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Just checking: You know about the fan art thread, right?
without postwork looks better, the hair and the pose is great, but levitation of anal tube real scaryAs always comments are welcomed...
only thing I know is the dFroce tutorial gives you a simplified explanation other than that there are some dFroce furniture like Beds but that is all I knowOk, started a preliminary render just to get a feel for the lighting and test the poses but stopped before the bar even began to move. You can see my primary issue at this point in the setup. So I have two questions:
View attachment 152654
- Is there a good, clear cut tutorial on how to make furniture dForce applicable? By clear cut, I mean one that doesn't go off into university level explanations of the physics involved. I understand that, I just want instructions on how to make the simulation modify the cushions.
- Is there a couch or sofa that is already set up with dForce variables?
I think that for what you want, it might be better to use DFormers on cushions and on sofa.Ok, started a preliminary render just to get a feel for the lighting and test the poses but stopped before the bar even began to move. You can see my primary issue at this point in the setup. So I have two questions:
View attachment 152654
- Is there a good, clear cut tutorial on how to make furniture dForce applicable? By clear cut, I mean one that doesn't go off into university level explanations of the physics involved. I understand that, I just want instructions on how to make the simulation modify the cushions.
- Is there a couch or sofa that is already set up with dForce variables?
I get those with regularity. No idea why it happens. I find that increasing the size of the clothing prop, usually expand all or adjust shoulders/arms whatever or setting mesh smoothing iterations ~20 and collision iterations ~5. If that doesn't fix it, I growl to self, change props, silently curse Daz and wish a pox on all the developers family and ancestors (kidding).
When our team suffers these little defects, 10 seconds and a clone stamp in photoshop does the trick. For us it's faster than doing a bunch of test renders in daz to make sure the problem is fixed.Trying something different, paying a slight homage to Tomb Raider. My biggest issue (which I don't understand how it's happening) is the slight clipping with the shirt sleeve on her left arm if you look closely and another one on her shoulder if you look even more closely. Those were not there in the viewport preview, so I don't understand why the clothes are phasing through while it renders.
View attachment 152406
An honest critique, the pose and everything looks good. Positive surface contact. But I'd spend some time thinking about composition. There is no reason you can't twist the camera slightly, zoom in and really make her fill up the image. There is so much negative space surrounding her that she gets lost. Make her fill the scene.Quite like the character, decided to play with her a bit more. Whaddya think? View attachment 152651
I think a d-force couch might be over kill. If you allow even the tiniest bit of clipping it will give the impression of impact. What I found distracting was the angle of the buildings in the back ground. Might want to rotate that plane along the axis a bit. It makes it look like the building they are in is leaning.Ok, started a preliminary render just to get a feel for the lighting and test the poses but stopped before the bar even began to move. You can see my primary issue at this point in the setup. So I have two questions:
View attachment 152654
- Is there a good, clear cut tutorial on how to make furniture dForce applicable? By clear cut, I mean one that doesn't go off into university level explanations of the physics involved. I understand that, I just want instructions on how to make the simulation modify the cushions.
- Is there a couch or sofa that is already set up with dForce variables?
I actually tried that already, and no matter the angle the background looked off. I'm thinking I'll erase it and go with a skydome effect instead.I think a d-force couch might be over kill. If you allow even the tiniest bit of clipping it will give the impression of impact. What I found distracting was the angle of the buildings in the back ground. Might want to rotate that plane along the axis a bit. It makes it look like the building they are in is leaning.
I like the color palette and where the characters are actually touching the contact between them looks perfect. Excellent work!
An honest critique, the pose and everything looks good. Positive surface contact. But I'd spend some time thinking about composition. There is no reason you can't twist the camera slightly, zoom in and really make her fill up the image. There is so much negative space surrounding her that she gets lost. Make her fill the scene.
Oh, and your lighting is excellent. Love the colored lights and contrast.