A Dish Best Served In Red by shadowfire87
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Description
I created this image to teach the value of using lights and shaders in renders. My friend at work wanted to know the importance of using them because he believed that the "Forever Light" in Daz Studio was enough to create wonderful artwork. Although you can create wonderful art, with just the "Forever Light", I hope most 3D artists will take it to the next level by learning when and how to use lights and shaders in thier renders. I used Daz Studio 3 Advanced, Photoshop and the GIMP on this.
Comments (4)
Cimaira
Excellent image!
zil2008
Very nice image.
PaulSuttonArt
You have created a great looking picture here, the competition looks perfect, with the angle of the camera, this all works very well. It a shame that this image does not hold up well when you go "full-View", nothing seems that sharp apart from the pebble ground which is edging on the... over exposed side of the scale. Her hair has no detail at all, and this lets the picture down the most. I like the way you have put the background out of focus, but then this has lead to a grainy effect mid way in the image, that looks so unrealistic. Even with all that said, I do really like this image, her pose with the gun etc..it has the potential to be fantastic.. Regards Paul
shadowfire87
Very good points Blackshep. The DOF was performed while rendering in DSA 3 and the grainy-ish quality is an unfortunate characteristic of that program rendering DOF natively (I did the same in Practice at Sunrise and Practice at Sunrise II: Hunter of the Dawn for basically the same reason.). Had I done the DOF in post, using Photoshop, it would have been much much smoother. I wanted fast results for a fast class and hence no true postwork was performed, on this image, and it shows. I was trying to teach a friend about lights and shaders quickly (except color correction and softening) and just left the Light Dome Pro 2 settings at its default values (except the sun's position) and wanted the bulk of the effects to be performed by D|S. Normally, I do multi-pass rendering of all the lights, bring them into PS, adjust the opacity of the different layers before softing, create the masks and then perform a four stage DOF procedure after layer adjustment. I did not want to do that here. As for the hair, I did not want to use any opacity, displacement or bump maps so that I could do quick rendering (The glass shaders on the windows took forever, when it rendered, but that was NOTHING when I worked on the hair correctly). Now that the positions are established, I could re-render this and pull out all the stops. I think I start that this weekend and A/B the results. Thanks for your advice and keeping me honest. You have a great eye with art my friend. :-D