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#3d #ancientrome #dungeon #fantasy #fighter #gladiatrix #wounded #tothedeath #collosseum #femalemuscle #femalewarrior #gladiator #3dartwork #3dfemalecharacter #daz3dstudio #irayrender #daz3diray
Published: 2018-10-11 19:44:28 +0000 UTC; Views: 7125; Favourites: 99; Downloads: 78
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Description
While the stars race the Circus our heroes take a break and tend to their wounds. (Heroes strictly in the story plot sense and not implying any virtue of heart or soul.)And who is closer to man (or woman) than a dedicated rival or enemy?
"Yup... you got some maggots breeding there... guess we've got to put the fire to it. Getting a bit slow, old girl, are we?"
That's a plain Daz3D Iray Render, about 7 hours for 10.000 Itererations. I have to admit I'm not completely happy with it, but I decided to call it quits at this version.
One the plus side, a couple of things worked out quite well, especially rendering the picture brighter for speed and quality and darkening it in post work, applying dirt skins to geomaps using cutouts and transparency to keep the original skin and using different raw filter settings for different areas.
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Comments: 52
Magnus-Strindboem In reply to ??? [2020-11-22 17:15:50 +0000 UTC]
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ZippyGuitar [2019-06-16 00:56:06 +0000 UTC]
Love the lighting and effects in this though I think that could be said of virtually every image you've shared.
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Magnus-Strindboem In reply to ZippyGuitar [2019-06-19 20:54:07 +0000 UTC]
Thanks I sure love fooling around with light, even though sometimes it's sure stubborn...
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WatchTheSkiies [2019-02-18 01:25:57 +0000 UTC]
The details, the light hitting the hand. So perfect!
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Magnus-Strindboem In reply to WatchTheSkiies [2019-02-18 13:59:56 +0000 UTC]
Thanks a lot! It's not what I imagined when I started with the scene, but the lighting came out interesting enough. Glad that you like it!
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CMVreud [2018-11-29 19:37:38 +0000 UTC]
P: Doctor, Doctor, please help me.
D: Why, what's the problem?
P: Look at my wound.
D: Oooh, pretty, will leave a nice scar for the ladies.
P: But it's bleeding!
D: So? This is but a flesh wound.
P: But there are maggots in there.
D: So? I don't know what your problem is, the maggots seem fine and now get lost, you whiny little sh*t.
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Magnus-Strindboem In reply to CMVreud [2018-11-29 20:18:09 +0000 UTC]
Precisely. Actually the maggots clean away ichor and dead flesh and keep the wounds clean, so they're your tickly little friends.
C'mon it's boring between the fights...
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CMVreud In reply to Magnus-Strindboem [2018-11-30 02:42:17 +0000 UTC]
And that's why they actually were used by primitive and later-on-not-so-primitive doctors to clean wounds. Only later with the discovery of not-so-modern medicine (let's just burn it closed with this red hot iron) and the spreading of religon (yes, I am looking at you christianity) who killed all these "witch doctors and heretic shamans" knowledge was lost and/or forgotten that they suddenly rediscovered in the last 30 years.
PS: The less said about mercury infusions and leeches and bloodletting, the better.
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Magnus-Strindboem In reply to CMVreud [2018-11-30 12:46:31 +0000 UTC]
The red hot iron is already being prepared
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Magnus-Strindboem In reply to ECX3D [2018-10-28 20:40:28 +0000 UTC]
Yeah I really wanted to fool around with some blue daylight through grate stuff, and the rest of the gang was dragged there in chains so everything looked a bit more interesting.
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sodacan [2018-10-16 12:47:19 +0000 UTC]
This is what I was talking about earlier. Your handling of light is awesome. Love the sense of movement and action too.
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Magnus-Strindboem In reply to sodacan [2018-10-19 12:13:35 +0000 UTC]
Thanks a lot I sure love messing around with the light
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sodacan In reply to Magnus-Strindboem [2018-10-20 01:15:49 +0000 UTC]
The results justify your wfforts
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Zincau [2018-10-16 01:39:32 +0000 UTC]
You are living in the wrong age brother. You should live in medieval ages.
And Perfect lighting again. Also characters poses very elegant. Maybe you could add more displacement or bump map to wall.
