Non-photorealistic Renders (NPR)

14748505253100

Comments

  • Oso3DOso3D Posts: 15,014

    I was going to try to render a NPR image of Duckie, Mole, and Ribbit on a road trip, but the 3DL render took an obscene amount of time (40 minutes in and still chugging), so I think I'll redo it in Iray.

    It might sound weird, but I have way more luck in Iray making simplified, NPR-like images. With 3DL, I keep running into random undocumented confusing Somethings that make renders take a long time, then have to spend all this time trying to track it down, and... ugh.

     

  • SammagiSammagi Posts: 137
    tkdrobert said:

    My 1st try experimenting with the trial version of Topaz.  Mixed and matched some of my old processes with topaz.  Not sure I want to buy it yet,

    Wonder Woman II by tkdrobert

    Oooh, I love the background, and the subtle pose works in this one. Awesome!

  • SammagiSammagi Posts: 137

    This is looking really good! You've definitely crossed over from 3D render into hand-drawn territory there. The lines on that headscarf really make it look like a traditional inker went to work in there.

    A character of mine for a comic book. While there are a few things to touch up, I'm liking the direction of blending the cartoonish feel with a mix of manga and western style.

     

    Thanks! Soon I'm going to do hybrids of sketching and rendering fused into one when it comes to structures, environment, and vehicles.

  • Oso3DOso3D Posts: 15,014

    Ended up using Iray for base image (with FilterForge and a few other tweaks) + lines with LineRender9000 (which remains my favorite go-to outlining tool)

    Mole and Duck are new acquisitions, but I've had Ribbits for a while.

     

    Car Trip toon.jpg
    1748 x 1080 - 759K
  • ArtiniArtini Posts: 9,471
    edited May 2017

    Polygon Samurai Pack from Unity store imported to Daz Studio as a Collada file. Postwork in Topaz Clean.

    image

    image

    Demo02pic06ps03.jpg
    1920 x 1080 - 666K
    Demo03pic05ps03.jpg
    1920 x 1080 - 512K
    Post edited by Artini on
  • tkdroberttkdrobert Posts: 3,551
    tkdrobert said:

    My 1st try experimenting with the trial version of Topaz.  Mixed and matched some of my old processes with topaz.  Not sure I want to buy it yet,

    Wonder Woman II by tkdrobert

    Oooh, I love the background, and the subtle pose works in this one. Awesome!

    Thanks.  I was going for a Paradise Island look for the background and it came out pretty nice thanks to Topaz.

  • tkdroberttkdrobert Posts: 3,551
    Artini said:

    Polygon Samurai Pack from Unity store imported to Daz Studio as a Collada file. Postwork in Topaz Clean.

    image

    image

    I really like that village shot.  Big fan of Samurai stuff.

  • tkdroberttkdrobert Posts: 3,551

    Artini ispaired me to share this one.  I did it awhile back.  I originally did this one as a realistic IRAY render, but decided it looked better as NPR.

    Ninja Ambush

  • FirstBastionFirstBastion Posts: 7,764

    A character of mine for a comic book. While there are a few things to touch up, I'm liking the direction of blending the cartoonish feel with a mix of manga and western style.

    In a very positive way,  this reminds me of "The Legend of Mother Sarah"

  • SammagiSammagi Posts: 137

     

    In a very positive way,  this reminds me of "The Legend of Mother Sarah"

    Thank you! I actually started getting into that comic after a friend of mine show me the art :)

  • ArtiniArtini Posts: 9,471

    Thanks, tkdrobert, and your image looks great.

     

  • Artini said:

    Polygon Samurai Pack from Unity store imported to Daz Studio as a Collada file. Postwork in Topaz Clean.

    image

    That is really a nice set! I need a dragon cave for a project I'm about to do, and so far nothing really fits the look I'm going for. I've already bought three, and I'm very likely going to settle for one of them, but none of them are exactly what I'm looking for, with lots of creepy stalagmites hanging down. I think I'll mosey on by the Unity store and spend some time searching through what they've got. And considering that I'll be working in b&w, low-poly count would actually be a plus.

