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Strut-Unfinished

Modo Science Fiction posted on Jan 18, 2012
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Description


A bored, cocky upper-class young ne'er-do-well, strolling out to the lot of his favorite watering hole to see if there's any trouble worth provoking in the front lot. A quick practical test of a DAZ-to-modo workflow. "Unfinished" because I need to add something mildly narcotic and appropriately dystopian to his right hand...an inhaler, or a drink, or heck, at least a lit Marlboro :D I also have a tech issue to solve: The figure is loaded into the scene via modo's "reference" feature, which permits geometry to be loaded, positioned and scaled in a nested file format without contributing substantially to the master file's polygon count, and then resolves all the nested items at render time. It appears to have worked swimmingly well, except for the hair, which looks fine in the original scene but somewhat washed out after the nesting. It may have something to do with the fact that I've changed the transmap type to "stencil" which performs true clipping of the transparent regions from all radiant sources, rather than just alpha masking. At any rate, something's getting lost somewhere. Modo allowed me to re-texture the cloak (Vortex, see credits) with luminescent fur, which I quite enjoyed fiddling about with. I also retextured the rest of the outfit to be heavily metallic. With global illumination cranked to 2048 rays and set to one bounce, and multiple radiant surfaces and six lights (most of them out of view), the scene took 2 hrs. 12 min. to render at 75 ppi. Modo also allowed me to fit the clothes snugly by sculpting them into place. Ordinarily I thicken them very slightly, but I decided for the skin tight look this go-around. To get the cloak lining, I brushed the cloak into place, then duplicated it, flipped the normals, and removed the fur. A shout-out to Bob Lackey for his excellent starter tutorial on properly tuning DAZ skins inside of modo. I did need to heal a few tiny areas on the character where the M4 displacement maps caused minor tears when combined with subd smoothing and modo's micropoly displacement. Nothing horrific, but I'd like to find the ideal settings for modo which will keep that from happening, without also losing the finer details (the "ripped" look) of the displacement mapping. Also added outer glow to the tunnel lights and did a minor contrast adjustment in Photoshop. I used a mildly negative dome light to subtract ambient light from the scene, so It's intentionally dark, but maybe a little too? I'm very new at this, so any technical or aesthetic criticisms welcomed. Thanks for looking!

Comments (2)


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ArtistKimberly

11:30PM | Wed, 18 January 2012

Exquisite,

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Pierrot_Lunaire

2:01AM | Sun, 22 January 2012

Nice work!


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