realsurf opened this issue on Apr 18, 2009 · 48 posts
realsurf posted Sat, 18 April 2009 at 9:50 AM
ockham posted Sat, 18 April 2009 at 10:37 AM
Bookmark ... I'd like to see this technique too.
momodot posted Sat, 18 April 2009 at 11:30 AM
nruddock posted Sat, 18 April 2009 at 11:59 AM
I think you might be able to get close by using "toon" shaders, but without (or very faint) outlines and more colour levels than usual.
Realmling posted Sat, 18 April 2009 at 1:06 PM
Toon settings with texture maps plugged in - or setting up a blend node between the two might get you there. I've gotten some interesting results using the Sixus1 toon shaders together with the texture maps for items....but that was a while ago and I don't remember what all I did.
Did find this stashed on my website - toon shaders with some textures plugged in on background elements, as well as transparency....so fiddling with such settings might get you close.
And the scene the glass was in - it looks a little funky because it's from the point of view of the TV and what it sees when we're sitting in front of it.
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dlfurman posted Sat, 18 April 2009 at 2:10 PM
Hmmm.
Hesisant to toss this in the mix as I am shader challenged (despite Bagginsbills best efforts Though I was able to follow face-offs tutorial at his site).
Anyhows....
I saw in a tutorial sometime ago a texture trick where the Render Clouds filter in Photoshop was used to give some variance to skin tone for a model. (I may have even posted about that here!)
Toss something like that in the skin shader and think that may work?
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Sarte posted Sat, 18 April 2009 at 2:10 PM
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nruddock posted Sat, 18 April 2009 at 2:29 PM
Attached Link: http://www.runtimedna.com/Olivier/
If you can afford them, then Oliver's shader packs at RDNA are likley to be capable of generating the look you're aiming for.TrekkieGrrrl posted Sat, 18 April 2009 at 4:50 PM
Perhaps the Dry shaders layered with a normal render? (I know you said it was for an animation but it could be set up as a photoshop action and run as a batch job on all the pictures - you should render to individual images anyway :)
While I haven't tried to make it look like a 50ies ad, I've used the dry shaders combined with colour several times, they give a very interesting look to a render.
Example: http://www.renderosity.com/mod/gallery/index.php?image_id=1268826
A little similar, I made a Photoshop action that gives a more magazine like feel to a render:
http://www.renderosity.com/mod/gallery/index.php?image_id=1604337
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dphoadley posted Sat, 18 April 2009 at 6:05 PM
Dave-So posted Sat, 18 April 2009 at 6:12 PM
those put under a heat lamp for a few hours
http://www.runtimedna.com/Art-Materials-Vol.2-Dry-Shaders.html
materials are entirely dedicated to natural dry medias: charcoal, colored crayons, graphite pen, pastel cray, soft pastel, red chalk, rubbing graphite or even pop-art styles
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replicand posted Sat, 18 April 2009 at 8:19 PM
@realsurf - so were your photoshop experiments successful? If so, you could either use After Effects to achieve the same effect or you could batch process several single images. I suggest this since your example has an illustrated look that I feel could give you usable results quicker than tuning shaders. Why?
momodot's render has some interesting light / shadow play that mimics your example photo. Foreground beer guy has at least eight different skin tones based on how much light or shadow the skin receives. Even his lips have four colors. Part of what makes that possible it the texture, but alot of it has to do with the forms underneath the skin, how it affects the skin above it and how that skin interact with light and shadow.
I lack the artistic term to describe it, but seems to me that illustrator look (markers maybe?) would be easier to achieve with Photoshop / AE once you've rendered a thorough light study.
JoePublic posted Sat, 18 April 2009 at 8:56 PM
So, what momodot said: Start with an "old" texture with lots of tonal variation and burned in highlights which was made before we had the wonders of IBL-light and 200-node skin shaders.
The Z-Toon technique might also help to get a painterly look.
