October 2015 New User Contest (WIP-THREAD)

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  • IceDragonArtIceDragonArt Posts: 12,548
    edited October 2015
    Linwelly said:
    Linwelly said:
    mjc1016 said:

    Shinji,

    A couple of things to think about...

    1. Usually there is some sort of light mounted on the assault rifle.  This is especially important when facing zombies...they don't have a heat signature that would show on an IR rifle scope. 

    2. Changing the dimensions or the ratio of the image may help with the 'rule of thirds' stuff...

    or this?

    If you go for two zombies you should alter their poses from each other, in here the second one looks too much like an exact copy of the first one. I think the light on the zomby at the front colud even be a little stronger.

    If you have somthing like griminizer I would think it nice if the trousers and the gear of the zombies aer a bit more muddied. You could try that as well with a LIE but doing so for all the gear takes patience.

    The more distaint of the zombies is a node instance of the closer one, hence their similarity.  I'm going over my textures for the next version, but as for LIE, I hate to type it, but I've never used it before.

    Yes I thought so, that its a node, you should still be able to alter the pose, at least when you made it by edit/duplicate node hirarchies, then it should be completely independent (I thing it was when you go through create new node instance that you can alter only the original and the node will follow). Well as for the LIE, there is a first time for everyone ;-). It stands for layered image editor and works by opening the image of the e.g. trouser in the editor by clicking on the icon in the diffuse channel, in the scroll down menue there is "Layered image editor" if you open that you can add an image previously created in GIMP or Photoshop to the surface and arrange to your needs. There are several tutorials out there in the net (this is from doc center http://docs.daz3d.com/doku.php/artzone/pub/software/lie/reference/lie_using) sometimes for older versions of DAZ but the system stays the same.

    But be warned it is kind of slow.

    Here's my latest version, rendered last night. Decided to try replacing the node-zombie with a fallen guard. (Or could it be a zombie, playing possum?) Other then that, more texture work.

    This is coming along extremely well!

     

    Post edited by Chohole on
  • I added a car to the street, did a minor adjustment of the moon's scale, and turned on DOF.  I tried several things to try and create a halo glow around the street lights but could not figure anything out that works.  I tried a geometry shell with the atmosphere settings from SickleYield's journal post and a sphere primitive and nothing seemed to look right.  Most of the time the Iray AtmoCam effect just smudged it out of completly.  If I add emission to a primitive I can't figure out how to make it look right with having falloff. Setting emmission makes the light strength the same across the whole surface.

    Okay, here is a question I might actually be able to answer.  Iray has a setting under the Render Settings tab called Filtering>Bloom.  It doesn't always give the effect one wants, but I would give it a try.  It is how I got the streetlamps on my Vampire In London render to give off that lovely glow.  You have to play with the setting, though, or you will get WAY too much bloom.  Keep the numbers low.  I have two quick renders to show you the difference.  I got rid of all of the lights that came from the set and hit all of the surfaces with the Iray Uber Shader so I could get the lights to have an emission setting.  I just plopped my Gothic City in and lit up the letters on the main building, stick an HDRI in the environment and nothing else.   In the first render, I just set the light to emit (emission temperature = 2000; Luminance = 1000.00 and the units are in kcd/m^2).  Not a perfect light setup, but it will do.  The second render, has all of the same settings, but I turned on Bloom (Bloom Filter Radius = 0.013, Bloom Filter Threshold = 200.00 and Bloom Filter Brightness Scale = 0.60).  One word of caution, Bloom also makes other things in the render a little blurry.  Best advice, start really low and then work up.  The defaults are all set much higher than this and I really could have still turned it down and probably gotten better result with a little less blurriness.  Give a try and see what you think with your render.

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    IrayLightTestwithBloom.jpg
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  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,185
    edited October 2015

    I like the story this version is telling me Shinji Ikari.

     

    Not knowing how strong a system you have and what it can handle, the only thing I would like to see would be shadowy figures in the distance.  As if the Guards could be overrun with zombies at any moment if they are not careful.

     

    Either way this is really developing into a great story render.

    How about something that I feared that I'd have to scale down to fit in the building?

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    Post edited by Chohole on
  • Kismet2012Kismet2012 Posts: 4,252

    I like the story this version is telling me Shinji Ikari.

