July 2016 New User 3D Art Contest “Portrait Rendering” – WIP Thread

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Comments

  • nonesuch00nonesuch00 Posts: 18,131
    Kaliadder said:

    Oooohhh k .... So this has a lot more work to do (and even this has a fair amount of Photoshopping to blend ... well ... stuff).  

    @Kismet2012 and @nonesuch00 I saw both of your recommendations about here outfit.  I especially LOVE the idea of the computer board look.  However, in order to do that, I have to edit the graphic used to create the look, and even then I may have to do additional layer, etc etc.  Unfortunately I just don't have time tonight.  But the idea is by NO means forgotten.  My daughter has already made it clear that she is developing a "backstory" for her, so I'm kind of obligated to eventually finish this wink

    @barbult I played with the Scatter and Tranlucency.  After some playing with the tools, I am DEFINITELY going to break down and buy the product you recommended.  I haven't yet because 1) I'm cheap and I just know that the moment I buy it, the very next day it will be on sale! and 2) sometimes I just like to tinker with settings just to make myself learn.  Sometimes I find I can live without the help.  In this case, not so much.  That said ... well ... did I get on the right path with that ear?

    I've attached the previous version and the current version for comparison.  Please note that second version is far grainier because I cut the IRay render really really short.

    I won't be entering this.  It's just not right and won't be in time.  But any and all comments are still welcome. Not only will I likely finish this out later, but any comments would be helpful for future projects.  

    Thanks!!!!

    I actually think the 1st one is the best, the ear length only detracts a little bit but I understand you wanting to improve it to enter it in another contest when it's too your liking. 

  • Updated attempt......

    Kitty_Fairy_DRAFT_v03.jpg
    800 x 800 - 427K
  • KnittingmommyKnittingmommy Posts: 8,191

    I really like the colors and lighting on this one.  Even if you don't consider it finished, it wouldn't hurt to go ahead and enter it.  It looks great.

  • KaliadderKaliadder Posts: 69
    edited August 2016

    @knittingmommy meh ... yeah .... maybe ... aw heck, why not .... 

    Post edited by Kaliadder on
  • nonesuch00nonesuch00 Posts: 18,131
    Kaliadder said:

    @knittingmommy meh ... yeah .... maybe ... aw heck, why not .... 

    I like the gold one better too...

  • KnittingmommyKnittingmommy Posts: 8,191
    Kaliadder said:

    @knittingmommy meh ... yeah .... maybe ... aw heck, why not .... 

    Better hurry!

  • isidornisidorn Posts: 1,601

    Things I really need to learn for future contests.

    1. Don't wait until the last day to finish the entries.

    2. Definitely don't add fancy effects that will add to rendering time when doing a last minute render.

  • KnittingmommyKnittingmommy Posts: 8,191
    isidorn said:

    Things I really need to learn for future contests.

    1. Don't wait until the last day to finish the entries.

    2. Definitely don't add fancy effects that will add to rendering time when doing a last minute render.

    Yep!  Words to live by! :)

  • isidorn said:

    Things I really need to learn for future contests.

    1. Don't wait until the last day to finish the entries.

    2. Definitely don't add fancy effects that will add to rendering time when doing a last minute render.

    Totally agree!  Although I have yet to learn ......

  • Just made it in.  Although I have to say that there are some REALLY great renders this month!  WOW!  Good luck everyone!!!!!

  • KnittingmommyKnittingmommy Posts: 8,191

    Yep, I just uploaded my second entry.  I went with the first version of my kids that I uploaded earlier today.  I tried making some slight changes, but I really liked that version better.  

    Good luck, everyone!

  • isidornisidorn Posts: 1,601

    The 11½ hours I had to get my render done wasn't quite enough, but it turned out fairly decent anyway so I still entered it. Not quite what I had hoped it to be, but it'll have to do.

    Good luck everyone! Lots of great work this month! 

  • barbultbarbult Posts: 24,244
    The contest is now closed.
  • ewcarmanewcarman Posts: 180

    Amazing batch of entries this month. Congratulations everyone. Glad I'm not a judge.

  • evilded777evilded777 Posts: 2,464

    wow, I missed a lot towards the end here.

     

    Good luck everyone! Some really great work and great development this month.