(See pic)
momodot posted Sat, 18 April 2009 at 10:00 PM
momodot posted Sat, 18 April 2009 at 10:05 PM
momodot posted Sat, 18 April 2009 at 10:07 PM
momodot posted Sat, 18 April 2009 at 10:12 PM
crocodilian posted Sat, 18 April 2009 at 10:27 PM
Quote - Has anyone tried to get that glossy ad look that was used in illustration in ads in the 40's and 50's? I tried a few things in Photoshop but I'm looking to do an animation. So I guess I'll need to do it in Poser.
Any help will be appreciated.
You're not going to get that in an animation: what you're showing is a painting, with supersaturated colors of oil paint. Never was a renderable texture, but you can do a couple of things to approximate it.
One thing you can do is to render out a script, and play back in Painter. That's a very little known feature of the Poser render engine, but its very useful. Painter offer a lot of control over very subtle stuff, and can be controlled by scripts that specify brush strokes generated by Poser.
bevans84 posted Sun, 19 April 2009 at 12:32 AM
bevans84 posted Sun, 19 April 2009 at 7:59 AM
dorkmcgork posted Sun, 19 April 2009 at 1:41 PM
maybe try plugging in an hsv node between each texture and the main node and saturating the hell out of it, then rendering toon style, as said earlier, with thin lines. even the shadows are saturated. i would add the node to the specular, too. you gotta break up smooth color and push the colors off in tangents.
anyone notice how the first beer guy has the beer color reflected on a forehead wrinkle?
i would try that with a little spotlight.
isn't there some python or something somewhere that will allow us to change the color of the shadows? that seems to be what's needed here.
go that way really fast.
if something gets in your way
turn
dorkmcgork posted Sun, 19 April 2009 at 1:44 PM
ah i get it for saturating the image use baggin's lens, will do everything in the image at once.
go that way really fast.
if something gets in your way
turn
Miss Nancy posted Sun, 19 April 2009 at 2:01 PM
I can see the brushwork in the OP's first image. it's either an oil, gouache or watercolour. poser/APS have some tools to simulate those, but it's very difficult to get painterly results via machine-generated methods IMVHO. human painters are still needed for some techniques, fortunately. :lol:
momodot posted Sun, 19 April 2009 at 2:37 PM
dphoadley posted Sun, 19 April 2009 at 2:39 PM
Why not just apply filters in postwork. Also, duplicate the layer, and set the top one to SoftLight (Photoshop), and then adjust the opacity.
DPH
momodot posted Sun, 19 April 2009 at 3:01 PM
Here is a cheap watercolor filter applied over the skin texture prior to the render... the marks don't follow the forms or anything.
Sarte posted Sun, 19 April 2009 at 7:44 PM
Do the impossible, see the invisible
ROW ROW FIGHT THE POWER
Touch the untouchable, break the unbreakable
ROW ROW FIGHT THE POWER
SeanMartin posted Sun, 19 April 2009 at 10:24 PM
I'd have to agree with the poster who points out that ths is more a matter of style than anything else, and that it'd be almost impossible to capture this kind of look in Poser in an animation. This is one of those times when the old ways are better suited than anything technology can produce.
Having said that -- Statre: that black and white image: where's that from? I gather it's some 50s era print ad? I love that kind of look. It's probaby best suited for a toon figure anyway, but it's very, very cool looking.
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Sarte posted Sun, 19 April 2009 at 10:51 PM
Nope, it's from the (in?)famous 1997 PC RPG: Fallout, as is the "Vault of the Future" image.
Fallout 3 is not Fallout IMO, but this is a topic about capturing oversaturated poster looks and not "why videogames get dumber."
Do the impossible, see the invisible
ROW ROW FIGHT THE POWER
Touch the untouchable, break the unbreakable
ROW ROW FIGHT THE POWER
-Timberwolf- posted Mon, 20 April 2009 at 1:44 AM
Attached Link: http://www.renderosity.com/mod/gallery/browse.php?username=Mikeall
I like Mikeall gallery here.If he would only tell his secrets.Sarte posted Mon, 20 April 2009 at 4:35 AM
Yes, Mikeall's stuff RULES.
