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3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

HFSTime

Member
Jul 13, 2019
111
648
That was on purpose. The background was grey to balance out colors and intensity. They teach you that in color theory. White washes out color and blacks darken them. Grey is your neutral. I just can't find a good background that works for me that isn't a fully rendered environment.
If you want simple backgrounds to mess around with you might want to look at environment assets that mirror more of what you see in photo studios. They will have full environments but the nice thing is you can pull out just the items you need. So this gives you a lot more flexibility. Here's a few I've used to give you some ideas:

1: (Images #1 & #2) - I use the backdrop from this a lot. Literally just that item. Great for when I'm doing smaller scene setups.

2: If you might need larger setups then cycloramas could help. The one in image #3 came from and #4 was from .

3: If you want something with a bit more 'pizazz' then could be a fun one to play with (image #5). Some of the example images they have there are a bit "extra". But you can just work with the backdrop and and materials. What's really fun with this one is that you can mess with the horizontal/vertical tiling and offsets of the backdrop surfaces to get different looks.

4: Make your own backdrop! I made a 'studio' with just five really large plane primitives and made them gloss black so I had something I could use when I had an idea where I really wanted to mess with light reflectivity (images #6 and #7).

The nice thing about all these items: you don't have to use the default materials! For image #2 I knew I had a color in mind but wanted more texture to the backdrop. So i started messing around with some fabric shaders I had. And this random knit fabric shader gave me that result.

Hopefully this might give you some ideas. The fact that you mentioned color theory spurred me to offer this info up since I do utilize it quite a bit with my work. And simple scene setups seem to help me with that.


Getting Comfy 4.jpg Ribbons and Lace-3.jpg Rayne Gobo-3.jpg SL2 4-1-1.jpg Dazzle You-1.jpg Shiny Rayne-3.jpg This 3.jpg
 
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Oukia

Newbie
Apr 30, 2020
43
669
First of all.. great job!! Keep it up!

Now for the comments that might help.. i hope anyways! :)

1. I think that the lighting is a bit too much. The chair for example is overexposed!!! Either decrease the luminosity, or underexpose your image (change the f-stop or the shutter speed of your camera in render settings) to balance that.

2. The lighting is good, but a bit too uniform for my tastes. There are no shadows, no depth and.. well.. too much as i said in No1. Look at your house during a sunny day. You will still find spots that are a bit shadowey, some will be overrun by light, some other might be (let's say) normalish.. There is no contrast in the scene if you get my point. Try to create some of these spots. And by using an hdri for an indoor scene, i suggest you do this:
- First build the scene without an hdri. Light it as an indoor scene and on the render settings use: scene only.
- Then, when you are happy with the lighting, you can create your own hdri of the indoor lighting scene. To do that, you can watch this one:
- I would do multiple renders on the scene. And let me translate this a bit. I would go with some of the scenes components (e.g. i would delete -well not delete but hide- the walls or some other parts of the interior) and light the whole thing with only the hdri. Render. Then i would hide the hdri and render the scene with all the components. Then later, i would use photoshop to bind all of them together and create the result of my liking.

3. As far as the realistic skin, too much light destroys details. I don't know if your are using any HD model on this scene (i would recommend it if you don't know the exact details on how to play with bumps and SSS -as i do-), but if you are you wouldn't have seen this on this bright image. Again.. No1. There are a lot of tutorials oute there for realistic skin management in Daz, but i haven't even gone there. It's too much for a new user I think. If you can get the lighting as good as it gets, using HD models will increase the realism of your images. Then, you can try and mess with all the settings.

4. When you say collisions? What kind? Give us an example or even better a render witout post work.

5. At the third image, where she is laying on the couch, the model relatively with the couch is posed a bit weird. Like she is floating. When things get a bit unnatural, even the smallest of details, our eyes have the tendency to pick it up immediately! It's just.. something is wrong there, even if you don't get it at first. Try to fix this. Don't be afraid to over-do a pose (e.g. try to sink her ass and her foot in the couch or the sheet). Otherwise it might be off world a lot more!

My first render was totally shitty due to lack of understanding of lighting. I watched like 500 tutorials on lighting, not only for daz but in general. I'm still a worthless piece of sh*t (hahahah) but my renders are more lifelike now. Most people you see here that publish their first render have on common mistake, lighting. And this is natural and I am not saying that they suck or whatever. I did the same thing (still do sometimes). As i've said before.. use your eyes and your surroundings to see what is really happening in the world out there. Combine it with some tutorials and your renders will be 1000% better instantly.
Thank you very much for all these precious answers :) Currently I see the problem with the chair, i didn't noticed this lol. I need to see more tuto about lighting interior. I saw probe light (ghost light?) in this thead and i think it could be useful.
For this scene, I don't have ceiling ^^ and I use massive hdri light to have a bright picture and character. My previous render was realized with other techniques (lighting plane, distant light...) but I didn't see all forms and expressions of my character. But it's more contrasted. I will try some other things to be near to photorealism. Currently I'm far ^^
Thank you for the link ;)

For the skin, I used HD model. Your are right for the light and details. With denoiser, the results is a even more polish lol

For the collisions, I remove the smooth modifier on the subject and it's better. I don't know why i add this.

You have good eyes ^^ Currently, it's ok with a better poses for her feet and ass. Small details make difference, that's quite right!
 

Techn0magier

Well-Known Member
Jul 2, 2017
1,220
4,519
First try with Caroline from Milfy City
View attachment 669067
scenes like those are the reason, why I use only a few bed-models frequently. I depend on a high poly count for the mattress, the pillows etc. With a high poly count, I run a dForce simulation with zero gravity, where I push the figure into the bed. That gives me al the indentions I need. I only adjust the stiffness and the strength of the dynamic surface, to make the effect more reasonable and believable.
 
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5ickcycl3

Member
May 22, 2020
393
9,464
What hair is that? It looks very similar to Lara Croft.
The hair is a mix of multiple hairstyles:
Goldtassel Legacie Hair (long bangs)
Goldtassel French Twist
Elite Ponytail for Genesis 2 Female(s)
Devil May Tail G3F

Used the same hair shader on all hair elements, so they would have the same color.

And yes, I'm trying to get as close as possible to LC with DAZ assets...o_O
 
5.00 star(s) 13 Votes