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#daz3d #iray #portrait
Published: 2017-11-23 06:27:44 +0000 UTC; Views: 2306; Favourites: 15; Downloads: 154
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Description
Another character with a bit of customisation.Anagenessis 2
2h render with roughly 2000 iterations
No postprocessing
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Comments: 19
bryte-rockx [2017-11-23 19:21:51 +0000 UTC]
Love Jenna's gorgeously sculpted jaw line and hollow cheeks Her eyes and glossy red lips, are beautiful aswell
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AlexHellmann In reply to bryte-rockx [2017-11-24 17:25:37 +0000 UTC]
Thank you very much, skindral.
Yes, she doesn’t look too shabby.
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bryte-rockx In reply to AlexHellmann [2017-11-25 00:25:57 +0000 UTC]
Loving this portrait series
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PoorDebbie [2017-11-23 19:20:22 +0000 UTC]
Excellent work. The extra attention to detail here really makes it stand out.
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AlexHellmann In reply to PoorDebbie [2017-11-24 17:24:41 +0000 UTC]
Thank you kindly, Chuck.
I’m slowly starting to understand a couple of tricks.
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Laspe [2017-11-23 15:01:05 +0000 UTC]
Looks great again, and I too wonder what you will put her through!
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AlexHellmann In reply to Laspe [2017-11-24 17:23:07 +0000 UTC]
The story involving the two is shaping up nicely already.
A night bar, populated, a casual scenery, and somewhere in there this couple, preoccupied with some exciting dalliances.
I just need to learn the tricks about lowering resolution on objects that don’t require high res to reduce processing load.
Shouldn’t take me too long.
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Laspe In reply to AlexHellmann [2017-11-24 19:03:45 +0000 UTC]
That story sounds quite fun already! With regards to lowering the resolution, I know there are ways to do it, both with meshes and textures, yet I am always lazy to try in my scenes, and decide to live with longer render times.
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AlexHellmann In reply to Laspe [2017-11-25 17:51:09 +0000 UTC]
Agreed on the laziness.
But I’m afraid that the GPU will simply melt away with 10+ high res characters plus detailed environment. Or render for a week.
I’ve read somewhere however, the simplification of meshes and textures is not really rocket science. Need to play with that for a bit to get a feeling for the ramifications.
The results of these endeavors will be posted sooner or later.
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Laspe In reply to AlexHellmann [2017-11-26 01:51:53 +0000 UTC]
In a nutshell you need to downsize the textures, remove bump maps, etc. for distant objects, zero out HD morphs, hide body parts under clothes for figures. There is also a possibility to turn posed figures into props, but I never tried that. What I did once were two renders combined after in Photoshop.
Either way, looking forward to seeing your posted results!
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AlexHellmann In reply to Laspe [2017-11-26 18:21:55 +0000 UTC]
Thank you kindly for your remark, Laspe.
Right now I’m exploring the opposite by applying HD shaders and increased SubD level to my character to an extent,where my system cannot handle it anymore to find out the limitations in the high quality arena.
But I’ve found good reading stuff explaining what you mentioned.
Work is ongoing.
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Laspe In reply to AlexHellmann [2017-11-26 21:21:42 +0000 UTC]
I have experimented with SubD levels for both mesh and displacement here: six blade knife
My conclusion, considering how I setup surfaces for characters, is that there is no visual difference adding displacement, and keeping mesh SubD at level 3 does a good job for HD morphs.
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AlexHellmann In reply to Laspe [2017-11-29 10:00:28 +0000 UTC]
It would certainly be interesting to know, how this image would have looked with a lower SubD level in comparison.
My own observations so far showed me something, I wouldn’t have expected and can hardly explain.
The rendertimes are seemingly unaffected by the higher SubD level.
I’d expected that to rise proportionally.
However, as you said already, a level 3 for the mesh produces good results with additional details while still giving reasonable render time.
Thank you for your remarks.
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Laspe In reply to AlexHellmann [2017-11-29 15:40:13 +0000 UTC]
I have never compared render times with different SubD levels, and that indeed would be something to try one day. I will let you know when I do. You have made an interesting observation on render times.
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SilkRoad57 [2017-11-23 10:05:53 +0000 UTC]
There's a lovely potential for unpleasant developments
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AlexHellmann In reply to SilkRoad57 [2017-11-24 17:07:41 +0000 UTC]
Right you are, no doubt.
Whereas, considering my modestly wanton thoughts in regard to the potentials, this character conjointly with my newly crafted male figure could unfold I have a feeling that everything they will get up to in fact turns out to be rather......pleasant.
To tell the story that floats around in my head, I first need to overcome a couple of technical hurdles.
But once that is accomplished, you will see them engaged in some saucy...... developments.
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SilkRoad57 In reply to AlexHellmann [2017-11-25 14:01:52 +0000 UTC]
Like a Love at First Sight Extravaganza?
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AlexHellmann In reply to SilkRoad57 [2017-11-25 18:10:32 +0000 UTC]
Uhh, like romance and such?
Wouldn’t that be too harsh for dA? Not sure, this would be in line with the code of conduct after all.
But seriously, I’m toying with the idea, again, to show a very normal, ordinary Friday night bar scene where the exciting unusual happens more or less unnoticed. More or less.
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