Do the impossible, see the invisible
ROW ROW FIGHT THE POWER
Touch the untouchable, break the unbreakable
ROW ROW FIGHT THE POWER
JenX posted Mon, 20 April 2009 at 8:15 AM
Why don't you sitemail him ;)
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momodot posted Mon, 20 April 2009 at 9:30 AM
Wow! Those are amazing... a real understanding of classic pulp color pallet.
Looks like some sort of simplifier like buzzpro is used possibly in some (or else some thing like paint daub or even just facet on separate color channels) then lots of painting with the smudge tool... maybe a posterization with a pulp color pallet? Desaturated and hand colored with that pallet?
Doesn't look like a hue shift but an actual conversion to that old low key pallet. Any one have ideas what is going on? Anyone extracted a color pallet from that old art and figured out how to get it in an image?
momodot posted Mon, 20 April 2009 at 9:55 AM
momodot posted Mon, 20 April 2009 at 11:43 AM
BTW yes, he's bald... he shaves his head with a clam shell.
dphoadley posted Mon, 20 April 2009 at 1:03 PM
Quote - BTW yes, he's bald... he shaves his head with a clam shell.
You can't fool me, that don't look nuttin' like Johnny Weissmuller! Or even Elmo Lincoln!
DPH
bevans84 posted Mon, 20 April 2009 at 1:16 PM
Thanks Momodot.
I googled "illustrator xero" and there are a lot of useful filters there.
momodot posted Mon, 20 April 2009 at 2:22 PM
Cool. This has kind of captured my imagination... can anyone point me to a (free) source for the vintage fonts used on covers in the 20's, 30's, and 40's?
dphoadley posted Mon, 20 April 2009 at 2:29 PM
Attached Link: Blambot Comic Fonts and Lettering
Comic Book Fonts and Custom Design by Blambot.comdphoadley posted Mon, 20 April 2009 at 2:31 PM
Attached Link: Cool Text: Logo and Graphics Generator
For Logos, try here.momodot posted Mon, 20 April 2009 at 3:29 PM
Why were pulp covers those colors? They used cheaper colors then the process colors for the seperations? They were four color sepaprations right? Just with ochre, red oxide and prussion blue instead of CYMK?
Thanks for the links DP... I'll go check!!!
momodot posted Mon, 20 April 2009 at 3:45 PM
TrekkieGrrrl posted Mon, 20 April 2009 at 4:06 PM
Halftone screening in Photoshop is a filter, it's under Pixelate - colour halftone. Problem is that the smalles you can get is 4 pixels, so I usually cheat by enlarging the picture (in this case 400%), apply the halftone and shrink it back to the original size
Like this:
It would of course look better if only the PICTURE was rasterized and not the text and scratches...
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
momodot posted Mon, 20 April 2009 at 6:54 PM
Mikeall posted Tue, 21 April 2009 at 2:03 PM
momodot - you are close!
The postwork (in PS) i tend to undertake runs like this (approximately):
layer1(normal)/filter/artistic/paint daubs(wide and blurry) merged 50% with layer 2(soft light)/filter/artistic/cutout
smudge tool (brush setting 24,27) to push things around/emulate brush work/etc
some painting (line work) but not that much
colour changes with colour adjustment/selective colour and if necessary hue/saturation
increasingly tend to configure the original render (Poser or Vue) with lights (for contrast) and colour bucket to help the process along
thats about it! I will do a walkthrough one of these days!
My thanks to Timberwolf, Sarte, and JenX for the recommendation!
The last image was looking good by the way!
momodot posted Tue, 21 April 2009 at 4:07 PM
Mikeall! Thanks!! Your work is so cool. Not just the color etc. but the concepts, posing, camera et al.
momodot posted Tue, 21 April 2009 at 4:43 PM
realsurf posted Tue, 21 April 2009 at 10:22 PM
Thanks for all the advice!
I'm having a go with the Sketch Designer...it may be what I'm looking for. I'll post any Midcentury break-throughs!
TRhanks to all
Realsurf