     

    Not knowing how strong a system you have and what it can handle, the only thing I would like to see would be shadowy figures in the distance.  As if the Guards could be overrun with zombies at any moment if they are not careful.

     

    Either way this is really developing into a great story render.

    How about something that I feared that I'd have to scale down to fit in the building?

    That works.  Thumbs Up

  • SaphirewildSaphirewild Posts: 6,668
    edited October 2015

    I am attaching 2 of my renders cause I can not decide which one is better and to let you all know I did the Atmisphire in my psp9 program cause the IRay is for some reson giving me fits keeps saying it errored when I try the tutorial. So I use 3Dream to render the pic then took it to my PSP9 and did the lighting and sunbeams from there.

    image         image

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    My Leader Is Down There.jpg
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    Post edited by Saphirewild on
  • RobotHeadArtRobotHeadArt Posts: 917
    edited October 2015
    daybird said:

    Hi RobotHeadArt,

    for me, your last pic look great. There is a big improvement how it looks since your first try. The atmosphere is great and blue color create a wonderful Noir feeling.yes

    Thank you! :)

    Knittingmommy and isidorn, thank you for the bloom information!  This was the key to getting this to look the way I wanted.  Here is my latest render.  The streetlights and the car head light now have that fuzzy look to them.

     

    moon wip6.jpg
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    Post edited by RobotHeadArt on
  • isidorn said:

    Thank you Isidorn!! I wish I'd had this when I was fiddling with the bloom on my render.  But, I am saving this for the next time I need it.  It will come in handy!!

    daybird said:

    Hi RobotHeadArt,

    for me, your last pic look great. There is a big improvement how it looks since your first try. The atmosphere is great and blue color create a wonderful Noir feeling.yes

    Thank you! :)

    Knittingmommy and isidorn, thank you for the bloom information!  This was the key to getting this to look the way I wanted.  Here is my latest render.  The streetlights and the car head light now have that fuzzy look to them.

     

    You are very welcome.  It is looking good.  I'm glad I was able to help.

  • Joe WebbJoe Webb Posts: 837

    Some really great scenes shaping up. I haven't had much time lately, and my old machine really has to chug alone to get a render out so its been somewhat frustrating. That, and I've not had a good idea on what to do.

    So I have this, but I'm getting that grainyness on the figure that looks awful. Its not render time; I increased it and a 3 hour render looked nearly the same as a 9 hour render. I know it has to do with lighting, so if anyone can offer some advice I'd really like to hear it. I'm using AtmoCam for Iray, a distant light set to 6 for the main light, three spots to provide some lighting on the pillars, and two spots on the figure. One is off to the right, wide and low illumination. The other is near her face, also set wide, with slightly stronger, 1100 lumen.

    Should I change the close up spots to emission meshes? I think I read somewhere that lights in Iray are just basically emission meshs anyway. How do I get godrays? I've got those spots on the pillars cranked up about as high as I want to get them, since I want that evening tone, but is there a way to make or fake them in from that?

     

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  • Sonja11 said:

    Okay think I found the glowing part. Darkened the background a bit in the surfaces tab and changed the circle around them to a pink purple color.  Need to work on that I think and would still like to have the background a bit more in the, well, background lol.  Darker or maybe change the depth of field? Although its already a bit faded. And maybe add a tint of the pink purple to the leaves that are on the jelly fish side of things. 

    You've gotten good advice about composition -- it's definitely worth trying. Just moving your camera lower and pointing it upward will do wonders for enhancing the sense of depth you need to sell an underwater image.

    After that, I suggest the following:

    1. Make the model's "hair" wavier to match the wavy look of the jellyfish tendrils.
    2. Move the models closer together and increase the pink glow the jellyfish is emitting.
    3. Put some sort of expression on the model's face -- right now it is blank and doesn't tell m anything about this scene. Is she facinated? Repulsed? Curious? Hungry?

    Keep up the good work -- I want to see more.