    Regarding this image -- COOL! I really like that it has an almost-Pixar look to it. The top shot really works for me, but the close-up of the duck has a few minor issues: lighting on the face (I can't see his cool expression) and the ground shouldn't be reflective (it kinda breaks the illusion that it is stylized grass). I really like the background detail, but you've got a pagoda coming right off his hat. Mocing the camera just a little so that the mountains are behind him would accomplish two things: it would do a better job of framing him and it would let us see more of your super-cool background. Just things to think about, as this is another cool image that makes me want to spend the weekend playing with that new duck figure. Keep up the good work.

  • tkdroberttkdrobert Posts: 3,551

    Struggled coming up with a good background on this one.  Changed it many times.  Still not sure if I'm satisfied with it.  Feedback is appreciated.

     

    Cable and Deadpool_PS.png
    3000 x 2400 - 8M
  • HeadwaxHeadwax Posts: 9,989

    lots of diagonal movement in the foreground and maybe the background elements are fighting against it because they are vertical and horizontal?

  • HeadwaxHeadwax Posts: 9,989
    edited May 2017

    Half Blind Joker - from the present Carrara challenge. Topaz Simplify and Impression over Carrara render passes. Feel free to join, all you need is Carrara and a tomato.

     

    Post edited by Headwax on
  • HeadwaxHeadwax Posts: 9,989
    edited May 2017

    Better with an image... Half Blind Joker - from the present Carrara challenge. Topaz Simplify and Impression over Carrara render passes. Feel free to join, all you need is Carrara and a tomato.

     

     

     

    blindokeblackandwhiter.jpg
    2140 x 3000 - 2M
    Post edited by Headwax on
  • tkdroberttkdrobert Posts: 3,551
    edited May 2017
    head wax said:

    lots of diagonal movement in the foreground and maybe the background elements are fighting against it because they are vertical and horizontal?

    I got lazy on this one and it cost me.  I didn't want to draw Cable's right eye scars in PW, so I kept him at an angle that just doesn't mesh up with the rest of the scene.  Lesson learned I guess.

    Post edited by tkdrobert on
  • ArtiniArtini Posts: 9,471
    edited May 2017

    Thanks, mmitchell_houston. Good points. I have forgotten to remove the reflection from some parts of the terrain.

    This duck is so cool, that I keep forgetting about the rest of the scene and overall composition.

    Post edited by Artini on
  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Great cartoon image @timmins.william, really lovely.  The outlining effect worked very well for you.

    What you did with Samurai Pack is very interesting @Artini  The effect seems to emphasize edges, angles and triangles. I don't know if it is my imagination, but the buildings don't seem to be affected, but I like that about it.

    Love your fight scene @tkdrobert  Perfect vignette effect to keep the focus on your main character.

    @head wax - what a wonderful scene you've created (Half Blind Joker).  The skulls on the wall make you do a double take and want to know where this is happening, what is going on.  The positing is realistic (or fluid?).  Great work.

     

  • ArtiniArtini Posts: 9,471
    edited May 2017

    Thanks, Worlds_Edge.

    Below is another trial, with Topaz Clean filter used in postwork.

    image

    Demo05pic05ps04.jpg
    1920 x 1080 - 509K
    Post edited by Artini on
  • Worlds_EdgeWorlds_Edge Posts: 2,152

    @artini I like this version better. It all hangs together very well.  

  • tkdroberttkdrobert Posts: 3,551

    Experimenting with some new shaders I got for G2F

    Angel of Death by tkdrobert

  • tkdroberttkdrobert Posts: 3,551

    Another experiment with new assests

    Galatic Guardians by tkdrobert

  • ArtiniArtini Posts: 9,471

    Thanks, Worlds_Edge. I have fixed more surfaces in this version and make some other adjustments.

     

  • SammagiSammagi Posts: 137
    Artini said:

    Polygon Samurai Pack from Unity store imported to Daz Studio as a Collada file. Postwork in Topaz Clean.

    image

    image

    Whoah! That came out pretty awesome! Lately some friends have refered me to Unity :)

  • SammagiSammagi Posts: 137
    tkdrobert said:

    Struggled coming up with a good background on this one.  Changed it many times.  Still not sure if I'm satisfied with it.  Feedback is appreciated.

     

    Looking at the style, the characters and poses are fine, but the background does feel out of place due to the smoke effects. If you get the chance, why not just render the characters and create an explosion background. 

  • ArtiniArtini Posts: 9,471
    edited May 2017

    Thanks, Sammy_jr_mart. I spend quite a lot of time at Unity asset store myself.

