This might look a bit familiar. It's a re-render of a piece I did a few months ago. It was quite good, but I was never happy with the face, so when I stumbled over the Yoni model, I thought, why not go back in and drop that face and skinmap onto the guy in the horse picture? Then, since I've recently got the CWRW Panted Ponies textures for the Millennium Horse, there's no reason not to play with those too. And the guy is wearing a new wardrobe prop, "Swamp Loincloth," which was on sale last week. And --
Friday, April 30, 2021
Some like it red!
This might look a bit familiar. It's a re-render of a piece I did a few months ago. It was quite good, but I was never happy with the face, so when I stumbled over the Yoni model, I thought, why not go back in and drop that face and skinmap onto the guy in the horse picture? Then, since I've recently got the CWRW Panted Ponies textures for the Millennium Horse, there's no reason not to play with those too. And the guy is wearing a new wardrobe prop, "Swamp Loincloth," which was on sale last week. And --
Monday, April 26, 2021
Shaders, shaders everywhere; and new hair on new characters
With DAZ having a 55% off sale, who could resist? New Genesis 8 Male character here -- Yonni. This is one of the very few that look good (to my eye) right out of the box; I didn't do anything to him, just posed, lit and rendered him. Am extremely impressed with the skin tones and the eyes. It's well worth taking a look at these eyes, close up:
Saturday, April 24, 2021
The Lair of the Goblin Queen -- and so forth
Please see this full size -- it's quite a visual feast! Taking inspiration from Frazetta, I've put the G8 Female, and a G8 Male, into The Throne of the Barbarian King, and then lit it largely with its own torchlight. The G8F is Ginnie HD, wearing the Crimsoneye costume and Axarra headdess. The G8M is Michael 8 with the Dae face turned on 100%, and the Angelic Fallen tattoos added. All else is lighting. Oh -- Conan, here, is wearing the AS Hair for G8F; the prop works well on the male, though it's very glossy. I need to work out how to make it look less like a shampoo commercial -- or else, as I did here, zap it with some virtual paint to "paint it down." I'll come back to this barbarian soon ... I rather like the Conan thing we've got going on here!
And now for something completely different ... an android. doubtlessly. Compete with mauve hair and purple fingernails, and a costume that's been resurfaced with (!) car paint! The car paint shader was a freebie from Deviantart, and I went back to the page to find the link, to be include it here. Its a fabulous set of colors, shades, gloss, the works. Highly recommended -- click here to go there. And here's something pretty...
Right out of a storybook. What I must do (soon) is work out how to get fully photographic results with the horse. This is the exact same lighting set I used for a G8F fantasy gypsy-warrior a little while ago; on the human character, I got a photographic result. On the horse ... pretty, but nowhere near to photographic. This is one I must work out, because I'd love to get photo-realistic horse renders.
That's all for now, from DAZ, but --
I've just started up Terragen for the first time in several years, and I'm making every rookie mistake! I've saddled myself with a 25 hour render, and it's 97% done by the time I get up next morning, figure something has to be wrong, research it, get a lead on what I did to sabotage myself ... it's not worth stopping it after 21 hours of render time, so I'll let it go, and finish -- and I won't make that mistake again! First experiments are jogging my memory nicely...
The object of running Terragen is to be able to create custom atmospherics for DAZ renders, so the 25-hour booboo I have finishing up sometime today, which involves sunlight sparkling on water, doesn't need to be repeated. From here on, I'll drop the skyline low in the shot, and just render the sky. Oddly enough, Terragen renders the skies quickly. Since this was the whole point of installing it --! More soon, but right now, the system will be tied up all day, finishing a pretty simple picture: mea culpa. My bad, as they say. Aarrghhh.
Thursday, April 22, 2021
Installing third party content into DAZ Studio 4 ... new shaders, sets and toys!
This one makes me think of Purdey from The New Avengers -- is anyone old enough to remember that show? This is where shaders come into their own. This costume is put together from bits of four others, but a great shader on them makes the whole thing dovetail into something new. Kit bashing for fun. Continuing on --
This one, you're going to have to see full size, to appreciate the details. Throne of The Barbarian King, by Sveva, was on sale at Renderosity, and I couldn't resist. This was also the exact thing I needed to test out the installation paths for third party content going into Studio ... by George, I think I've got it. In fact, I know I have. When you're installing 3D goodies to Studio, the Zip file unpacks to produce a data folder and a Runtime folder. The data folder includes a sub-folder named for the designer of the goodies, and it gets unpacked/copied to this file path:
Sunday, April 18, 2021
Demon wings -- check out the diffuse maps on this!