  • icecrmn said:

    looks like I get to be first post :)

    I used sickleyields tutorial to make the dusty "godrays"

    I couldn't decide on an outfit for my model yet, I'll get to that part :)

    The environment is called Hallway from Truform

    anyway,,here is WIP #1 I call it "Noise in the Hallway"

    Very, very cool image. I'm super impressed with the god rays and you are VERY effective at conveying the story -- it's like w're holding our breath along with her, straining to hear whatever it was that woke us up in the first place.

     Question: Did you flip this in post? I'm asking because most of us put weapons in the right hand (not a hard rule, of course, but we are conditioned to look there, first). In any case, I suggest moving the weapon to her right hand so that we can see it in silhouette against the light behind her. Right now it's getting completely lost against her thigh. Other than that, I think you're spot on with this.

  • Joe Webb said:

    So I have this, but I'm getting that grainyness on the figure that looks awful. Its not render time; I increased it and a 3 hour render looked nearly the same as a 9 hour render. I know it has to do with lighting, so if anyone can offer some advice I'd really like to hear it. I'm using AtmoCam for Iray, a distant light set to 6 for the main light, three spots to provide some lighting on the pillars, and two spots on the figure. One is off to the right, wide and low illumination. The other is near her face, also set wide, with slightly stronger, 1100 lumen.

    I had the same grainy issue with the image I created for last month's contest. I finally resolved it (for the most part) by adjusting the ISO and fstop in the Tone Mapping settings in the Iray Renderer settings. I also had to lighten my image more than I had originally intended, but it was the only way to get a handle on the grain.

    First, I really like the composition and the sense of place. The outfits and general color story are great. Now for suggestions/questions:

    • If there is a cat or other animal on the window seat behind her, I can't tell what it is. Consider changing the pose so we get more of its shape.
    • Consider moving her back just a little so that some of the light from the window falls on her. A little illumination on her shoulder and the edge of her hair might really make this come alive.
    • God rays would DEFINITELY help add interest to the background. You should look into some tutorials mentioned earlier in this forum on how to create some.

    Well done! I think this is a great start.

     

  • DollyGirlDollyGirl Posts: 2,656
    edited October 2015

    I am attaching 2 of my renders cause I can not decide which one is better and to let you all know I did the Atmisphire in my psp9 program cause the IRay is for some reson giving me fits keeps saying it errored when I try the tutorial. So I use 3Dream to render the pic then took it to my PSP9 and did the lighting and sunbeams from there.

    image         image

    Welcome shadowcry, To answer your question I find the postworked image more interesting. You have nice ambient lighting and using the red coat on Genesis is a good way to catch the viewers eye. The light rays do add interest to your image. If I were working on this I would try to create a more interesting composition of the two figures. I have attached your image with 4 red spots applied over the top of your original. These four spots represent the four focal points for this image's set of dimensions. This tool is call the Rule of Thirds. If you want to learn more about the Rule of Thirds go here. So as I said the four red dots are what I call the sweet spots. Putting a face or structure on or around this point causes the human viewer to look more closely. I think I would shrink down the ailen fairy so that his face is somewhere close to the lower left dot. I would then move Genesis so that her face is around the upper right dot. I would relax her arm pose a bit and fix her feet so that the toe of her left foot is not poking into the back of her right foot. I think I would think more about what the story is about and maybe through pose get a better interaction between Genesis and the fairy. Is Genesis showing the fairy around? Or is it the other way. Genesis's pose will tell me what that story will be. Is she listening intently? Or explaining something to the fairy. I would think about how a good storytell would position their bodies and how the listeners are positioned when a good story is being told.

    Looking forward to seeing what you end up doing.

    shadowcry.jpg
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    Post edited by DollyGirl on
  • DollyGirlDollyGirl Posts: 2,656
    daybird said:

    Hi RobotHeadArt,

    for me, your last pic look great. There is a big improvement how it looks since your first try. The atmosphere is great and blue color create a wonderful Noir feeling.yes

    Thank you! :)

    Knittingmommy and isidorn, thank you for the bloom information!  This was the key to getting this to look the way I wanted.  Here is my latest render.  The streetlights and the car head light now have that fuzzy look to them.

     

    My RobotHeadArt, I like this much better. Getting that interaction between the light and fog really improved the image.

