene from the female's perspective. All the characters behing the lounge area are billboards, some of which I think still need work. Still had to keep the 2:35 wide aspect ratio to get the right blocking for the main scene. Not sure if it is too busy overall with all the props and characters.
Alright, i'm not sure what kind of postwork is allowed, but I think this kind of blurring should be fine. I think some work on the button's materials is needed though
Alright, i'm not sure what kind of postwork is allowed, but I think this kind of blurring should be fine. I think some work on the button's materials is needed though
Oh is that the instant art button? :D With motion blurr being something that doesn't really work in Iray (3delight can do it nicely) that is ok to do in post. Maybe at the end it would be good to see the pre and post next to each other. Generally there is nothing wrong with using postwork. There are certain challenges though where we try to convince the partivipants to use the 3d application to achive the effect. But the open challenge has no such ilmitations.
Comments
In the close up, the woman is supposed to be pointing at the group of cyborgs, with the intent of telling the man that they are being disruptive or breaking the rules. That is why I added the fridge, cocktails, tape player and surfboard as the cyborgs just know how to party at the beach in style.
I was going to parent a camera to one of her eyes to better establish her POV and help with the posing. The cyborg behind the pole is actually a billboard plane with both of them on the same plane. I had to turn then to meet the close up camera angle. I could reposition them for the next go.
I am still working on recreating this scene as I am chasing a hardware problem that appears to have been causing the crashes on my PC that I use for Daz.
NOT AN ENTRY:
Here is another flyby scene
@dragoneyes002, There are other ways to change things up without losing that feeling. The girl in the middle could move her left arm further forward; the girl on the left could move her left arm a little closer to her body, or a little further away; the legs on two of the three could be moved closer together, (but not the same leg, or the same distance); one of the girls could have one leg moved to be more directly under her, with the other not as bent. Little changes that make them look less uniform.
As much as I agree with you on the possible changes they wont happen since the scene has been reused for an entire animation scene those characters are no longer part of the scene. (no I didn't save it seperately) besides the animation will be rendering for the next 60 hrs before I could redo the scene and fix it which is unlikely to happen have too many things on my plate such as doing particle flow animations as well as creating new backgrounds
You sound really busy! I have yet to take on doing animations. Sounds like it is very time consuming on the resources. 60 hours of rendering time? Holy grandfather clock, Batman! That's a lot of time.
yeah the program is not what I'd call quick for animations it takes a lot of fiddling to get the best balance between time and quality 60 hrs for 15 seconds is actually pretty fast per frame but that's only after removing the background and limiting the resolution to 1080p I can do the same with a background on another platform in ten hrs but those characters are more toonish than daz.
Was hit with a second idea last night. Decided to try and do it as if it was from a FPS game
This one... took a long time to render :)
Title: Fight like a Girl.
Software: Daz Studio 4.10
umm how to put this. I would really not want to be the barbarian with the axe who's about to get an arrow in the back of the head. but that asside the middle front row dual wielder should not be kneeling if about to attack forward the far left back row should be holding the sword in a defending posture not over her head since she is backing up the pole arm ahead of her there are a number of other issues because its tactics such as dual wielders are better on the flanks the war hammer and battle axe are line breakers better suited to the center with sword and shield users beside to protect their flanks as they advance the support and mages at the back is correct but the archer is better at the front before the melee move for unimpeaded shooting until the range has been closed below effective distance. i know this is a style choice but the angel should hold the sword blade up to look like a lightning rod for devine energy. I know this sounded harsh but the changes would make a huge difference in amount of suspended disbalief the more tactically well placed the characters are the more people will believe what they are looking at however much its fantasy
I'm not surprised, with all those feathers in the wings and hair for nine characters! Not to mention all those characters and their respective wardrobes.
Unlike dragoneyes002, I don't know anything about warfare, fantasy of otherwise. But I like the concept of a troupe of women perfectly capable of kicking-A on any group foolish enough to cross them.
I think the composition would be stronger if the characters were positioned in less of an oval. You have a strong character with wings. Sword up or down, I think she would benefit from being higher than the others, maybe 4-5 feet off the ground. You could also use an old photography composition trick with something close to the camera, to draw the eye into the image. It could be moving the archer forward of the group in the lower left area, a fallen comrade or foe, a fountain, etc. It's your vision. What do you think would be in front of the women as they charge forward?
I like that these women are fighting together, in spite of their different races, species and disciplines. And I like that you don't shy away from complex scenes.
That takes me back a couple of decades. Well done.
Well while trying to come up with an idea for an entry, I came up with this idea. Pretty happy with it, though for some reason daz seems to struggle with rendering it.
