3D-Daz Daz3d Art - Show Us Your DazSkill

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Roman DeVil

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Sep 18, 2017
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So I have two questions:
  1. 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.
  2. Is there a couch or sofa that is already set up with dForce variables?
View attachment 152654
As much as i know, there's no gravity affected furniture in stores. Probably you want to learn about the use of D-formers to simulate it. Look for some tutorials on YT, there should be some.

Regarding couchs or sofas with morphs, there are some: try to search for "morphing sofa" on Daz3d or Renderosity (or some other less known sites), and you'll find them... ;)
 

RomanHume

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Thanks man, I'll take your points on board. Like I said, pretty new to this, so tips on composition are welcome :)
Speaking personally and not for my team, composition is one of the hardest things for me to adapt to. I always want to show the whole model. I have to accept that sometimes the picture is sexier if I zoom in and just show a handful of details rather than the whole model. Because it's such a problem for me that I have focus on regularly, it's one of the first things I notice in other's artwork. I like to think I'm getting better about it.

I like your model though. Good stuff!
 
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RomanHume

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Playing with new post-processing techniques / being random:

(her knees have some interesting detail ... pity about the rest ;) )
Excellent lighting and exposure. The focal depth is great too. Her hair is the only thing that doesn't look photoreal.
Great job!
 

epw14

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Jun 28, 2017
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... Her hair is the only thing that doesn't look photoreal.
Yeah, the hair looks off, definitely.

The main strangeness, though, is the yellowing around her right eye: I think this has to do with the sub-surface scattering cube used; at certain angles and at certain amounts, the SSS reflects the HDR map, though didn't notice that until later when playing with another image.

Still, just a quickie, and there's always next time :D
 
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RomanHume

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Yeah, the hair looks off, definitely.

The main strangeness, though, is the yellowing around her right eye: I think this has to do with the sub-surface scattering cube used; at certain angles and at certain amounts, the SSS reflects the HDR map, though didn't notice that until later when playing with another image.

Still, just a quickie, and there's always next time :D
I see it now that you've pointed it out, but I think my eye just accepted that as part of the color in the ambient light because that shade appears in other places in the image quite naturally. Even now that you've pointed it out, my eye is willing to accept that.
 

ravenhawk

Member
Jul 2, 2017
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Did some repositioning to reduce the clipping by the couch, and remembered to shift her head and her right arm, but forgot to move the his right hand, so serious clipping there. Also changed the expressions, the background, and zoomed in. This is after seven hours and reached 32%
  1. Should I drop her arm so it's behind her back, or keep it against his chest?
  2. Do you think I need a different face for him?

Couch test 2.jpg
 
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mcmania

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Dec 4, 2016
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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
Those poking through glitches come from the fact that displacement maps are baked after the smoothing morphs have been calculated, hence in the viewport everything is perfect but once subd details are calculated during the baking phase of the rendering, glitches occur... Hope I was clear, because English is not my native language...
 

RomanHume

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Jan 5, 2018
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Did some repositioning to reduce the clipping by the couch, and remembered to shift her head and her right arm, but forgot to move the his right hand, so serious clipping there. Also changed the expressions, the background, and zoomed in. This is after seven hours and reached 32%
  1. Should I drop her arm so it's behind her back, or keep it against his chest?
  2. Do you think I need a different face for him?

View attachment 152943
I think the position of her arm is up to you. I believe either would look fine. His facial expression in definitely improved. Not sure if he needs a new one, but this works better than lasts time.

I'm not sure what kind of GPU you are running, but one trick we've adopted the render big and reduce approach. We set the pixel size to say 4000 by 2250 if we are looking for a 16:9 final ratio. We cap the run time at 30 minutes or an hour. Once it's done, we reduce it in photoshop to 1280 x 720 and the sampling process does a good job of sharpening the image and getting rid of grain. All of the previous images we uploaded to this thread were done in that manner.
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
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Did some repositioning to reduce the clipping by the couch, and remembered to shift her head and her right arm, but forgot to move the his right hand, so serious clipping there. Also changed the expressions, the background, and zoomed in. This is after seven hours and reached 32%
  1. Should I drop her arm so it's behind her back, or keep it against his chest?
  2. Do you think I need a different face for him?

View attachment 152943
I was also going to mention that I like the composition in this one better too. A lot less dead space and the use of thirds is well done.
 

RomanHume

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Jan 5, 2018
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Working on something new.
I'm curious, where the light is cutting into her skin, is that a photoshop effect or did it render that way in Daz. It's a cool effect, I just didn't know if it was post production work or rendered that way. Cool idea. Cheers mate!
 
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ravenhawk

Member
Jul 2, 2017
332
443
I think the position of her arm is up to you. I believe either would look fine. His facial expression in definitely improved. Not sure if he needs a new one, but this works better than lasts time.

I'm not sure what kind of GPU you are running, but one trick we've adopted the render big and reduce approach. We set the pixel size to say 4000 by 2250 if we are looking for a 16:9 final ratio. We cap the run time at 30 minutes or an hour. Once it's done, we reduce it in photoshop to 1280 x 720 and the sampling process does a good job of sharpening the image and getting rid of grain. All of the previous images we uploaded to this thread were done in that manner.
GPU... what GPU? I'm currently using an HP Pavilon. I am saving up for an OMEN with an NVidea 1060, but for now I'm happy I'm getting this type of output.
 

zramcharan

Member
Aug 18, 2018
442
1,245
GPU... what GPU? I'm currently using an HP Pavilon. I am saving up for an OMEN with an NVidea 1060, but for now I'm happy I'm getting this type of output.
This is why I like Desktops. what they lack in mobility they make up for in customization and (usually) affordability. Unless of course, you are going to get the new Predator G6 for $2,000
 

ravenhawk

Member
Jul 2, 2017
332
443
This is why I like Desktops. what they lack in mobility they make up for in customization and (usually) affordability. Unless of course, you are going to get the new Predator G6 for $2,000
I'd prefer a desktop/tower, but currently don't have the room to set mine up. Besides, it's a 13yo single core AMD with a gForce card, so I basically need a completely new system anyway.
 
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DiosDecay

Member
Mar 2, 2018
282
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Continuation of the Father in Law series I was messing with, stopped most of the renders at 5-10min cause I didn't want to spend too much time on them. My hope is to get good enough to one day create a game, let me know what you think of the images.

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5.00 star(s) 12 Votes