Wow you guys have been busy. I am not going to get anything finished in time just too much family stuff going on this month. Hopefully all the bad stuff is now over and next month will be much better. Really enjoying what I am seeing here and sorry I missed out this month. Still learned a lot anyway which is why I do these.
I think this is my final version. Postwork to add shadows and smoke. Many thanks for the prop and lighting suggestions. (I tried the gun on the other side of his hand, but it made the scene look imbalanced.)
Last chance for comments or insults before I post it.
I think this is my final version. Postwork to add shadows and smoke. Many thanks for the prop and lighting suggestions. (I tried the gun on the other side of his hand, but it made the scene look imbalanced.)
Last chance for comments or insults before I post it.
This is looking great. Moving the gun, changing lights, etc are all just suggestions. You are the artist and the final decision is always yours.
The addition of all these props has really helped to tell the story of what is going on in this scene.
Fyreheart- love it! The additional lighting is perfect. Looks great!
Dhandle- the poses of your characters are wonderful
Here's my final render of "Not For Long". I played with Elroy's hands a LOT and this is as good as it gets for now. I was able to make the back vent into a window, but having anything shining through it distracted the attention away from his face, so I just kept it dark.
In general, if you have time and patiant, you can create your own smoke using primative and Gimp/Photoshop, that if you don't have already one of the existing props effects in your contents.
Orcs and Fairies have been NOT getting along for a while now...
3DLight Render, postwork for the lightning and smoldering orc effects.
BWAHAHA! Love it.
However, that's either a very small orc or a really big fairy. Also, the roots on the tree make it look like it's ready to fall.
Yeah, I'm not sure why, but I did scale down the orc to about 87%. And I sunk the tree down into the ground so it would look more natural, but I don't think it does. Not sure what else to try.
I cleaned up the glow of the lightning on both figures, and tried to make the lightning strike on the orc look more 3D.
Was thinking I might add a couple more orc victims on the ground, or maybe just one guy on fire.
How do you do smoke? is it post work in photoshop?
Yes, I made the smoke effect using brushes in a separate layer in photoshop. I had to make the smoke and lightning elements look like they were behind the orc's arm for a decent 3D effect. If you compare my first render to my 2nd, you can see the difference. It was a simple matter of erasing the parts I wanted to appear to be behind to give some depth.
I think that this will be my final version for this month. Thanks to those of you who suggested titles, I think that I'll be using Llynara's idea of "Lock and Load!"
Greatings all! Have been following the discussion and thought some of you might enjoy the lighting in this piece. In particular, how I achieved the "lamp" light. After much trial and error, I found placing one point light behind the shade a bit low of center and one in front of the shade, about center gave me the affect I was after. It was rendered using 3Delight. Comments and questions welcome!
Greatings all! Have been following the discussion and thought some of you might enjoy the lighting in this piece. In particular, how I achieved the "lamp" light. After much trial and error, I found placing one point light behind the shade a bit low of center and one in front of the shade, about center gave me the affect I was after. It was rendered using 3Delight. Comments and questions welcome!
Nice job on the lamp light. Getting a lamp lit properly in 3Dlight can be a challenge.
Greatings all! Have been following the discussion and thought some of you might enjoy the lighting in this piece. In particular, how I achieved the "lamp" light. After much trial and error, I found placing one point light behind the shade a bit low of center and one in front of the shade, about center gave me the affect I was after. It was rendered using 3Delight. Comments and questions welcome!
Yup, playing with pointlights in 3Delight can be a challenge! Thanks for the input, I will try that myself.
This is a beautiful render - I also love art Nouveau . I would suggest toning down the ambient lighting a little bit. This will make the lamp light more apparent and also give the feeling of being in a museum, where the lighting is softer than what is required in an office or retail store. There's a touch of overexposure on her hands, making it look like she is outdoors.
I think that there should be some rim lighting on the woman and the pillars, being that the source of the light is behind her. You could also play with light from an unseen window to the right/front of her and perhaps tone down the ambient lighting a little. This will make the light sources (windows and sconces) cast more dramatic light and you will have more play with shadows. This would be especially true if your sunlight was coming in from the side or directly in front of us. The white windows give the feeling of extremely bright light, and that should be reflected in your scene. If that's not the effect you want, then put a background image behind the windows. The image really needs a feeling of where the sun is located outside.
Is this an iray render? Do you have some kind of background image, like a sky?
The lights around the edge of the room are well done and you have created some nice reflections on the water.
It's Luxrender. I have turned a skydome into a light and changed the image. Just to test; The walllights are set with a IES file for a wall lamp. 1 spotlight underwater.