  • SaphirewildSaphirewild Posts: 6,668

    Good Luck everyone!!!

  • barbultbarbult Posts: 24,244
    I'm very pleased with the level of participation this month and the helpful attitude everyone showed in their comments and critiques. I was impressed with the receptive attitude of the artists receiving the comments and their efforts to incorporate those suggestions into their work. What a great bunch to hang out with here!
  • SaphirewildSaphirewild Posts: 6,668
    barbult said:
    I'm very pleased with the level of participation this month and the helpful attitude everyone showed in their comments and critiques. I was impressed with the receptive attitude of the artists receiving the comments and their efforts to incorporate those suggestions into their work. What a great bunch to hang out with here!

    So am I Barbult, everyone was so helpful with my WIPs especial Kismet....she really has a good eye!! Also thanks to everyone asking their own questions I didn't have to ask much of my own giggles.....I just read everyones comments and such and it answered my own questions.

    SO A BIG ROUND OF APPLAUSE FOR ALL THE HELPFUL STAFF AND ARTISTS RUNNING THIS GREAT CONTEST!!!!! yes

  • barbultbarbult Posts: 24,244
    You are right. Kismet2012 really has a knack for giving spot-on helpful comments. We are lucky to have her join us here.
  • RafmerRafmer Posts: 564
    Yeah, thanks for the feedback. Although I had not the time to redo my last entry, all the recommendations and critics were well received.
  • barbultbarbult Posts: 24,244
    Rafmer said:
    Yeah, thanks for the feedback. Although I had not the time to redo my last entry, all the recommendations and critics were well received.

    Deadlines are like that. They sneak up on you when you have no time to deal with them. I loved the title on "Not really defenseless"!

  • IceDragonArtIceDragonArt Posts: 12,548

    Good luck everyone, some fantastic renders!  Sorry I missed the last couple of days, was computerless all weekend and could only access internet by phone.  NOT condusive to commenting! 

  • HollokoHolloko Posts: 75

    Good luck to everyone. There are a whole lot of really amazing artwork this month!

  • barbult said:
    barbult said:

    I really regret trying to work on a second image at the beginning of the month when I got this one posed. I took a break from this one because I was putting off the daunting task of building these gloves. Then I had a week long family vacation, and here I am, end of the month, and what feels like a lot of work ahead of me still…

    Anyway, hoping someone can help. I built these gloves, and was surprised with how easy they were to turn into a wearable object for Genesis 3 Female… but I’m having problems with the mesh deforming when I pose the figure. Basically all the black parts are supposed to be metal, and shouldn’t bend. Also the blades on the fingers are pretty deformed as well.

    I tried putting all the individual metal pieces in rigidity groups. The problem is that I created a bunch of vertex groups in Blender to use as rigidity groups in Daz, but I can only use them as Face Groups for selection before I use the transfer utility. Once I use the transfer utility, I can no longer select the polygons via the vertex groups I made.
    However, I am starting to suspect that this isn’t the right way to be going. The more I Googled to try to solve my problem, the more it seemed that Rigidity Groups are more for preventing objects from changing too much when a morph is applied to your base model. I am thinking that I probably want to be rigging the metal pieces to the bones of the character myself, as I suspect the transfer utility is just mapping vertices to the nearest armature. But… I have no idea where to start doing that...

    I can't help with the distortion problems, but to tell you the truth, they don't bother me at all. The focus is well placed on her eyes and it is an interesting composition. In light of the rapidly approaching deadline, I'd ignore the gloves details and concentrate on finalizing lighting to make the image a little less flat. Then let it render long enough to remove the noise and submit it to the entries thread. It is strong enough without fixing the gloves. (The fact that you made those gloves yourself is pretty impressive, although not a factor in the contest judging.)

    Yeah, best advice ever right here. I got so fixated on my gloves that I kind of didn't realize the potential my image still had, even if the gloves aren't as perfect as I want them to be.

    I had forgotten that I had added a fingernail morph, and removing that fixed the blade deformation a lot... except those pinkys... there's like just a couple of verticies that look like they got maped to the ring finger for some reason. >_<

    Anyway, I will probably take my quest to remove the deformations somewhere else on the forums as Chris suggested, and when I finish it, I will post the FINAL final image here in case anybody is interested.