Here's the old Demon Wings prop, looking better than ever -- it was always a great little prop, even though it refused to parent properly (and still does), but I could never get it to look really good, because its materials basically amounted to a "normal" map and a base color. Soooo ... I put the template into Photoshop and painted a diffuse map for it, then whacked that onto the 3D model, and added lots or meallicity an what not --
Friday, April 16, 2021
Morningstar Wings ... not quite happy dancing, but it's nice!
Part of me wants to happy dance -- "Yay me, I got the Morningstar Wings to render" ... part of me wants to groan, because they only 99% rendered, and left me with a bit of painting to do. Not that I mind painting, I do it all the time -- BUT. This is the first time I've had a subject that "choked" my new video card. This is an NVIDIA RTX 2070 Super, and that is the max I'm likely to be able to afford. Period. From here on up video cards start to get into the same price bracket as used cars, and when you're talking about a gadget to support your hobby ... nope. Can't rationalize it. This video card is supposed to be up to the task of rendering top-line games in real time. Well -- I like painting! Good thing I do.
This one was fun. It's actually Victoria 4.2 in Iray, wearing the Evangelique hair and the ShadowStorm dress, standing in a bit of DM's Kerrick's Throne set. I must say, V4 renders very nicely in Iray. And being a low-poly figure, she renders fast, virtually trouble free. I like the old costume, too -- always did. So when I saw how Iray handles it, I thought, hmmm. And --
Okay, I didn't shoot all the way for G8. This is the G2 Female wearing the V4 dress, and it fits pretty well. She's standing in one corner of DM's Anardhouse set, which renders wonderfully in Iray, too. Not bad at all, that! I don't have much in the way of G2 assets; they don't share between figures as well as the G3 costumes and hair. (The skinmaps don't share back and forth at all, as far as I know). So...
Alas, poor Yorik! A nice sunset shot, with golden light and interesting shadows. The set is Reparation, and I'm rather impressed by how it renders. Must do more with this. Well, there's lots more to share, but ... not tonight. Have been editing all day, and painting all evening, and I'm sooo tired! Calling it a day right here, and hitting the hay. More tomorrow!
Saturday, April 10, 2021
Shamanic Visions, and an Elf about town
There's every technique in this one, from an under-painting generated specifically for this project, to the render itself, to 2D graphical layers (Renderosity to the rescue again -- so long as you really know what you're doing with the resources!) and photoshop brushes. I love the graphical layers:
That's our elven archer, from yesterday's Archer in the Dawn project, but this time it's a street scene, with leather jacket and shades. Elf about town. How realistic is that? It's almost, almost at the level where you'd just accept it as a snapshot or selfie in the street. Moreover, that's G8 wearing Michael 4's sunglasses; I redid the surfaces for Iray with shaders, and they worked just fine. Well, there's more, but I'm tired so I'm calling it a day. ack tomorrow, with pretty things!
Thursday, April 8, 2021
Let's hunt some Orc!
Okay, I had some time on my hands ... not because I'm actually at a loose end; I'm supposed to be editing and/or writing, and I couldn't get my head around either, so I decided to say "stuff it, do something creative instead of just spinning my wheels." So I did the second and third renders in this series: Nock the arrow and aim, and the next one on, Orcs on the Rampage! Here he is --
The story is, this band of marauding Orcs has been raiding through Elven territory all night, and they've left a path of devastation. In the dawn, the hunters go on the trails to get them -- hence, "Archer in the dawn" ... but here's the Uruk in the moonlight. Not bad, actually:
This is based on The Freak! A Generation 4 figure which the Iray Converter makes absolutely compatible with Iray. I used the Falcon M4 skinmap, for its weird warpaint, and used the Morphs++ to create a real Uruk face, teeth and all. The axe is an old, old prop; I did all the surfaces in the Surfaces Pane -- no shaders on this. And somewhere in the course of doing all this work on the old props, I do believe I've stumbled over how to get displacement working in Iray. Stay tuned ... am not 100% sure yet, but if I'm right, this is going to be great. So...
...so I've had a marvellous day rendering, with some terrific results and, I think, something major learned. If I can get displacement mapping going in Iray, that really is the last hurdle to be scrambled over. I'm liking this character a lot, too; and I must do more with the M4 costumes on G8, and also see how good they can be made to look in Iray. Hmmm.
Wednesday, April 7, 2021
Archer in the Dawn: "Draw the bow, how does it feel?"