I think that there should be some rim lighting on the woman and the pillars, being that the source of the light is behind her. You could also play with light from an unseen window to the right/front of her and perhaps tone down the ambient lighting a little. This will make the light sources (windows and sconces) cast more dramatic light and you will have more play with shadows. This would be especially true if your sunlight was coming in from the side or directly in front of us. The white windows give the feeling of extremely bright light, and that should be reflected in your scene. If that's not the effect you want, then put a background image behind the windows. The image really needs a feeling of where the sun is located outside.
I tried more lightsources, but then I get lot's more grain. Maybe a softbox ? Or just use IBL at very low power
Greatings all! Have been following the discussion and thought some of you might enjoy the lighting in this piece. In particular, how I achieved the "lamp" light. After much trial and error, I found placing one point light behind the shade a bit low of center and one in front of the shade, about center gave me the affect I was after. It was rendered using 3Delight. Comments and questions welcome!
Yup, playing with pointlights in 3Delight can be a challenge! Thanks for the input, I will try that myself.
This is a beautiful render - I also love art Nouveau . I would suggest toning down the ambient lighting a little bit. This will make the lamp light more apparent and also give the feeling of being in a museum, where the lighting is softer than what is required in an office or retail store. There's a touch of overexposure on her hands, making it look like she is outdoors.
Thanks, I'm going back to the file right now to work on your suggestion, as I agree completely. I have a tendancy to "over light" as a compensation for the darkness in this world. Thanks again for your thoughtful comments.
By "large scale" that I mean the HMS Victory .cr2 file is only 2,607 kilobytes, but has sails and curves and each cannon is individually detailed, which is a huge polygon count. Also it and not load correctly into DAZ3D either, until I modified the folder settings and reinstalled it about 3 or 4 times.
Yeah, I am adjusting to the landscapes available in Carerra. I did not know that there were 3 terrain sizes, and will look into that. I had been creating an infiinite plane for the sea also, and that may have caused issues.
HI Mkatzberg :)
how do you get large objects to render in Carerra without it crashing.
Do you mean objects with millions of polygons,. or just a physically large object,. like a 20mile by 20 mile terrain ?
Carrara shouildn't crash under either of those situations,. but highly detailed objects can slow things down.
and trying to do too many things at the same time can cause any program to crash.
If you're importing the Terragen terrain as an OBJ,. then it could be high polygon,. more than needed,
Carrara has it's own Terrain editor and a set of environmental / terrain shaders. using one of these instead of importing a high poly object would be simpler and more efficient.
In Carrara,. you have a choice of scene scale,. Large,. Medium,. Small
Large is for massive landscape / seascape etc,.(human scaled figures will look like ants)
Medium is for Human scaled scenes,. which can be a city with buildings etc (you can still add a 20 mile by 20 mile terrain,. or a diamond ring)
small is ideal for Product promos / jewelery etc. (human scaled figures will look like giants)
You could try starting out with a Large scale scene,. but,. again,. i'm not sure what you mean by large object
how do you get large objects to render in Carerra without it crashing.
Do you mean objects with millions of polygons,. or just a physically large object,. like a 20mile by 20 mile terrain ?
Carrara shouildn't crash under either of those situations,. but highly detailed objects can slow things down.
and trying to do too many things at the same time can cause any program to crash.
If you're importing the Terragen terrain as an OBJ,. then it could be high polygon,. more than needed,
Carrara has it's own Terrain editor and a set of environmental / terrain shaders. using one of these instead of importing a high poly object would be simpler and more efficient.
In Carrara,. you have a choice of scene scale,. Large,. Medium,. Small
Large is for massive landscape / seascape etc,.(human scaled figures will look like ants)
Medium is for Human scaled scenes,. which can be a city with buildings etc (you can still add a 20 mile by 20 mile terrain,. or a diamond ring)
small is ideal for Product promos / jewelery etc. (human scaled figures will look like giants)
You could try starting out with a Large scale scene,. but,. again,. i'm not sure what you mean by large object
Re: Large Scale
Thank you for those helpful notes.
By "large scale" that I mean the HMS Victory .cr2 file is only 2,607 kilobytes, but has sails and curves and each cannon is individually detailed, which is a huge polygon count. Also it and not load correctly into DAZ3D either, until I modified the folder settings and reinstalled it about 3 or 4 times.
Yeah, I am adjusting to the landscapes available in Carerra. I did not know that there were 3 terrain sizes, and will look into that. I had been creating an infiinite plane for the sea also, and that may have caused issues.
Comments
Wow you guys have been busy. I am not going to get anything finished in time just too much family stuff going on this month. Hopefully all the bad stuff is now over and next month will be much better. Really enjoying what I am seeing here and sorry I missed out this month. Still learned a lot anyway which is why I do these.
Orcs and Fairies have been NOT getting along for a while now...
3DLight Render, postwork for the lightning and smoldering orc effects.