I love that flavor on your works. Keep it up
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Magnus-Strindboem In reply to Zincau [2018-10-16 21:33:04 +0000 UTC]
Lol. Sometimes I wonder
You're right about the bump map of course, now I see it too. Since the wall has one, I guess the effect got mostly cancelled by the lighting or postwork filters. So I can hand the praise for sharp eyes back to you
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PSK-Projekt4D [2018-10-14 09:31:35 +0000 UTC]
Ich muss zugeben, erst in der 100% Ansicht und nach Deiner Beschreibung wurde mir ganz klar, was genau die da machen. Auf der Arbeit am Freitag sah das bei schlechtem Licht nach "Messer in den Arm stechen" aus. Vermutlich weil es hier echt dunkler wirkt als geplant.
Die nebelige Lichtstimmung durch das Gitter ist halt mal wieder fantastisch. Sollte ich auch mal mit spielen, na ja, erst wenn ich eine funktionierende neue Karte habe.
Hast Du in Photoshop noch die 24Bit Ansicht? Ein anderes Farbprofil. Na gut, Deviant verkleinert die Bilder ja für die Darstellung und wer weiß was die damit machen? Bei Facebook hat man früher z.B. immer PNGs in max. ~1MB hochgeladen, da die Komprimierung von JPGs dort so heftig war, dass sie jedes Werk "zerstört"hat.
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Magnus-Strindboem In reply to PSK-Projekt4D [2018-10-14 09:42:35 +0000 UTC]
Ja, ich muss das mal beobachten, warum die Bilder anders ausfallen und sie dann z.B. pauschal etwas heller machen im Postwork. Allerdings habe ich hier zwei unterschiedliche Monitore und schon darauf ist es ein großer Unterschied (der 'billigere' AOC macht dabei das bessere Bild), und bei den Gefühlten 1 Zillion unkalibrierten Monitoren auf denen das angesehen wird ist es eh ein Kampf gegen Windmühlen. Ansonsten ja, dass mit dem Messer ist eins der Dinge wo ich lange dran war, ich hatte vorher eine Version ohne und mit weniger anderen Details die sah vom Ästhetischen deutlich besser aus, aber ich hab am Ende dann doch der 'Story' den Vorzug gegeben
Ich hoffe das du bald an deine Karte kommst, tauscht du die jetzt aus? Anderes Modell?
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PSK-Projekt4D In reply to Magnus-Strindboem [2018-10-14 15:33:31 +0000 UTC]
Durch die Fotografie kalibriere ich meinen Monitor zwar, aber vermutlich 99,5% die meine Bilder anschauen haben es nicht. Bei vielen Bildern finde ich es gar nicht so schlimm, aber manchmal, gerade bei extremen Kontrasten, sehr dunklen Motiven oder Farbexperimenten kann da ein kleine Unterschied viel ausmachen. Aber ja, Windmühlen... mein Monitor schaltet sogar automatisch je nach Programm um. Photoshop & Lightroom sind kalibriert, der Rest nicht.
Bau sie im Lauf der Woche aus, wollte noch ein Bild fertig machen und rendern, was meine alte nur in 2-3 Schritten schaffen würde. Schick sie am Samstag zurück. Ob ich sie umtausche oder lieber ein anderes Model wähle weiß ich selbst noch nicht so genau. Eig. keine Lust wieder mit der Recherche und Preis- & Verfügbarkeitsvergleichen anzufangen.
Ja, manchmal ist Story wichtiger. Bei Einzelbildern immer nicht so einfach, etwas zu erzählen ohne den Kontext davor und danach zu zeigen. Zumindest ist das mein größtes Problem, da Bildserien nicht so meins sind. Zu wenig zu Zeit und zu viele Ideen.
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Markkus3D [2018-10-13 18:59:20 +0000 UTC]
Das licht ist toll... die Charakter sind toll ... die ganze Szene ist toll... Fabelhafte Arbeit...
Ich habt weh mit ihr... Bravo
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Magnus-Strindboem In reply to Markkus3D [2018-10-14 09:46:22 +0000 UTC]
Danke dir!
Ja ich konnte mir das nicht verkneifen, aber die sind alle Überlebenskünstler und außerdem wissen wir doch alle das Maden eigentlich eine gute Sache sind (und theoretisch dann auch gar nicht ausgebrannt werden müsste) hehe, das machen die nur um sich gegenseitig zu necken...
Vermutlich eine Art Gladiatoren-Humor...