Looks like the scene is a bit too dark for Irays liking, Iray prefers to have a lot of light to render fast and nice. So for a dark scene its useful to give it some more light and then unse the tone mapping to dial that down again
Noted. The elven archer is kept in the back to protect her she can fire overhead or pull a legolas and fire between them. The winged elf is using the sword as a holy symbol. There is also a story behind this particular scene and the leader of the troupe specializes in deception with her tactics. The one in the back with the sword overhead is actually in a stance known as the hawk guard, where you parry and strike from the same position and as this scene unfolds, you will see what they are fighting. Breaking the line won't be an issue.:)
Alright tried that, though I probs do need to add some more lights with how long it takes to just start a render
hard to say, from the images you posted, I guess yes, but if you already toned it down on the tone mapping and without that it would be much brighter then its somethign different.
Depending on the machine you are using it might be some material intense surface that bogs you down. try for example to reduce the subdivisions on that suit for the test renders
How do I do that? all Im able to find is how to find subdivision
Adding to what Linwelly said, I suggest taking a close look at the helmet. How many polys are in that emissive light? One of the things I learned when Iray first came to DS is Iray calculates how the light affects the scene for each separate polygon. If that small strip down the front of the helmet has a lot of polys, it can be part of the speed problem.
If you have some experience with post work, you could try rendering without the light, make that bit a nice greenscreen color in the render, then make it the bright white in post. Regardless, you should try doing a render with that light off, and see if the helps to speed things up.
Nice concept, by the way. I like it.
The simplest thing to do is set the resolution to Base. You know the SubD settings work well for the final render, and those will be intact when you come back and set the resolution back to High.
Don't know if I can "enter" more than one. If only one, I would choose the geisha photo over the Sugar Skulls. I've been playing around with using primitives are backdrops for portraits, and then using shaders. Both of these also have some heavy post work in Photoshop. Thanks for the opportunity to interact with other newbies here. So much fun!
The official rules state 2 images, so you're good. You can also make revisions, and ask for feedback if there is something you'd like to improve on, but aren't sure how to do that. The link to the rules is in the OP, but here it is again, if you'd like to take a look: Challenge Rules
I think both images are good. It might be fun to see a before and after of the images, if you feel like sharing.
Since this is a challenge for new users and not a contest the rules are a guideline. If inspiration hits and you want some feedback another image, please post it.
I agree with L'Adair regarding seeing a before and after of your images. If you choose to share. That is entirely up to you.
I humbly submit this render for the April Contest.
Title: "Destiny Warrior"
Iray Render using DAZ Studio 4.1. The model is a modified G8 Gwendolyn. I used the DAZ Studio Iray HDR Outdoor Enviroments "RuinsB" preset for the Background, lights, render settings and camera. The image was captured with the Camera 3 (Portrait Dof) camera (part of the Preset Package). No external touchup after render. Thoughts, comments and suggestions would be greatly appreciated.
I like it a lot. The lighting adds interest to her face, making the one lit eye draw you in. The issue I see is that eye isn't in sharp focus. Looks like the best focus is actually on her costume around her neck. A very shallow area of focus. I actually think the image would be stronger if most of her face was in focus.
It took me several tries with the DOF camera before I actually started to understand it, even though I had one or two successes with it. Just luck. If you are still struggling with it as I was, perhaps the tutorial I put up once I understood the settings will be helpful. If you're interested, you can find it here. (It's just a single, long post, with lots of images.)
This is the first version of my image.
I want to add Depth of Field to blur out the sunflowers in the background eventually
Should the two large sunflowers be closer together? I want the main focus to be the Sprite and the Sunflower nearest to her.
My second-ever submission...but I feel like I've learned so much from lurking in around the various forums. Thank you everyone!!
This is a fairly simply scene, but I'm playing with lighting for background effects as well as general tone, and also getting to grips with the depth of field settings.I'm quite pleased with the results
Any and all thoughts gratefully received.
I was able to recreate my "Day at the Beach" scene. Changed the posing of the male character to show a reaction to the female along with new poses for the female cyborgs. I have added a POV scene from the female's perspective. All the characters behing the lounge area are billboards, some of which I think still need work. Still had to keep the 2:35 wide aspect ratio to get the right blocking for the main scene. Not sure if it is too busy overall with all the props and characters.
Alright, i'm not sure what kind of postwork is allowed, but I think this kind of blurring should be fine. I think some work on the button's materials is needed though
Oh is that the instant art button? :D With motion blurr being something that doesn't really work in Iray (3delight can do it nicely) that is ok to do in post. Maybe at the end it would be good to see the pre and post next to each other. Generally there is nothing wrong with using postwork. There are certain challenges though where we try to convince the partivipants to use the 3d application to achive the effect. But the open challenge has no such ilmitations.