I think this is my final version. Postwork to add shadows and smoke. Many thanks for the prop and lighting suggestions. (I tried the gun on the other side of his hand, but it made the scene look imbalanced.)
Last chance for comments or insults before I post it.
BWAHAHA! Love it.
However, that's either a very small orc or a really big fairy. Also, the roots on the tree make it look like it's ready to fall.
That is a fun render dHandle.
This is looking great. Moving the gun, changing lights, etc are all just suggestions. You are the artist and the final decision is always yours.
The addition of all these props has really helped to tell the story of what is going on in this scene.
Well done.
Fyreheart- love it! The additional lighting is perfect. Looks great!
Dhandle- the poses of your characters are wonderful
Here's my final render of "Not For Long". I played with Elroy's hands a LOT and this is as good as it gets for now. I was able to make the back vent into a window, but having anything shining through it distracted the attention away from his face, so I just kept it dark.
How do you do smoke? is it post work in photoshop?
I've used the cloud objects from Stonemason's winter wonderland product.
For 3Delight an option is Fire and Smoke for DAZ Studio
This is how I did it in GIMP:
Hi Gallow, check this link about creating smoke http://www.daz3d.com/forums/discussion/55374/how-to-make-smoke-around-a-figure
In general, if you have time and patiant, you can create your own smoke using primative and Gimp/Photoshop, that if you don't have already one of the existing props effects in your contents.
Yeah, I'm not sure why, but I did scale down the orc to about 87%. And I sunk the tree down into the ground so it would look more natural, but I don't think it does. Not sure what else to try.
I cleaned up the glow of the lightning on both figures, and tried to make the lightning strike on the orc look more 3D.
Was thinking I might add a couple more orc victims on the ground, or maybe just one guy on fire.
Yes, I made the smoke effect using brushes in a separate layer in photoshop. I had to make the smoke and lightning elements look like they were behind the orc's arm for a decent 3D effect. If you compare my first render to my 2nd, you can see the difference. It was a simple matter of erasing the parts I wanted to appear to be behind to give some depth.
I think that this will be my final version for this month. Thanks to those of you who suggested titles, I think that I'll be using Llynara's idea of "Lock and Load!"
Yay! Looks great!
Looks amazing Shinji Like the first man gun action going on
HA! It sure DOES look like a first person shooter! Great job, I really like this one!
Art Nouveau Tribute
Greatings all! Have been following the discussion and thought some of you might enjoy the lighting in this piece. In particular, how I achieved the "lamp" light. After much trial and error, I found placing one point light behind the shade a bit low of center and one in front of the shade, about center gave me the affect I was after. It was rendered using 3Delight. Comments and questions welcome!
Second entry last minute try
Nice job on the lamp light. Getting a lamp lit properly in 3Dlight can be a challenge.
Is this an iray render? Do you have some kind of background image, like a sky?
The lights around the edge of the room are well done and you have created some nice reflections on the water.
Yup, playing with pointlights in 3Delight can be a challenge! Thanks for the input, I will try that myself.
This is a beautiful render - I also love art Nouveau . I would suggest toning down the ambient lighting a little bit. This will make the lamp light more apparent and also give the feeling of being in a museum, where the lighting is softer than what is required in an office or retail store. There's a touch of overexposure on her hands, making it look like she is outdoors.
I think that there should be some rim lighting on the woman and the pillars, being that the source of the light is behind her. You could also play with light from an unseen window to the right/front of her and perhaps tone down the ambient lighting a little. This will make the light sources (windows and sconces) cast more dramatic light and you will have more play with shadows. This would be especially true if your sunlight was coming in from the side or directly in front of us. The white windows give the feeling of extremely bright light, and that should be reflected in your scene. If that's not the effect you want, then put a background image behind the windows. The image really needs a feeling of where the sun is located outside.
It's Luxrender. I have turned a skydome into a light and changed the image. Just to test; The walllights are set with a IES file for a wall lamp. 1 spotlight underwater.
I tried more lightsources, but then I get lot's more grain. Maybe a softbox ? Or just use IBL at very low power
Thanks, I'm going back to the file right now to work on your suggestion, as I agree completely. I have a tendancy to "over light" as a compensation for the darkness in this world. Thanks again for your thoughtful comments.
Re: Large Scale
Thank you for those helpful notes.
By "large scale" that I mean the HMS Victory .cr2 file is only 2,607 kilobytes, but has sails and curves and each cannon is individually detailed, which is a huge polygon count. Also it and not load correctly into DAZ3D either, until I modified the folder settings and reinstalled it about 3 or 4 times.
Yeah, I am adjusting to the landscapes available in Carerra. I did not know that there were 3 terrain sizes, and will look into that. I had been creating an infiinite plane for the sea also, and that may have caused issues.
Reminder: Please post your renders in the Entry Thread before DAZ Midnight.
Great job everyone and good luck.