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I'm not going to give a "bad" example, because a lot of people who do terrible pinups are enthusiastic hobbyists, and there's no reason to hurt their feelings when they're really not trying to do this professionally. Still, one can always do better. The reason I'm going to talk about this is that pinups are a perennial visual topic in our medium, and one that is very often done very badly.
I'm not saying this because I'm a heterosexual female, and not especially girly or fem myself; the human female body as an artistic subject is not offensive to me, nor is the fact that men like to look at pictures of sexy women. I like to look at sexy men, so as far as I'm concerned, all's fair. Here's me doing a male pinup and here's how I did it.
Instead of being negative about any one person's work, I'm going to give a very good counter-example, and I'm going to talk about Valzheimer's EM3D: Keira. This appeared in a flood of many not-dissimilar pinups on Valzheimer's dA pages recently, so it was probably missed by a lot of people, but it really is a beautiful example of its kind. Valzheimer is really one to watch if you want to learn to do female pinups in 3Delight, just as Laticis is one to watch if you want to do beautiful basically anything in Octane.
This is all my own subjective opinion, and I completely own up to that. I don't do female pinups normally (I just do a LOT of rendering in 3Delight), so if I get a lot of comments telling me to put my money where my mouth is, I guess I'll have to attempt it. But for now, here's what is done right with this pinup.
1. Good lighting. This is a no-post 3Delight render. I can tell by looking at it that UberEnvironment or the Advanced Ambient lights were used, giving the figure good solid occlusion, but also key and rims to give the scene more definite shadows. I can tell this second one because of the gentle shadow cast from right to left, and the brighter rim of light on the girl's left side (the viewer's right). Valzheimer hasn't depended on Uber for shadowcasting or specularity, because it doesn't do those well on its own; but also hasn't left those other lights all the way up to 100%, which would've made their shadows too harsh and dark for the scene.
2. The pose is lifelike, if likely to be uncomfortable to hold for long, and the scene is composed so it works with that pose. I know some people don't like figures at the center of a rectangular frame, but the way she's huddled here works really well - even without using a Dutch camera angle to make it more dynamic, it doesn't look static and dull. It's been adjusted so her body doesn't clip with itself. Even the problem area in the confluence of calf and thigh isn't bad, and can be taken for the natural way these press each other in that position.
3. Attention to detail. Look at how well that pearl prop lies on the figure and doesn't clip. Look at how perfectly the shoes sit flat on the floor, giving an impression of solid weight. That had to take some tweaking to get just right. Getting too eager to upload something leads to things being missed. I've done it, we've all done it; but what a great reminder to put in the time this is.
4. Clothing and hair are used that can handle the chosen pose without defying gravity in an unrealistic manner. The skirt hangs juuuust enough in the back. I wish I had a dollar for every time I've seen a certain bikini with ties used and no attempt to pose the ties with gravity.
5. The character has a lifelike facial expression, looking into the camera, not into space. She looks a little nervous, as if she really wants to seduce the viewer but isn't sure what the consequences will be - it's a very human expression. (If you're newer to DAZ Studio, especially if you came from Poser, you may not realize you can select each eyeball and choose Point At... and the camera.) This makes her more of a person to us, which is sexier than the default "seductive siren isn't really looking at anything with her mouth half-open" thing I see very often. You can work with a character deliberately looking at something off-screen, but it needs to be just that, deliberate.
6. The backdrop is simple and elegant, but looks made of real materials. The character is not lounging seductively in unconstructed space, and the prop behind her anchors her to something like reality. Don't get me wrong, artists like Laticis and CalladsReality make unconstructed space work well for them; but they also know when to add selected props to anchor a scene. Having a character on cloth or stone is always better than papery fuzziness.
I hope all of that makes sense, and that those of you who are fans of the female form visually but are new to DAZ Studio might be able to learn something from it. I'm always available to help you if you have questions about rendering. I may not be the best, but I'm here, and I can at least help you get started.
I'm not saying this because I'm a heterosexual female, and not especially girly or fem myself; the human female body as an artistic subject is not offensive to me, nor is the fact that men like to look at pictures of sexy women. I like to look at sexy men, so as far as I'm concerned, all's fair. Here's me doing a male pinup and here's how I did it.
Instead of being negative about any one person's work, I'm going to give a very good counter-example, and I'm going to talk about Valzheimer's EM3D: Keira. This appeared in a flood of many not-dissimilar pinups on Valzheimer's dA pages recently, so it was probably missed by a lot of people, but it really is a beautiful example of its kind. Valzheimer is really one to watch if you want to learn to do female pinups in 3Delight, just as Laticis is one to watch if you want to do beautiful basically anything in Octane.
This is all my own subjective opinion, and I completely own up to that. I don't do female pinups normally (I just do a LOT of rendering in 3Delight), so if I get a lot of comments telling me to put my money where my mouth is, I guess I'll have to attempt it. But for now, here's what is done right with this pinup.
1. Good lighting. This is a no-post 3Delight render. I can tell by looking at it that UberEnvironment or the Advanced Ambient lights were used, giving the figure good solid occlusion, but also key and rims to give the scene more definite shadows. I can tell this second one because of the gentle shadow cast from right to left, and the brighter rim of light on the girl's left side (the viewer's right). Valzheimer hasn't depended on Uber for shadowcasting or specularity, because it doesn't do those well on its own; but also hasn't left those other lights all the way up to 100%, which would've made their shadows too harsh and dark for the scene.