    Just want to throw this out for a day and see what feedback I get. There are still a couple of things I want to fix on it. The background needs some more pop, and so do the eyes. Other than that, I just wanted to see what everybody else noticed.

    Thanks

     

    I don't want to derail your progesss, but I liked the less cartoony version more. smiley You did improve the ends of the gloves a lot here, though.

     

    Personally I think the less cartoon looking one is better too but I think she should be really sweaty or is she just slicing bread with those gloves? laugh

    As others have said, I got really busy the last day of the contest, and only had enough time to post my entry and haven't been able to respond. Thanks for the feedback, guys. I am using the contest to build up a workflow for toon rendering, so I will probably mostly be submitting toon renders. Just so you know I didn't ignore your feedback... it's just... it doesn't fit my agenda. :D

    Anyway, great job everyone! And thanks everybody for the feedback!

  • nonesuch00nonesuch00 Posts: 18,131
    edited August 2016
    barbult said:
    barbult said:

    I really regret trying to work on a second image at the beginning of the month when I got this one posed. I took a break from this one because I was putting off the daunting task of building these gloves. Then I had a week long family vacation, and here I am, end of the month, and what feels like a lot of work ahead of me still…

    Anyway, hoping someone can help. I built these gloves, and was surprised with how easy they were to turn into a wearable object for Genesis 3 Female… but I’m having problems with the mesh deforming when I pose the figure. Basically all the black parts are supposed to be metal, and shouldn’t bend. Also the blades on the fingers are pretty deformed as well.

    I tried putting all the individual metal pieces in rigidity groups. The problem is that I created a bunch of vertex groups in Blender to use as rigidity groups in Daz, but I can only use them as Face Groups for selection before I use the transfer utility. Once I use the transfer utility, I can no longer select the polygons via the vertex groups I made.
    However, I am starting to suspect that this isn’t the right way to be going. The more I Googled to try to solve my problem, the more it seemed that Rigidity Groups are more for preventing objects from changing too much when a morph is applied to your base model. I am thinking that I probably want to be rigging the metal pieces to the bones of the character myself, as I suspect the transfer utility is just mapping vertices to the nearest armature. But… I have no idea where to start doing that...

    I can't help with the distortion problems, but to tell you the truth, they don't bother me at all. The focus is well placed on her eyes and it is an interesting composition. In light of the rapidly approaching deadline, I'd ignore the gloves details and concentrate on finalizing lighting to make the image a little less flat. Then let it render long enough to remove the noise and submit it to the entries thread. It is strong enough without fixing the gloves. (The fact that you made those gloves yourself is pretty impressive, although not a factor in the contest judging.)

    Yeah, best advice ever right here. I got so fixated on my gloves that I kind of didn't realize the potential my image still had, even if the gloves aren't as perfect as I want them to be.

    I had forgotten that I had added a fingernail morph, and removing that fixed the blade deformation a lot... except those pinkys... there's like just a couple of verticies that look like they got maped to the ring finger for some reason. >_<

    Anyway, I will probably take my quest to remove the deformations somewhere else on the forums as Chris suggested, and when I finish it, I will post the FINAL final image here in case anybody is interested.

    Just want to throw this out for a day and see what feedback I get. There are still a couple of things I want to fix on it. The background needs some more pop, and so do the eyes. Other than that, I just wanted to see what everybody else noticed.

    Thanks

     

    I don't want to derail your progesss, but I liked the less cartoony version more. smiley You did improve the ends of the gloves a lot here, though.

     

    Personally I think the less cartoon looking one is better too but I think she should be really sweaty or is she just slicing bread with those gloves? laugh

    As others have said, I got really busy the last day of the contest, and only had enough time to post my entry and haven't been able to respond. Thanks for the feedback, guys. I am using the contest to build up a workflow for toon rendering, so I will probably mostly be submitting toon renders. Just so you know I didn't ignore your feedback... it's just... it doesn't fit my agenda. :D

    Anyway, great job everyone! And thanks everybody for the feedback!

    I am also learning DAZ to do cartoon style but I am at more of a beginner stage though so I need to learn the basics first. I do have a printed book on how to do cartoon caricatures at the ready for learning how to do toons though.

    Good luck to everybody.

