Tutorial: Press the Make Fantasy Art button, part one

I’ve been experimenting in DAZ Studio lately (as is my want) at creating a style of image which hearkens back to the cheesy D&D images of the ’90s. This was a time when every fantasy artist wanted to be Boris Vallejo, and few succeeded.

Normally when you mention Boris Vallejo thoughts immediately turn to naked (or half-naked) women in a temple. Something like this, in fact (one of mine, NSFW).

But not this time. This time I’m interested instead in the style of his Safe For Work imitators where images are brash, high-contrast in-your-face Fantasy scenes with the Hero (or villain) is Posed Dramatically in the centre. The kind of image that would grace the cover of Dragon magazine, or a dime-store fantasy novel. This kind of image, for example:

leaping barbarian5.jpg 1024x1024 Tutorial: Press the Make Fantasy Art button, part one

Today I’m going to show you how to make your very own Cheesy Fantasy Art. The image above, in fact.

You will need:

DAZ Studio Pro is currently available for free and the nice people at DAZ 3D keep extending the deadline. I suggest you grab it now rather that wait and kick yourself in the future when it’s no longer free. Go on. I’ll wait.

Chrome & the Pixlr Express Extension is a great way to add light, contract and vignetting effects to an image. It’s like Instagram for your PC, but with more customization capabilities. Pixlr Express is a great tool to quickly add toning and vignettes to an image. That’s what we’re going to be using it for here.

Flood, as the name implies, adds a water plane to your scene. It’s a great way to add reflections to your renders without suffering the huge increase in render-time that usually goes with them. I like. If you don’t have access to Photoshop, you can skip this part of the tutorial.

On with the show.

Hopefully yours will look somewhat different (better, I hope) to my render above, and along the way you should pick up some ideas and a desire to create renders of your very own. That’s the plan, anyhow.

In the first part of this tutorial we’ll be setting up the initial image in DAZ Studio and finishing when we hit render. In Part Two we are going to take a close look at Postwork, that all-too-often forgotten element in creating 3D renders.

Fire up DAZ Studio Pro and you should see something like this:

Screenshot 6 1024x768 Tutorial: Press the Make Fantasy Art button, part one

Except yours probably won’t look like that, not right away. One of DAZ Studio’s (many) strengths is that the layout and appearance is highly customizable. The default layout is optimized to be newbie-friendly, whereas I favour a layout which gives me more screen space for the 3D view. If you want to try out the different styles and layouts, you can find them in Window->Workspace (which controls the views and placement of the tabs) and Window->Style (sets the overall fonts, colours, etc). I have mine set to a variation on the City Limits workspace, with the Darkside style. How you set your own screen up is, of course, entirely up to you.

I will be using the Content Library rather than Smart Content throughout as I’m more used to the Content Library way of working. If you can’t see the Content Library tab, go to Window->Tabs and activate it. Drag it someplace conventient (it will auto-stick to the sides) and you’re all set.

The Genesis Base figure loads up by default as an androgynous figure so let’s put some meat on his bones. If you can’t see him in your Scene, go to My Library->People->Genesis in the Content Library and double-click him to load him up.

Click on Genesis to make sure he’s selected then go into the Parameters tab (again, if it’s not visible, activate it in Window-Tabs) then open up the Actor list.

Here are the settings I used for my hunk of a barbarian. Feel free to experiment and build your own.

  • Male->Basic Male 1.0
  • Universal->Body Volume 0.8
  • Universal->Bodybuilder 1.0
  • Universal->Thin 1.0
  • Upper Body->Torso->Chest Scale 20%
  • Upper Body->Torso->Ribcage Volume 0.6
  • Upper Body->Torso->Navel 1.0
  • Head->Face->Mouth Width -0.4
  • Head->Face->Nose Width 0.3
  • Head->Face->Jaw Size 0.2

Screenshot 7 1024x768 Tutorial: Press the Make Fantasy Art button, part one

Much more Barbarianic. If Barbarianic was a word.

Next head into the Content Library and go to People->Genesis->Clothing->Journeyer Scout. With Genesis still selected, double-click the Pants, Boots and Wristguards. They should conform to the figure automatically. Clever, eh?

Now go into the Materials tab in Journeyer Scout, select the Pants (either in the 3D view, or in the Scene tab) and double-click 05_Pants (or any other material, if your prefer). Next select the Wristguards and set them to 05_Wrist, then choose a Boots texture. You should end up with an image something like this:

Screenshot 8 1024x768 Tutorial: Press the Make Fantasy Art button, part one

Now to give our Barbarian some skin texture. Click on Genesis to make sure he’s selected and go to People->Genesis->Materials and double-click Sample Jeremy – No Gen. Marvel at his lack of nipples. If that bothers you, use a different texture or cover him up :)

Now for Hair. Go to People->Genesis->Hair->Duke Hair and double-click it. Choose a Material to set the colour how you want.

Screenshot 9 1024x768 Tutorial: Press the Make Fantasy Art button, part one

Go into People->Genesis->Poses and choose a suitable pose (the one I used is in Basic Male) and move the camera until you find a pleasing position using the camera controls to the top-right of the 3D View.  While you’re there, click the topmost button (the one which looks like a mini-menu) to open up a mini-menu and change the background colour to black. You’ll see why in a mo’.