2. The pose is lifelike, if likely to be uncomfortable to hold for long, and the scene is composed so it works with that pose. I know some people don't like figures at the center of a rectangular frame, but the way she's huddled here works really well - even without using a Dutch camera angle to make it more dynamic, it doesn't look static and dull. It's been adjusted so her body doesn't clip with itself. Even the problem area in the confluence of calf and thigh isn't bad, and can be taken for the natural way these press each other in that position.
3. Attention to detail. Look at how well that pearl prop lies on the figure and doesn't clip. Look at how perfectly the shoes sit flat on the floor, giving an impression of solid weight. That had to take some tweaking to get just right. Getting too eager to upload something leads to things being missed. I've done it, we've all done it; but what a great reminder to put in the time this is.
4. Clothing and hair are used that can handle the chosen pose without defying gravity in an unrealistic manner. The skirt hangs juuuust enough in the back. I wish I had a dollar for every time I've seen a certain bikini with ties used and no attempt to pose the ties with gravity.
5. The character has a lifelike facial expression, looking into the camera, not into space. She looks a little nervous, as if she really wants to seduce the viewer but isn't sure what the consequences will be - it's a very human expression. (If you're newer to DAZ Studio, especially if you came from Poser, you may not realize you can select each eyeball and choose Point At... and the camera.) This makes her more of a person to us, which is sexier than the default "seductive siren isn't really looking at anything with her mouth half-open" thing I see very often. You can work with a character deliberately looking at something off-screen, but it needs to be just that, deliberate.
6. The backdrop is simple and elegant, but looks made of real materials. The character is not lounging seductively in unconstructed space, and the prop behind her anchors her to something like reality. Don't get me wrong, artists like Laticis and CalladsReality make unconstructed space work well for them; but they also know when to add selected props to anchor a scene. Having a character on cloth or stone is always better than papery fuzziness.
I hope all of that makes sense, and that those of you who are fans of the female form visually but are new to DAZ Studio might be able to learn something from it. I'm always available to help you if you have questions about rendering. I may not be the best, but I'm here, and I can at least help you get started.
Default VS. PBR Skin Shader: Alexandra 8 Tests
User @DigitalHallucination had some interesting comments and questions about shaders under the old Iray Surfaces tutorial from 2015. That led to some experimentation with shaders this morning, the results of which I will share now. Please, please feel free to comment and debate. I think this is an issue of interest to more or less all of us. I commented offhand that I didn't think the PBRSkin shader was an improvement, but that the maps in use were what made the difference, and DH disagreed with this and provided some comparison renders using Alexandra 8. They definitely looked definitive, so I decided to run my own tests. At first I tried it with base G8F, but that wasn't an apples to apples comparison because G8F originally uses the old glossiness method, so she's going to look worse compared to any shader that uses the new spec. So, like DH, I went to Alexandra. In this case I used the default lighting with the camera headlamp turned off, Subd1, Alexandra 8 at 100%, and the
Deviantart's Default AI Opt-In
EDIT: They put in a mass opt out! Thanks for letting me know when I missed the news, lovely watchers! I'm not thrilled about dA making AI opt-out and not opt-in, and putting it so you have to opt-out on each individual artwork. I have little to lose from this, because my product is 3D models and not the 2D promotional images, but it's especially predatory of people whose product and ouevre is 2D art. I don't know how many people are still here, but it's one more reason for people who draw and paint to delete their accounts.
Color Differences in DS 4.20.1.38
This was introduced by my notice by Snarl, and verified by my own render testing. I will show my results in the following discussion. There is a visible color difference in Iray render results in Daz Studio 4.20.1.38 vs. the pre-VDB, pre-ghost light fix 4.16.1.21 build I was able to test against. I rendered out to pngs and looked at both pngs on the same monitor to account for that type of differences. Here shown is G8F up close in default lighting on both builds. I checked all of the render settings to make sure they were the same, too, because if we could just change a render setting it would be an easy fix. This difference is relatively subtle. Let me show those separately so you can download them separately to compare. Here's 4.20: And here's 4.16: You might have to zoom in and set them overlapping so you see top part and top part or right and right, etc., but it's there. I don't know how or why this change has happened. Maybe it's because Daz decided the default was too
Babbling About Fluid Simulation
I have some feelings about sims right now. I have a lot of them, and I've just had caffeine. So I'm going to share them with you all. So, I recently submitted a water set for Daz Studio. Three times. You see, Daz3d didn't like either of my first two interpretations of the slosh pieces and pouring pieces that were simulated in Blender, so I ended up having to hand-sculpt parts of it and combine that with parts of the simmed pieces. The sloshes are entirely hand-sculpted from me staring at photo references, except for bits of the flying droplets I salvaged from the original simmed meshes. I wouldn't even have gotten that far if not for the very specific and detailed feedback they gave me, a privilege of working with the Review committee since 2011 and, I sincerely hope, demonstrating an eagerness to accept professional criticism when it gets me paid. I know for a fact that they have some artists where they just say an unvarnished yes or no because it's not worth getting yelled at
© 2014 - 2024 SickleYield
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This says 3Delight, but I assume most (all?) of this would be true for Iray (and males, for that matter). I know this post is older, and I'm new to 3-D rendering, but I get the impression Iray is 'new.' Still, it seems like a lot of the techniques in scene construction would be the same. True/false/somewhere in-between?