Lots and lots of experiments going on here -- and they mostly worked. The first big surprise is how good the old M4 costume looks on G8. Not all M4 costumes will load properly -- though I suspect there's a way to make them, I just haven't yet found it. I redid all the surfaces for Iray, of course, but at the end of the project, this is a very, very nice effect! Not to mention that I'm starting to love this character. The skinmap is Rex, and I'm using the Rex body morphs, but I designed the face myself -- and I'm using the vascular mapping from Dae, plus the SSS mapping from ... now, is it CC Foster? The effect is seamless and lovely.
Saturday, April 3, 2021
Snapshots! Or, Sunlight in Iray
So here's the challenge: how do you pour enough light into a scene to simulate full sunlight? And it turns out to be a balance between a skylight set dead overhead (or offset at an angle, if you want more of an afternoon or morning look about the shadows), and an HDRI image set as the Environment, or IBL light. Soooo, I went to HDRI Haven (Google it) and picked an image that looked like it would generate the kind of lighting I wanted, and then just cranked up the settings, higher and higher, in the Environment Pane, until I had it reasonably close -- like an overcast day. Then you make a distant light (a spotlight would have worked just as well), put it high overhead, adjust it to about 500k lumens, turn on shadows. Result -- well, check it out. I did two different virtual exposures on the shot, to be sure...
With a bit of work in the Tone Mapping Pane I was easily able to either burn out the highlights and brighten the subject, or else balance the shot for "outside," and let the subject be darker, which is exactly what you'd get if you were there in person, and taking photos. (The Tone Mapping pane gives you access to ISO, Vignetting, Gamma and Saturation, all of which I use a lot before doing the final render. And of course, with the DOF turned on you get that extra level of realism. This worked out perfectly --woohoo! (The set is The Gate, by DM; the model is Dae for G8 Male; the hair is Varun Hair for G8; and incidentally, the same hairstyle works on the G8 Female. I was just about to do a render using this when Studio announced that it had to "update Genesis 8 Starter Essentials," and launched into a process that is going to take up to sixty hours. This effectively ties up my system, soo... Grr.)
Speaking of hair -- I was going through old renders from my previous foray into Iray and G8, and I stumbled over this. It's Dae again ... but he's wearing a Michael 4 hairstyle, and it looks good on him. This is Neftis's Mon Chevalier Hair for M4. You just load it, jog it into place, parent it, and then tweak it in the Surfaces Pane to make it Iray compatible. It looks great on G8.
That's it for me, for the moment. The computer is slogging slowly through the process. After several hours it's up to a whole, whopping 13%. Oooh, ahh. Patience, Grasshopper.
Friday, April 2, 2021
Two generations of geometries. In the same shot. Not too bad ... and dForce!
So here's a bold experiment! I've been wondering for some time how a Generation 4 character (Michael 4) and a Genesis character would look, in the same shot. Would the Gen 4 character hold up, or just look hopeless? Well, the Michael 4 is obviously of an early generation -- well, duh! -- but on the whole it's fairly good. You just have to be careful how you pose the older figures; and the faces take quite a lot of work to make them look fully realistic (to some degree, the same can be said of Genesis, too). Genesis makes it soooo easy, you just load the figure, pose it set lights and camera, and render ... but now and then I enjoy a challenge. I'll be playing with the many M4 skinmaps I have, to see which ones work best. All are different, and not all are created equal.
It may look like an ordinary shot -- nice enough, and very pretty lights -- but you are witnessing my first ever experiment in (gulp) dForce. It's far from perfect, I know; in fact, it took a fair bit of fixing in post, in Photoshop, to mend a lot of goofs in the dForce fabric draping, which, here, only worked 95%. But this is a first attempt, and I'm sure there's a lot I didn't do, and was supposed to do, LOL. So far, I have about one tenth of an idea of what I'm doing in dForce, but we learn by doing. It'll get better as it goes along. When I look back at Iray, and the learning curve for that, I often wonder how the heck I ever got started, much less got through it. But the fact is, I did. And when you have a look around at the great costumes and hair available for dForce these days, this is something you just have to learn. So here we go!
The one real downside to dForce is the sheer time it takes. To drape this skirt to this degree of exactness took about twenty minutes (even on a super-fast computer); and I suspect I didn't allow enough virtual frames in the so-called simulation. I think I gave it about 20 of these iterations, or frames; and I rather think it'll take upwards of 40 to do a really good job. Ack. That means forty minutes just to drape the fabric, before you can even think about setting up the rest of the scene, and setting the engine to do a high-rez render. Ooof. Hmm. We'll have to see about this -- dForce is a neat thing, but it's sooo time consuming.