Hello hello!
A little about me:
I first learned about Poser many many years ago, but just wasn't able to get into it. A friend at work had Poser ver 4, and IÂ was able to try it, but it was a paradox for me:Â I was fascinated by being able to work with digital models since my own drawing skills amounted to stick men. The two big drawbacks were IÂ really disliked P4's interface, as well as the price of the program. But yet it stirred a spark and fire within me. Many years passed, as IÂ admired 3d artwork made by others on the net, and coming across the odd freebie model or prop that i'd archive until a day perhaps a an alternative to Poser came around. Finally almost a year ago I discovered Daz Studio... It was like a re-introduction to this fascinating world of 3d art.
It was kind of a face palm moment when IÂ dug out the freebies stuff i saved and extracted them. Alot were not models but materials for existing packages. But not all was lost, There still was some good stuff I could start dabbling with, such as the free stuff at Vanishing Point, Mr.Sparky's and JCHoagland's various sci-fi stuff. Those renders were like a baby's first steps, very limited, very basic single renders as I stumbled through getting familiar with the program. IÂ never bothered to save any of those renders, and my runtime was a mess. Everything was dumped into a single runtime, and most of it useless. That was educational in itself, going back to square one.
That was just the tip of the iceberg. Daz Studio had that little forest diorama, usable only with certain camera angles. There was only so much one could do with that, and trying background photos lacked character shadows when rendering. Well, it was time to buy stuff, which started a catalyst that couldn't be stopped. Everyone here probably knows that - once you start, its impossible to stop. I don't smoke but I guess IÂ finally knew what smokers said about having an addiction, and how hard it is to quit.
During the Daz sales I picked up Carrara 3d Express, and IÂ was hooked anew. Same or similar Daz Studio interface - the on-character realtime joint movement controls - the 3axis arrows and 3 axis rotation sphere. Having access to live sky and terrain generation had sold me. The following month IÂ upgraded to the full 6.0 while it was still onsale. And there the adventure had begun and continues to this day. The adventure was learning - how to start making good looking renders. And Carrara's manual was cryptic, non-informative, and it was largely trial by error and discovery. Something thats still an ongoing process even today. I'd like to say i've come a great ways, and I still have a long ways to go.
Other Hobbies:
Roleplaying Games.
Call me an oldschool gamer, I've been playing since before 2001. It first started with BioWare's Bauldur's Gate, and only progressed from the computer game style to the more traditional pen & paper style, as well as post-by-play and play-by-email incarnations of P&P. Almost always, I first begin with a character concept before anything else. To me, thats the most important - what sort of character type and role will he/she in the group. Next step starts with the character details like name, gender, species (if applicable), visual looks, attitude, behavoir, of course these details aren't concrete yet. Next part of the details are stuff like family, homeland / homeworld, friends, and often this begins to form a written character backstory. As I begin to gather details, the story starts to write itself, filling in further gaps and information as IÂ go, sometimes adjusting a detail or few. And slowly the character becomes alive. All this can be a page or several pages, even a miniature fan fiction story. The more thats written, the more lifelike, vivid and fleshed out the character is that IÂ can play. Only after this process, do IÂ tackle the stats. More often than not its a multi-class character build, but the stats are made to represent the character concept as best as the dice system will allow.
I love Star Wars, but also sci-fi and fantasy in general. Be it books, movies, games, rpg's. Crossovers are always fun too!
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Comments (8)
ragouc
Cool character and outfits. Very good texture and light. Well done.
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(continued) For her clothing, at the start I had several ideas what I could do, and what I could use. Some of them were very traditional Sith-like, for the dark blacks, greys, and navies. As I kept working on her, I also continued to browse around for more ideas. I already owned some dresses and outfits, but something caught my eye - something very very unlikely that just might work even better than traditional Sith. According to Uron, she formerly was a Jedi, become Sith. That detail was the stepping stone I needed when I came across this particular dress. Rusty tomato with cream, gold, and light blue trimming & accents. Its part of an Egyptian theme set, and it was very affordable so I bought it! When I put the dress on her, I knew that was the one. It really set off and then complemented her beige skintones. And not just her either - with the backdrop and lighting I had selected, that dress really added this aura of warmth to the rather cool, cold metal room obscured by shadow. Such a stark contrast. Yes, this was like the whipped cream and cherry toping on that delicious hot fudge sundae on a hot summer's day. I then added arm and wrist bands of the same matching dress texture for added accent. Sorry about that folks, only had 140 chars left in the notes field.... Side notes: Statistically and most disappointingly, this was my most popular viewed piece in my entire D.A gallery with a current 310 views, 4 favs, and 1 whopping comment. D.A has really been dampening my creative spirits with this sort of non-activity...
ThomasMacCallum
great character work
dbrv6
Very well done - and enjoied reading how you developed her and the scene.
restif
Great lighting. Textures work well too! Look forward to more from you!
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Thankyou all! ;) At the same time I made this render, I also made a close-up render of the face, which really shows the skin and root hair texturing. If anyone's interested for one of my next galley image uploads. One thing I'm curious is, only recently I've found out that the Enable Soft Shadows option usually requires a higher value for any soft shadowing to even occur. I made this render quite a few months ago and just took for granted checking the soft shadows button on the selected light type and default value was good enough. I'm always wanting to improve my images, and if need be, go back and re-render older ones as I improve. Do the shadows look alright or are they too hard / crisp? I'd have to go reload the scene to see if it was a distant light, bulb, or spotlight. I'm hedging my bets on the spotlight... If I have the shadows 'spot-on' then I'll leave it as it is. I'm also wondering if theres like a general guideline of soft shadow measurements for when using Carrara. Thanks again ;)
AwarenessLogic
Great character!
kjer_99
That dress is what makes it for me.