  • KA1KA1 Posts: 1,012
    Joe Webb said:

    Some really great scenes shaping up. I haven't had much time lately, and my old machine really has to chug alone to get a render out so its been somewhat frustrating. That, and I've not had a good idea on what to do.

    So I have this, but I'm getting that grainyness on the figure that looks awful. Its not render time; I increased it and a 3 hour render looked nearly the same as a 9 hour render. I know it has to do with lighting, so if anyone can offer some advice I'd really like to hear it. I'm using AtmoCam for Iray, a distant light set to 6 for the main light, three spots to provide some lighting on the pillars, and two spots on the figure. One is off to the right, wide and low illumination. The other is near her face, also set wide, with slightly stronger, 1100 lumen.

    Should I change the close up spots to emission meshes? I think I read somewhere that lights in Iray are just basically emission meshs anyway. How do I get godrays? I've got those spots on the pillars cranked up about as high as I want to get them, since I want that evening tone, but is there a way to make or fake them in from that?

     

    Hi @Joe Webb - here are the tips I got from Marshian with regards to getting rays with Atmocam, hopefully they'll help - 

    "Effective rays are primarily controlled by two things:

    • The density of the Atmo Prop (less important), the medium "default" setting is fine. If you go to the lighter presets the effect will be more faint
    • The light geometry (more important), try setting it to "point" and reducing the Height and Width to .01

    The light included with this set (AtmoCam Photometric Light) should give you rays with it's default settings. If using your own light make sure it's set to Photometric and is bright enough (at least 150000.0 Lumens) - you should start seeing some results. The amount of Lumens is relative to the distance your light is from your subject so depending on what kind of light and how far away it is.... you know more tweaking."

  • KA1 said:
    Joe Webb said:

    Some really great scenes shaping up. I haven't had much time lately, and my old machine really has to chug alone to get a render out so its been somewhat frustrating. That, and I've not had a good idea on what to do.

    So I have this, but I'm getting that grainyness on the figure that looks awful. Its not render time; I increased it and a 3 hour render looked nearly the same as a 9 hour render. I know it has to do with lighting, so if anyone can offer some advice I'd really like to hear it. I'm using AtmoCam for Iray, a distant light set to 6 for the main light, three spots to provide some lighting on the pillars, and two spots on the figure. One is off to the right, wide and low illumination. The other is near her face, also set wide, with slightly stronger, 1100 lumen.

    Should I change the close up spots to emission meshes? I think I read somewhere that lights in Iray are just basically emission meshs anyway. How do I get godrays? I've got those spots on the pillars cranked up about as high as I want to get them, since I want that evening tone, but is there a way to make or fake them in from that?

     

    Hi @Joe Webb - here are the tips I got from Marshian with regards to getting rays with Atmocam, hopefully they'll help - 

    "Effective rays are primarily controlled by two things:

    • The density of the Atmo Prop (less important), the medium "default" setting is fine. If you go to the lighter presets the effect will be more faint
    • The light geometry (more important), try setting it to "point" and reducing the Height and Width to .01

    The light included with this set (AtmoCam Photometric Light) should give you rays with it's default settings. If using your own light make sure it's set to Photometric and is bright enough (at least 150000.0 Lumens) - you should start seeing some results. The amount of Lumens is relative to the distance your light is from your subject so depending on what kind of light and how far away it is.... you know more tweaking."

    Hope you don't mind KA1, but I just copy and pasted your last post to save the information for later.  Happens that I'm using AtmoCam myself for both of my WIP's this month.

  • DollyGirlDollyGirl Posts: 2,656
    Joe Webb said:

    Some really great scenes shaping up. I haven't had much time lately, and my old machine really has to chug alone to get a render out so its been somewhat frustrating. That, and I've not had a good idea on what to do.

    So I have this, but I'm getting that grainyness on the figure that looks awful. Its not render time; I increased it and a 3 hour render looked nearly the same as a 9 hour render. I know it has to do with lighting, so if anyone can offer some advice I'd really like to hear it. I'm using AtmoCam for Iray, a distant light set to 6 for the main light, three spots to provide some lighting on the pillars, and two spots on the figure. One is off to the right, wide and low illumination. The other is near her face, also set wide, with slightly stronger, 1100 lumen.

