3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

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
1,221
4,526
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
9,465
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
 

Empiric

Throbbing Member
Respected User
Game Developer
Jan 13, 2020
2,478
35,768
I save in PNG format. Adobe Lightroom is paid. I will try Autodesk Sketchbook for matte painting.

Anyway thanks for all the help. I now feel like working on Post work seriously.

Could you tell me how much time it took for the first ep of your game? I am planning to make one. So far I have rendered a very short intro scene and I have doubts about which house to use so I paused working on it. I have been having this feeling my laziness might affect game production. Cause I think it been a week now since I last worked on game renders.

I remember creating 9 renders for the game with multiple spot rendering and correction in between for 3 days. I also created some pinups for Patreon reward things for the future when I have an actual game to show. Next, I remember rendering Jill pictures for 2 days cause some random person wanted more. Then again took 2 days to render 6 more jill renders cause I felt like I should create something exclusively for Patreon even though I have 0 Patreons. Then 2 more days for creating 3 more jills render for comic. and today all I did was mess around with HDRI's eat and play games. Sad life. Imma out for a while.

All in all very little work done for the game and at this pace it might take me way too long to produce a game.
It took me about 6 weeks. Including creating all the models and the scenes for the ship. It really heavily depends on what quality of renders you want to go with and what approach. You could simply render out just the characters without a background and put them over a blurred out image of a room when they just talk and only fully render out the sex scenes or scenes where the characters have some interaction with the environment and stuff. I'm going with the full immersion approach.
Anyway some renders in a complex environment do take me 8 hours no doubt, but I try to make the most of them by using spot render to get some body movements in to turn that 8 hour render into several different renders and save time that way. Gotta pay attention to the shadows if you do that though.
Then I just pick up pace when I'm working just with HDRI like the scene in a VR room I made on beach. Renders like that take about 30 minutes each which is incredible, so you might wanna abuse that.
Also I do render basically 24/7, I just turn off PC every like 4 days for few hours cause I reaaaaaally can't afford spare parts now, so I'm bit paranoid. :D
 
5.00 star(s) 13 Votes