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Markkus3D In reply to Magnus-Strindboem [2018-10-14 18:30:24 +0000 UTC]
Ich bin immer beeindruckt über dein Wissen, über die Details in deiner Arbeit.
Und ja, die Maden sind wirklich notwendig... im überleben Sachen.
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jmb200960 [2018-10-13 08:19:01 +0000 UTC]
Great lighting and intense scene there. I can almost feel the pain and tension in the characters.
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Magnus-Strindboem In reply to jmb200960 [2018-10-14 09:48:00 +0000 UTC]
Thanks a lot. Yes that job sucks health wise but when they are not at each others throats they are really good company
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JoePingleton [2018-10-13 00:05:07 +0000 UTC]
WOW gorgeous lighting, love the way it helps tone down some of the harsher details of the scene, but still creates a mood so that we follow the narrative
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Magnus-Strindboem In reply to JoePingleton [2018-10-13 11:11:21 +0000 UTC]
Somehow it turned out a tid bit darker on DA than it looked in Photoshop. But I wanted to use a light setup like this for some time, and then had the actors dragged there in chains...
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12CArt [2018-10-12 15:03:04 +0000 UTC]
I Guess That's Why They Call Them "BARBARIANS", .....
THE BRUTAL SIDE OF MAN, ..... "OUTSTANDING WORK" ! ! !
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Magnus-Strindboem In reply to 12CArt [2018-10-12 18:55:48 +0000 UTC]
Yes I guess that's to the point. I don't hold claim to deep artistic or philosophical intent, but of course those sides of man and mankind thrill and loathe.
But I guess Barbarian is a good moniker, if the distinction between the brute and the barbarian is dignity (some sort of...)
I'm truly happy you like it, as I struggled somewhat with this version of the picture
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Mekheke [2018-10-12 13:17:16 +0000 UTC]
Love the lighting.
And it's an interesting idea to lit the scene a little more and darken it in postprod to have a better render speed.
I'll try to use it.
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Magnus-Strindboem In reply to Mekheke [2018-10-12 18:39:49 +0000 UTC]
It really worked well. Basically I test rendered it normal and for the quality render I locked exposure and shutter and then raised the cm2 factor (to 4 times I guess). It took a bit of conscious effort not to stop the 'bad' looking render and trust in the post work, but I'm especially happy with the detail quaility in the dark areas. Whereas I almost despaired at the bad shadow area quality in the Scots 2 pic rendered on usual light.
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emarukk [2018-10-12 02:38:53 +0000 UTC]
Looks great!
You have fallen to similar post processing practise like me :-D
I start to make own canvas for dirt layer because it was killing skin details and increased render time like hell.
You have huge amount of iterations in image! Usually I don't have even half of that amount. What kind of lights you use?
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Magnus-Strindboem In reply to emarukk [2018-10-12 18:32:30 +0000 UTC]
Though I did not use a different canvas but put them on a geoshell over the characters with transparency and cutout for the dirt. It amounts to the same in the end, I guess.
Yes, I actually usually only manage about 2.500 iterations in that kind of scene and time. But using just scene lights and no HDRI background for lighting plus raising the light level (the actual render is much brigher) really speed Iray up, I must say, plus the dark areas contain much more detail.
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emarukk In reply to Magnus-Strindboem [2018-10-15 09:29:29 +0000 UTC]
I make it hard way . First canvas without geoshell and then only geoshells.
2500 sounds more normal. I have often around 1000. I have problem to utiliaze HDRI well. I have been using only scene lights but that really damages rendering time. I think I have to start to test HDRI again...
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Magnus-Strindboem In reply to emarukk [2018-10-15 12:34:34 +0000 UTC]
Interesting. There's probably no hard rule of thumb. Still, it did render pretty fast even though the characters and fog etc. are the same I used in other pictures... Probably an error in the matrix.
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emarukk In reply to Magnus-Strindboem [2018-10-15 12:38:47 +0000 UTC]
I need to test some stuff this evening.
that includes HDRI and brandy bottle.
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Magnus-Strindboem In reply to emarukk [2018-10-15 22:46:16 +0000 UTC]
So... did the brandy bottle stand the test?
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emarukk In reply to Magnus-Strindboem [2018-10-17 04:49:41 +0000 UTC]
Brandy survived... or at least half of it.
Also HDRI did well.