    Post edited by nonesuch00 on
  • Kismet2012Kismet2012 Posts: 4,252
    edited August 2016
    barbult said:
    barbult said:

    I really regret trying to work on a second image at the beginning of the month when I got this one posed. I took a break from this one because I was putting off the daunting task of building these gloves. Then I had a week long family vacation, and here I am, end of the month, and what feels like a lot of work ahead of me still…

    Anyway, hoping someone can help. I built these gloves, and was surprised with how easy they were to turn into a wearable object for Genesis 3 Female… but I’m having problems with the mesh deforming when I pose the figure. Basically all the black parts are supposed to be metal, and shouldn’t bend. Also the blades on the fingers are pretty deformed as well.

    I tried putting all the individual metal pieces in rigidity groups. The problem is that I created a bunch of vertex groups in Blender to use as rigidity groups in Daz, but I can only use them as Face Groups for selection before I use the transfer utility. Once I use the transfer utility, I can no longer select the polygons via the vertex groups I made.
    However, I am starting to suspect that this isn’t the right way to be going. The more I Googled to try to solve my problem, the more it seemed that Rigidity Groups are more for preventing objects from changing too much when a morph is applied to your base model. I am thinking that I probably want to be rigging the metal pieces to the bones of the character myself, as I suspect the transfer utility is just mapping vertices to the nearest armature. But… I have no idea where to start doing that...

    I can't help with the distortion problems, but to tell you the truth, they don't bother me at all. The focus is well placed on her eyes and it is an interesting composition. In light of the rapidly approaching deadline, I'd ignore the gloves details and concentrate on finalizing lighting to make the image a little less flat. Then let it render long enough to remove the noise and submit it to the entries thread. It is strong enough without fixing the gloves. (The fact that you made those gloves yourself is pretty impressive, although not a factor in the contest judging.)

    Yeah, best advice ever right here. I got so fixated on my gloves that I kind of didn't realize the potential my image still had, even if the gloves aren't as perfect as I want them to be.

    I had forgotten that I had added a fingernail morph, and removing that fixed the blade deformation a lot... except those pinkys... there's like just a couple of verticies that look like they got maped to the ring finger for some reason. >_<

    Anyway, I will probably take my quest to remove the deformations somewhere else on the forums as Chris suggested, and when I finish it, I will post the FINAL final image here in case anybody is interested.

    Just want to throw this out for a day and see what feedback I get. There are still a couple of things I want to fix on it. The background needs some more pop, and so do the eyes. Other than that, I just wanted to see what everybody else noticed.

    Thanks

     

    I don't want to derail your progesss, but I liked the less cartoony version more. smiley You did improve the ends of the gloves a lot here, though.

     

    Personally I think the less cartoon looking one is better too but I think she should be really sweaty or is she just slicing bread with those gloves? laugh

    As others have said, I got really busy the last day of the contest, and only had enough time to post my entry and haven't been able to respond. Thanks for the feedback, guys. I am using the contest to build up a workflow for toon rendering, so I will probably mostly be submitting toon renders. Just so you know I didn't ignore your feedback... it's just... it doesn't fit my agenda. :D

    Anyway, great job everyone! And thanks everybody for the feedback!

    Feedback and suggestions are exactly that...suggestions.  In the end the vision you have for your image is your own.

     

    Good luck everyone.  All of you did a great job.

    Post edited by Kismet2012 on
  • IceDragonArtIceDragonArt Posts: 12,548

    I don't think any of us get offended if a suggestion doesn't fit what you are doing.  Like any other advice I might give I would expect someone to take what they can from it and discard what doesn't work for them. Not hurt feelings! I know I am just learning as well so I expect everyone to take anything I suggest with a grain of salt!

  • dawnbladedawnblade Posts: 1,723

    Thank you everyone for all the helpful advice, and best of luck to all! There are so many fantastic renders, wow! I learned so much not only from the direct responses to my project but also from the suggestions to everyone else's work.

    Does anyone know if there will be an August contest? I saw there was one for last year based on songs, but didn't see a link for 2016.

     

  • SaphirewildSaphirewild Posts: 6,668

    There will be I am sure it is just a matter of who is going to set it up and when!!

  • dawnbladedawnblade Posts: 1,723

    There will be I am sure it is just a matter of who is going to set it up and when!!

    Thanks @Saphirewild!

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