Ok some of you have been asking questions about textures and lighting and such, so I thought why not just explain how I set up one of my renders. Ok so here goes. I'm not sure about the expertize level here. I'm sure there might be something interesting for everyone. If you've been around in Poser world long enough, you'll probably know most of this. Just ignore the parts you know.
Lets do the one with Sen and the Madal warrior about to beat the living shit out of each other.
With every render I do, or series of renders depending on the content, I split it up into two parts:
Figure setup and Scene setup
The reason I split them is because both can be just as intensive and when your moving around chairs or trees you don't want the process to be slowed down because of some huge ass figure like the Lali System in the scene.
Figure Setup
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If you don't know about masks, it is a simple black and white panel that can he used as an overlay in any layer in photoshop. The black occludes the pixel information from the overall image. It works with any layer, from a simple bitmap to an adjustment layer like Hue or Levels.
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For the Madal warrior's map I was a little lazy because I didn't wanna go through the hassle of zBrush's interface and just painted myself a mask in Photoshop making sure to avoid the texture seams. In places where you know the seams join its no problem to draw over the scenes, also if you know they'll be hidden (like behind hair). So here's the quick and dirty result of the Madal warrior's map.
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Off course paint is not skin so you'll need to use a blender node to occlude the SSS effects from the paint and let the diffuse node deal with it. In Photoshop you can take your texture and apply a 'Black and white' filter on it. Make sure you dial out the blue (or whatever color the paint is) to get a nice occlusion mask like you can see in the image. The occlusion mask attaches to a blender node that darkens the SSS value of where the paint is, and another blender going to the diffuse color does the opposite, filtering out the skin values and leaving just the paint.
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TEST!!!!
So we render our babes together and see of their skins look decent. I made about 5 renders before being happy, but here's an example of three. The first one, Sen's textures were loaded up with a value of 1.05, making them too intense. I sometimes do that if I find the lighting too dull in a scene, like a poorly lit IDL room, or if I want Sen to look really disgusting. Its a lazy way but helps get quick results. In this case it probably wouldn't work, it might distract from the composition.
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With the other two, you can see in the first one that the Madal warrior's skin looks a little too clean. So I went back to photoshop and added some more grime and darkened her skin. Make sure you apply any overall color changes to all the V4 maps (Torso, Limbs and Face) otherwise you'll have major texture seam issues.
By the way, check the Madal's hair. It's some Japanese manga thing I bought a while back. I morphed it a little bit to make it a little less neat. Could've made it even scruffier actually.
Scene setup
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The dappled sunlight is the neat thing about the whole scene and is very simple to do. It takes a little experimenting but all it takes is a 3D 'spots' node to the diffuse color of an infinite light. Jack it up to 400% and make sure your exposure in the render settings is about 1.6 or something. Don't forget IDL!
The materials for the ground it pretty insane, I'm not going to explain that. Basically, its got a crapload of masks allowing for nice stone protrusions and grass in the form of displaced noise, mixing all kinds of vegetation maps, some made by me.
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I'm quite happy with the result, but in future I'm going to try make some better props and transmap jobs. I actually just bought that enchanted forest thing over at DAZ but haven't tried it yet. Looks good from what I saw in the promo pics.
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Oh and about clutter, make sure you fill up the edge of the scene because empty spots will fuck up the composition. You must hide away anything that will kint at it being a 3D render, like the ends of the vines that should be twisted around a branch, but was too lazy to do.
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Environment test
Before you even think of posing your figures, you must make sure their skins work in the environment. And obviously also try it out in photoshop with masks and everything. Because the render is quite dark, you might miss something that will end up making your postwork harder.
So here with have Sen and the Madal warrior posing for the test. Add a bit of mood to it, it helps get a better feel for the postwork required. Below is the result of the test. Ok you might think "are these tests really necessary?". Trust me, YES!!! Because if you have 100 renders of a comic to do, you wanna make sure your scene and figures are 100% before you start, otherwise you'll have such a HARD time making your comic. That will show in the story.
Ok so now we can play!!!
Posing
Now it starts to get philosophical. I can spend hours getting a pose right, or sometimes I can nail it in a minute. It depends on the scene, your plan, experience and your mindset. This time I nailed it pretty quick because I already had a fair idea of what I wanted. I struggled slightly with the Madal warrior; at first she looked like someone swearing in Italian: "Cazo di merda!" so then I bent her over more, making her scream more intense.
It also helps to visualize what you want to depict, perhaps even act it out. In this case both warriors are about to engage in a violent frenzy that might get them both killed, if only from horrendous deep wounds that will fester in tropical environments. These chicks know it is all or nothing. If you're going to strike, it must be decisive, calculated and hard, don't take risks.
So the mood will be extremely fierce and defensive, very tense. Depending on one's mentality, the way one deals with it can differ greatly. Sen is highly concentrated and has her knees bent to jump at any moment. She's moving around too, making herself a harder target. Her blade is out to the side, in a neutral position ready to swing it any way necessary. She doesn't know the Madal warrior.
The Madal warrior is more about intimidation and is doubled over as she exerts her lungs to scream at Sen, in an attempt to intimidate and unsettle Sen. Any flinch from Sen and the Madal warrior will strike instantly. The Madal warrior has one foot on a rock, solid ground.
Ok so in short, there's movement, extreme body postures, bent over, knees bent... and a primordial scream to scare the shit out of anyone. I used Morph++ stuff for the Madal warrior. I'm not 100% on the result but it will do for now. In the real comic I will make my own morphs for that. YOu don't see the scream in this render, but it still has to work out properly for either render to work.
Composition
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Testing the scene
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Postwork
Ok now for the postwork, where the magic all comes together. I'll keep this short because I'm getting tired now hehehe.
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Off course I touched it up with an airbrush to get some rays going, and darken parts of the picture that became too light for me.
Then I made a layer with a low opacity (<20%) and got a huge dust-colored airbrush and painted over the ladies' legs. Then did the same trick with the mask as with the hue layer. Now the ladies are kicking up dust :)
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And that's all there is to it :)
Awesome. Thank you so much for this tutorial. You have given me some new things to try.
ReplyDeletecool stuff to read.
ReplyDeleteI of course have to re-read it (and not only once, I fear) and I'm not sure how much of it I will be able to transfer into my own workflow (I'm such a dumb in Photoshop and all that other technical stuff)
but it's massively interesting to get an insight into how you're working.
Holy fucking shit! Excellent work man. This should be required reading with every purchase of PP2014. Thank you for sharing with us. You should stick it in a pdf and sell for 5 bones on Rendo. :D
ReplyDeleteVery informative. I've noticed you have a much newer version of photoshop, which gives you some advantages.
ReplyDeleteIn your Poser set up you're using a closed dome, which I stay away from. I usually always leave 1 end open like a studio set.
I like how you're keepimng the frame tight so that her expression helps tell the story.