Fan Art Being A DIK: Fan Art

5.00 star(s) 2 Votes

redle

Active Member
Apr 12, 2017
636
1,135
View attachment 4420471

almost got it, just need help with making the pocket lining and BR logo white
Can't say I've used the product, but just looking at what comes as part of that jacket... there are multiple color choices. One of them already HAS white pocket stripe and solid white lettering. Use that as your base and don't change those parts colors. It looks more like you are trying to start your coloring from the teal version of the jacket.
 

Jumbi

With my good eye closed
Donor
Feb 17, 2020
1,684
4,837
View attachment 4420471

almost got it, just need help with making the pocket lining and BR logo white
Hi,

The jacket includes three stock texture variants. Please, note, I don't know if what I'm gonna remark now happens for everyone that has this product installed or if it's actually an issue only on my end. The thing is that the 3rd texture, which is the one I used as the base where I modified the colors for the DIK jacket, has the wrong preview. I mean, it supposedly should look navy with dark orange sleeves and other minor details in that color. As you can see in this screenshot.

jacket_textures.jpg



However, when I apply that Jacket 03 texture to the base jacket (which uses the Jacket 01 texture by default), what actually happens is what you can see next.

It goes from this:

jacket_01_texture_default.jpg
Jacket 01 texture (default)


To this:

jacket_03_texture_DIK_base.jpg
Jacket 03 texture (the base for the DIKs)

Everything that is left to do to get the final color combination for the DIKs is just modifying the base color channel of the different surfaces of the jacket wherever is necessary.

A tip: if you use the surface selection tool (Alt + Shift + M), hovering over the jacket with your mouse cursor will help you distinguish better the different surfaces (I think they call these material zones at Daz) that compose the jacket. Simply click on one and it will get selected for you to edit its values under the Surfaces pane. :)

Personally, I used this pic from the game as the reference to get the colors right.
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P. S. On a funny note, the jacket is part of an , hence the capital BR on the jacket. If our dear doctor hadn't bothered to adapt these initials for his VN, Fuckface and the rest of the characters from Being a DIK would study in Blue Rabbit instead of Burgmeister & Royce. Good call, doc. Good call. :KEK:
 
Last edited:

VaderExMachina

Brazilian Sith Lord
Donor
Nov 21, 2022
1,140
5,276
Hi,

The jacket includes three stock texture variants. Please, note, I don't know if what I'm gonna remark now happens for everyone that has this product installed or if it's actually an issue only on my end. The thing is that the 3rd texture, which is the one I used as the base where I modified the colors for the DIK jacket, has the wrong preview. I mean, it supposedly should look navy with dark orange sleeves and other minor details in that color. As you can see in this screenshot.

View attachment 4421919



However, when I apply that Jacket 03 texture to the base jacket (which uses the Jacket 01 texture by default), what actually happens is what you can see next.

It goes from this:

View attachment 4421921
Jacket 01 texture (default)


To this:

View attachment 4421928
Jacket 03 texture (the base for the DIKs)

Everything that is left to do to get the final color combination for the DIKs is just modifying the base color channel of the different surfaces of the jacket wherever is necessary.

A tip: if you use the surface selection tool (Alt + Shift + M), hovering over the jacket with your mouse cursor will help you distinguish better the different surfaces (I think they call these material zones at Daz) that compose the jacket. Simply click on one and it will get selected for you to edit its values under the Surfaces pane. :)

Personally, I used this pic from the game as the reference to get the colors right.
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P. S. On a funny note, the jacket is part of an , hence the capital BR on the jacket. If our dear doctor hadn't bothered to adapt these initials for his VN, Fuckface and the rest of the characters from Being a DIK would study in Blue Rabbit instead of Burgmeister & Royce. Good call, doc. Good call. :KEK:
thanks, this helped a lot.

too bad my troubles righ now are with camera focus and since i can't use the iray render preview, it takes many failed renders to get one that isn't out of focus...
 

Jumbi

With my good eye closed
Donor
Feb 17, 2020
1,684
4,837
thanks, this helped a lot.

too bad my troubles righ now are with camera focus and since i can't use the iray render preview, it takes many failed renders to get one that isn't out of focus...
Having the option of using the Iray preview can certainly make your life easier. But for setting the camera DOF, the bulk of the work can perfectly be done in texture shaded mode or Filament. I learnt to set the camera DOF by seeing/reading tutorials. I can't remember which ones exactly, though. Just look for camera dof tutorials for daz and I am confident that you'll come across at least one, probably more.

However, one tip that I can share that will help a lot when setting the camera up for the DOF is this: initially, after enabling the DOF, put the camera F/Stop value at 1. That will make way easier to see where the camera focus is at the moment. For further enhancing the visibility of the camera point of focus, you can disable the limits for one parameter of your camera: Display>Scene view>Line of sight>Focal point scale.

Click on the gear icon for that parameter and select "parameter settings". In the window that opens uncheck "Use limits" and then click Accept. Now give a very high value to the Focal Point Scale parameter, something like 1600 or over. Can you see the difference? Can you see the red and green lines emerging from the Focal point (the small white ball somewhere in your camera's line of sight)? That's pretty much all you need to know where your camera focal point is. From there on, setting the focal point on the eye of a very distant character, for example, is quite the easy task.

Once you've set your focal point up, just increase the camera's F/Stop value until you are happy with the look of your DOF.
 

The Dick

Member
Oct 22, 2022
200
2,596
thanks, this helped a lot.

too bad my troubles righ now are with camera focus and since i can't use the iray render preview, it takes many failed renders to get one that isn't out of focus...
With the camera selected, choose another view (IMHO, perspective is the best for this), and you'll be able to view the DOF Plane. It has to be turned on, but that's the default setting, so it'll probably already be active; if not, just turn it on.

Everything inside the DOF Plane will be in focus, while anything outside it won't (there's a relationship with being closer to the center of the DOF Plane).

If you select your main object (the one to be focused), put the view on the camera, and click on that icon that looks like the sight of a rifle in the viewport, the camera will focus on the object. In this case, "focus" means pointing at it and zooming so it fits the frame—not necessarily focus in terms of the blur distinction, though the object will be relatively in focus compared to everything else.

camera1.jpg

Now, selecting the camera again and choosing another view, you can adjust the distance using Focal Distance...

camera2.jpg

... and the size of the DOF Plane with the F/Stop (which, in real life, controls the opening of the camera shutter).

camera3.jpg

This last one also affects the DOF Plane, but you should only use it if you know what you're doing because it can alter the aesthetics of your scene in unexpected ways. A smaller focal length produces the effects of a real-life wide-angle lens, while a larger focal length creates the effects of a telephoto lens. I've summarized these effects in the spoilers below the image.

camera4.jpg

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Every lens in between is considered a standard lens or normal lens, as they closely mimic the natural perspective and field of view of the human eye.
 
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