The Star Patrol Wants You!
by theSea
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Description
Hi, thanks for looking in.
This is a bit of fun that started out as an attempt to enter somehting new in the DAZ Studio guide contest over at DAZ. As things worked out it wasn't needed (thanks to those of you who voted for 'Broken' among other things) and I would not have been able to render this according to the rules anyways.
It's interesting how things evolve. This started out with the center figure (whom you may recognize from "Future So Bright..." with a wardrobe change) but she wasn't carrying the image, so I brought in Maj Cache, but then it wasn't balanced. So I brought in the Liquid Knight character on the right. Still something missing. Aha! Giant Robotic sidekick. Now it has a group dynamic.
Production Credits:
"Liquid Halo On Sky 16," "Major Cache" and "Liquid Knight On Sky 16" all by Uzilite and available @ DAZ. I played with the materials on all three outfits a lot, but I felt the default textures were perfect for the kind of mood I was playing with here. I believe Major Cache is holding the gun from Uzilite's "Hardcore."
Center character is wearing textures from MaskEdit's "Mask's V3NaturalSkin #5" available here, with Kozaburo's free "Short Hair." Facemorph is a freebie by A__
Robot is "Link" from theAntFarm availabe at DAZ. I worked on his materials a great deal as well.
Foreground setting is "SkyDeck" and background props are "Greeble City Blocks" both by Stonemason from DAZ. Also visible are the free "Skytraffic" props by Stonemason.
The pwSurface2 shader was used on all of the foreground elements. The steel parts of the robot benefitted particularly from the ability to do blurred reflections - these are time consuming, especially rendered at high quality, but look great.
Lighting was LightDomePro2 by Dreamlight with a custom sky created in Vue. There is also an omArealight off camera to the left providing some bounce lighting off of the building.
I also rendered a high res shot of the background in Vue and comped that in over the skydome... even with a 8000x4000 skydome the background wasn't as crisp as I would like so I rendered a piece out seperately and used that.
Process Notes:
DAZ Studio render, except the backgrounds which were done in Vue7i. Compositing and postwork n Photoshop CS3.
This image was rendered in several passes. There are a lot of city blockes and a lot of skytraffic in the background, so I had some trouble getting a 1 pass render with LDP2 at 1600x1200 pixels. I ended up doing it multipassed with a 16 light skydome.
I rendered seperate passes for the ambient lighting, the skydome, the sunlight and the area light. I did these with the ambient on all of the surfaces pulled to zero... it's really important to turn off all of the self-lighting on the surfaces when you're multipassing, otherwise they will 'stack' when you compisite, causing nasty glows over which you have no control.
Next I rendered a pass with no lights and just the skydome ambient turned on - this gave me the sky in the background and the reflection of the sky on all of the foreground surfaces. I reloaded the scene and rendered again with no lights and all of the glows on the antennas, windows and suit details turned on, but no skydome. This gave me independant control over the glows and the sky.
Next came a Mood Master Pass and then I rendered a mask of the sky surface so I could isolate it.
This was all composited in photoshop, with the individual lighting layers layered in screen mode, the mood master pass and then the sky and glows. I copied the glow layer and blurred it for a little smear on the glows. Finally I added the replacement sky over the top of everything with the mask of the sky surface ensuring that evreything blended correctly.
Whew, that sounds a lot harder than it was. Overall render time was probably about 12 hours for the various passes, much of it due to the blurred reflections on Link.
As always, your comments and constructive criticism are much appreciated.
Comments (35)
bluehermit
Like this a lot. A brilliant recruiting poster. Where do I sign up?
kobaltkween
ooooo. not only do i love the elements of this image, i learned something that should have been obvious. once you get the light right with the skydome, you can do an alpha channel render and add in the correct bg. i love the blurred reflection. very nice. the only thing that stands out to me is my pet peeve: painted highlights on hair. which are not yours, i know. not only doesn't it agree with the light, it doesn't mesh with the other, more accurate surfaces. what really impresses me about this is how integrated the foreground and background seem while being very separate.
swjkie100
Love the detail in this, all the textures look very real -_^ The glint off her goggles are a very nice touch!
dragonmuse
Very cool work :) Looks like a movie scene.
anitalee
Excellent work