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Kibosh-1 [2018-10-12 01:29:45 +0000 UTC]
That's a fantastic 'moment-in-life' scene! Not sure why ardalos thinks it's a fight scene? I can feel the pain of the wound and the thought of the maggots in there.. wouldn't be looking forward to the searing of the wound!!!
Great dirt details. How did you do the light through the bars?
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Magnus-Strindboem In reply to Kibosh-1 [2018-10-16 21:35:06 +0000 UTC]
Oh I forgot to mention. Do you know what bugs me most with the pic? That I forgot to steal your heat distortion from fire effect. I so wanted to do that and now this...
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Kibosh-1 In reply to Magnus-Strindboem [2018-10-17 05:56:45 +0000 UTC]
Oh yeah, that would have been cool! (or hot, as it's a fire)
I quite often finish an image and then realize I forgot to put dust in, or flares or something - it's annoying
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Magnus-Strindboem In reply to Kibosh-1 [2018-10-12 18:28:13 +0000 UTC]
Yes, the dirt details, even though maybe a little overdone, were an improvement. The maps usually replaced the original skin, which deterred me from using most of them. This time I put them on a geoshell and used on of the b/w version s (dunno, gloss or whatever) as cutout map with a little more transparency. This way I could keep the original skin and have an additional degree of control over the dirt.
The light is actually the same I always use, put the whole scene in a SSS Cube, so that strong lights and shadows become visible. I only adjust the SSS amount and settings to fit the scene. Then I put a large spotlight in sphere mode on the far side of the grate.
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Kibosh-1 In reply to Magnus-Strindboem [2018-10-13 02:14:30 +0000 UTC]
I think the dirt came out really well (not too overdone, it's a dusty/dirty arena)
That's interesting about the use of the SSS Cube because I made one and used it on a couple of renders but sometimes it didn't work or it made the render impossible because of the size (the large village scene I just did) perhaps I had my settings wrong, I googled how to make it
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Magnus-Strindboem In reply to Kibosh-1 [2018-10-13 11:04:14 +0000 UTC]
Actually I used a giant sized version in the first Stirling Castle set and in the huge Hyborian Plains (which is almost scaled to reality) so it should work. I'm gonna post a WIP with the setup as soon as I manage to kick my own rear side. The dirt actually is a bit heavy on the center character, but that's partially due to the fact that the chest area is clean (it's supposed to be covered for some unimaginable reason ) and I was so happy with the general result that I didn't mind.
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Ardalos In reply to Kibosh-1 [2018-10-12 05:03:39 +0000 UTC]
You are right about my misconception of the 'melee' - Merriam-Webster defines it as 'confused struggle,' I had 'meddling' in mind. Just replaced it by simple 'action' in my comment. Obviously, you’re also right that it is a fantastic scene
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Aping-Pixels [2018-10-12 00:09:37 +0000 UTC]
Awesome work! The details, posing and lighting are all so outstanding!
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Magnus-Strindboem In reply to Aping-Pixels [2018-10-12 18:21:27 +0000 UTC]
Great to hear! Even more as I was struggling a little with the scene as I commented to Ardalos below.
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Ardalos [2018-10-11 20:38:31 +0000 UTC]
Aah, what an addition to my favorite gallery of yours! The dramatic composition of the action is intensified by the lighting, the light being broken ultra-realistically by the iron grating. Leaves the scene dark enough to be menacing, and lightens it up enough to illuminate the entwined bodies. The brazier in the front, along with the glowing knife, complements both lighting and dramatic atmosphere. The only flaw, if at all, might be that the body on the right side is not visible enough. Anyway, superb render! Remember our little conversation about light years? Here we go again
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Magnus-Strindboem In reply to Ardalos [2018-10-12 18:19:53 +0000 UTC]
I always love to return to the little place.
Actually the picture was a bit brighter in Photoshop, I've got to figure out why it looks darker here on DA, because I actually raised the brightness for the rear character (aka 'Brenna' because she has not been named yet...)
I'm happy you like this version. I rally had to struggle between the visual and story version, where the visual version had no brazier and mere 'posing' without any interaction (i.e. bandage, knife etc), but was aesthetically more pleasing (the Boris Vallejo version if you wish ) I finally decided for the story elements, even if it was less pure from an artistic point of view. So I'm relieved I came out on the right side, for you at least
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