    Should I change the close up spots to emission meshes? I think I read somewhere that lights in Iray are just basically emission meshs anyway. How do I get godrays? I've got those spots on the pillars cranked up about as high as I want to get them, since I want that evening tone, but is there a way to make or fake them in from that?

     

    Nice to see you again Joe. You have gotten some excellent advice from mitchell and guidence from KA1. I agree with mitchell that you have a very good start. I am wondering what the "story" is to be, though. I can see that maybe she is going to her room to retire for the night and the cats are following her to the room. I think that I would try for just a bit more interaction between her and the cats, maybe looking back and smiling or looking a bit more up with a smile on her face so that you know that she is aware of her little friends. I would also try and see if I could get a bit more seperation between the cats and background either by lighting or by color. These are suggestions for what I think the story is. Maybe you want to go in a totally diferent way but for sure if you ask yourself the question of what story am I telling and pick out key elements and reproduce them in your image you will be happier with the results.

    Looking forward to seeing what you do.

  • IceCrMnIceCrMn Posts: 2,129
    icecrmn said:

    looks like I get to be first post :)

    I used sickleyields tutorial to make the dusty "godrays"

    I couldn't decide on an outfit for my model yet, I'll get to that part :)

    The environment is called Hallway from Truform

    anyway,,here is WIP #1 I call it "Noise in the Hallway"

    Very, very cool image. I'm super impressed with the god rays and you are VERY effective at conveying the story -- it's like w're holding our breath along with her, straining to hear whatever it was that woke us up in the first place.

     Question: Did you flip this in post? I'm asking because most of us put weapons in the right hand (not a hard rule, of course, but we are conditioned to look there, first). In any case, I suggest moving the weapon to her right hand so that we can see it in silhouette against the light behind her. Right now it's getting completely lost against her thigh. Other than that, I think you're spot on with this.

    Thank you for the feedback :)

    The dagger was in her left hand to start.I'm not sure I could do a flip in post if I wanted to :P lol.

    I've been fidling with this one, and several other renders, and haven't gotten anything done yet, hehehe :)

  • Joe WebbJoe Webb Posts: 837

    Thank you all for the feedback. After a few false starts it feels great to have some help.

    @mmitchell_houston  Yes, its exactly the problem you were having. I should have thought of that. I was playing with the Tone mapping controls but I have only a vauge idea of what they do - I guess I won't blow up my computer if I fiddle with them. I was hoping for a darker image but probably boosting the lighting will help with the grain. Implying

    • Cats - I'll set them more appart from the background, and give them a dark texture to make them pop from the background. Or see how they work in the lighter environment.
    • Thats why I come here - how could I NOT have seen moving her back into the light would help define her? Definitely a "d'oh!" moment :)
    • There is a ton of great advice in this thread,  getting to those tutorials is a priority

    @KA1 - Hi! and thanks for that quote, straight from the horses mouth, as it were. I'll copy that myself and put it on a post-it somewhere in mess of a desk.

    @DollyGirl - Hi! and its great to be back. I've been haunting the forum but carving out time for indepth research and work has been difficult. As for a story this is Lady Alice, going to evening prayers, her pets following her, as you note. I've been a little blue lately, so I have Alice rather pensive, but maybe you have a point, at least she won't have so much of a non-expression (concentrate and confused at low percentages).

    Thanks for great feedback, I'll read up, make some changes and let her cook overnight.

     

  • Joe WebbJoe Webb Posts: 837

    Perfect! Thank you, I can actually understand this laugh

  • SaphirewildSaphirewild Posts: 6,668
    DollyGirl said:

    I am attaching 2 of my renders cause I can not decide which one is better and to let you all know I did the Atmisphire in my psp9 program cause the IRay is for some reson giving me fits keeps saying it errored when I try the tutorial. So I use 3Dream to render the pic then took it to my PSP9 and did the lighting and sunbeams from there.