    Post edited by Artini on
  • LosmeisterLosmeister Posts: 2

    Hello all. I recently posted an image in the galleries and was invited to join this forum by mmithcell_houston. Please accept my attachment as my calling card.

    I like dabbling in pinup work, nude studies and vehicles, and/or any combinations of those. I've been playing with Daz/Poser since I discovered it back in the 90's (Poser 3). I've switched to DS exclusively after a few years, and am constantly amazed at the new features the programmers come up with. I also have a site at Deviantart as "Losmeister." Look me up sometime.

    @mmithcell_houston - thanks for the kind words you posted in the Galleries. Regarding this particular artwork, nothing special, just layers in Photoshop. Here's my technique: create a render in Iray and another in Basic OpenGL. I recently bought "ElianeCK HDRI Light for Iray" (can't remember if I used HDRI 4 or 12 settings for the Iray render). Turn off the HDRI lights and bring in Uber Environment when rendering in OpenGL.

    Bring those as separate layers in PS - use the Iray render as the base with "Normal" Layer @ 100% Opacity. Duplicate that layer on top and set the layer setting as "Soft Light" @ 100% opacity, and change the Hue Saturation to -50 Lightness. Bring in the OpenGL render as another layer on top of these two and set the layer to "Screen" @ 50% opacity. And there you have it - a non-photorealistic rendering. Merge these layers down and perform some more cleanup (hair, facial expressions, joints, poke-throughs, etc). Of course this isn't set in stone. Feel free to play with as many layers and settings you can come up with.

    While I am totally impressed by Daz Studio's capabilities, the characters still needs some postwork. By this I mean look out for joints (specially elbows and knees) and facial expressions. I've had some art training and focused primarily on anatomy. Study as much anatomy references you can get your hands on (the internet is just a mouse-click away). I've also seen some great artwork here and elsewhere using DS - hint: look up Shannon Maer - Holy F-ing Cow! If I can get my artwork to look half as good as his I'd have died and gone to heaven!

    On Target.jpg
    1200 x 1200 - 568K
  • tkdroberttkdrobert Posts: 3,551

    Hello all. I recently posted an image in the galleries and was invited to join this forum by mmithcell_houston. Please accept my attachment as my calling card.

    I like dabbling in pinup work, nude studies and vehicles, and/or any combinations of those. I've been playing with Daz/Poser since I discovered it back in the 90's (Poser 3). I've switched to DS exclusively after a few years, and am constantly amazed at the new features the programmers come up with. I also have a site at Deviantart as "Losmeister." Look me up sometime.

    @mmithcell_houston - thanks for the kind words you posted in the Galleries. Regarding this particular artwork, nothing special, just layers in Photoshop. Here's my technique: create a render in Iray and another in Basic OpenGL. I recently bought "ElianeCK HDRI Light for Iray" (can't remember if I used HDRI 4 or 12 settings for the Iray render). Turn off the HDRI lights and bring in Uber Environment when rendering in OpenGL.

    Bring those as separate layers in PS - use the Iray render as the base with "Normal" Layer @ 100% Opacity. Duplicate that layer on top and set the layer setting as "Soft Light" @ 100% opacity, and change the Hue Saturation to -50 Lightness. Bring in the OpenGL render as another layer on top of these two and set the layer to "Screen" @ 50% opacity. And there you have it - a non-photorealistic rendering. Merge these layers down and perform some more cleanup (hair, facial expressions, joints, poke-throughs, etc). Of course this isn't set in stone. Feel free to play with as many layers and settings you can come up with.

    While I am totally impressed by Daz Studio's capabilities, the characters still needs some postwork. By this I mean look out for joints (specially elbows and knees) and facial expressions. I've had some art training and focused primarily on anatomy. Study as much anatomy references you can get your hands on (the internet is just a mouse-click away). I've also seen some great artwork here and elsewhere using DS - hint: look up Shannon Maer - Holy F-ing Cow! If I can get my artwork to look half as good as his I'd have died and gone to heaven!

    Nice work and welcome.

  • tkdroberttkdrobert Posts: 3,551

    When Vader Comes Calling.  So this is another render that I tried to do realistic, but decided it looked better as a NPR.  My daughter says this is my best one.  I don't know about that.

    When Vader Comes Calling by tkdrobert

This discussion has been closed.