    image         image

    Welcome shadowcry, To answer your question I find the postworked image more interesting. You have nice ambient lighting and using the red coat on Genesis is a good way to catch the viewers eye. The light rays do add interest to your image. If I were working on this I would try to create a more interesting composition of the two figures. I have attached your image with 4 red spots applied over the top of your original. These four spots represent the four focal points for this image's set of dimensions. This tool is call the Rule of Thirds. If you want to learn more about the Rule of Thirds go here. So as I said the four red dots are what I call the sweet spots. Putting a face or structure on or around this point causes the human viewer to look more closely. I think I would shrink down the ailen fairy so that his face is somewhere close to the lower left dot. I would then move Genesis so that her face is around the upper right dot. I would relax her arm pose a bit and fix her feet so that the toe of her left foot is not poking into the back of her right foot. I think I would think more about what the story is about and maybe through pose get a better interaction between Genesis and the fairy. Is Genesis showing the fairy around? Or is it the other way. Genesis's pose will tell me what that story will be. Is she listening intently? Or explaining something to the fairy. I would think about how a good storytell would position their bodies and how the listeners are positioned when a good story is being told.

    Looking forward to seeing what you end up doing.

    I thank you for your advice and I am reading the tutorial now so I can get a better sence of Perspective and focal points, and adjust my charactors accordingly. I am really getting into my art and the more I learn how to make it beter and better it gets me so much more excited about it!!!

  • Here's the latest on this one. Mainly turning our hero's head more in the direction of the nearest foe.  Took almost 2 hours in IRay to render.

    oct2015-2h.jpg
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  • isidornisidorn Posts: 1,601

    Here's the latest on this one. Mainly turning our hero's head more in the direction of the nearest foe.  Took almost 2 hours in IRay to render.

     

    I'm just an amateur and this is just my personal opinion so no need to listen too much to me. wink I think this angle did a big difference for the better. It gives better symmetry for the wall lamps on both sides. The light from the lamps looks great btw, in the background mist. I like what I see. There's really only one thing that kind of bugs me, and it's the brightly glowing eye on the big monster. It's stealing all my attention right away.

  • isidornisidorn Posts: 1,601

    To those that found the bloom setting guide useful, you're welcome. smiley I'm glad to be able to contribute with something when I haven't been able to get a render of my own done yet. I can in no way take credit for it though, as it's from the DAZ site and I was in turn showed it by someone else on the forum.

    This thread is as usual a wealth of good information and I want to thank everyone contributing. Even if I may not get a render done for this month I have still learned things from following this. yes

  • I'm getting a late start but here we go.

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  • Oops.  Meant to attach this as well.  I played with some post-work sepia settings with this one.

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  • Kismet2012Kismet2012 Posts: 4,252
    edited October 2015

    I'm getting a late start but here we go.

     

    I have 1 minor suggestion regarding the horse.  A horse's ears will give away where his attention is focused.  HIs ears are not necessarily pointed in the same direction as he is looking unless he is very interested in what is happening ( see attached image 2 ).  This suggestion is completely dependent on the attitude of your horse.  If he has been standing there for a while, he might be relaxed but still aware of his surroundings.  A horse is a prey animal and his ears will react to any sounds.  I would swivel the horse's right ear ( the one closest to your figures ) towards them slightly to indicate he is listenting to their conversation.  The other ear you could swivel to the side or even to the back to indicate he may have heard something behind or to the side ( see attached images 1 and 3 ).

     

    I like the sepia effect on your 2nd image.  It gives a bit of the feel of an old photograph.  Both versions have their appeal and I cannot decide which I prefer.

     

    This is a really nice start. 

     

    Post edited by Kismet2012 on
  • Thanks for the input.  I'm kind of leaning toward the sepia toned image.  The horse isn't my main focus just now but I'll tweak him a bit as I go along.  

    You're absolutely correct about the ears showing where a horse's attention.  I'll have to dig out pictures of the ones I've had in the past as a reference.  Although I had one quarter horse that didn't pay attention to much of anything unless there was a bucket of feed around - or a snake.  LOL

  • Kismet2012Kismet2012 Posts: 4,252

    Thanks for the input.  I'm kind of leaning toward the sepia toned image.  The horse isn't my main focus just now but I'll tweak him a bit as I go along.  

    You're absolutely correct about the ears showing where a horse's attention.  I'll have to dig out pictures of the ones I've had in the past as a reference.  Although I had one quarter horse that didn't pay attention to much of anything unless there was a bucket of feed around - or a snake.  LOL

    I've known a horse or 2 like that myself.  laugh

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