Double-click Genesis’ Head and to into the Parameter tab to set an expression. I used Angry 1.0 and Mouth Open Wide 0.7.

Now is a good time to do a quick test render. In the top menu, go to Render->Render Settings and set the render size to Square, 800×800 pixels. Press CTRL-R, and bask in your own awesomeness.

Screenshot 10 1024x768 Tutorial: Press the Make Fantasy Art button, part one

The default lighting in DAZ Studio is designed for preview use only, so let’s make it better. In the top menu, go to Create->New Distant Light and in the Parameters tab set the Light Intensity to 25%. This is going to be our overall fill light which puts a small amount of light into the shadows to give them detail. Without it, out shadows would be completely black.

Now add a Spolight by going to Create->New Spotlight. With that selected (use the Scene tab to select it, if necessary) use the Parameters tad to set the following:

  • General->X Translate: -100
  • General-> Y Translate: 250
  • General-> X Rotate: -90
  • General->Z Rotate: 45
  • Shadow->Shadow Type: Deep Shadow Mat
  • Shadow->Shadow Softness: 50%
  • Light->Intensity: 75%
  • Light->Spread Angle: 90

This should set the light to cast on the figure from above with pleasing (but not too deep) shadows.

Now hit render, and you should be an improvement in the overall appearance of the scene, all with just two lights.

Go into the Render Settings, raise the Render size to 1280×1280, and Render one last time. Save the image in .png format. This will export it with a transparent background. We set the background to black earlier to ensure there will be no “glowing” pixels around the edge. This is a Golden Rule – if you are going to add a background in another application (as we will do here), always render it with a black background in DAZ Studio and save it as a .png file. It saves no end of headaches later.

leaping barbarian2 1024x1024 Tutorial: Press the Make Fantasy Art button, part one

Black background becomes transparent, but with nice crisp edges. See?

And we’re done in DAZ Studio. Next time, we will use Photoshop to add a background and some water, then load the image into Pixlr Express for some final postwork and tune-up.

Till then!

 

Fun with Genesis Base

Genesis is the latest award-winning figure from the nice people at DAZ3d. The Base figure comes bundled with DAZ Studio Standard Edition along with a decent selection of clothes and poses to get started. That’s a brilliant 3d rendering application, figures, clothes, poses, morphs, scenery and even a dragon, all for free! What are you waiting for? Go get it. I’ll wait.

What we’re going to look at today is just one aspect of Genesis: the morphs. Base figures traditionally come with no (or very few) morphs to begin with meaning if you want to change the body or face shape, you’re out of luck until you’ve purchased a morph expansion pack.

Not so with Genesis. The Base figure includes a healthy selection of morphs out of the box, and you only really need to get a morph pack (such as Genesis Evolution) if you’re ready to move on and want additional flexibility.

Let’s take a walk through some of the key morphs provided with Genesis Base and see just how far we can push them.

When Genesis loads into a scene, it looks like this.

capt 2012 01 04 21 51 54 493x512 Fun with Genesis BaseBy default, Genesis as an androgynous. This is one of the key strengths of the figure – it can be either male or female (or Gorilla, or Troll, or……) and any clothes will automatically fit and adapt to the shape. When first loaded, the zeroed figure is a blank slate.

You can find the morph dials in the Parameters tab under the Actor section. Morphs are grouped into related themes: Female, Head, Lower Body, Male, Universal and Upper Body. As you might expect, Universal morphs affect the whole figure, Male and Female contain morphs to change the figure’s sex (just one of each, for now), Upper and Lower Body morphs relate to arms and torso or legs and hips, and Head changes….. you’re ahead of me, right?

capt 2012 01 04 21 52 31 512x384 Fun with Genesis BaseMorph dials go from 0 to 1 (but we’ll change that shortly) where 0 is ‘off” and 1 is “on”. You can also set them anywhere in between – if you want a figure that looks muscular, but not excessively so, for example, you could set the Bodybuilder dial to 0.3.

Walking through the key dials, setting the Female dial to 1 gets us this:

capt 2012 01 04 21 52 52 512x384 Fun with Genesis BaseWe got boobies! Note that the Female morph alters both the body and the head shape. Now our Genesis is definitely female, but she’s not particularly curvy. We’ll fix that later.

Likewise, the Male morph expands the chest and neck proportions and gives our character a more masculine head shape.

capt 2012 01 04 21 53 12 512x384 Fun with Genesis BaseYeah, I know. A certain vital something is missing. Genesis is dickless! That’s actually a good thing (or us, not for him) as it makes fitting clothes a darned sight easier. There is a free Genesis Bulge morph if you want lumps in all the right places as well as add-on penises if you’re rendering nudes.

Moving on, and the next dial worth mentioning is the Child morph in the Universal tab. Set it to 1 and you have a three-year old toddler. Set it anywhere along the dial and you can create anything from a teenager down. Combine the Female dial with Child set around 0.15 to get a teenage girl, for example.

capt 2012 01 04 21 53 56 512x384 Fun with Genesis BaseIf, like me, you’re into Fantasy gaming then the next dial is likely to get a lot of use – the Bodybuilder morph. This puts muscles onto your Genesis character. Set it to 1 and you get this guy:

capt 2012 01 04 21 54 16 512x384 Fun with Genesis BaseLikewise, if you want a female barbarian, set both Female and Bodybuilder to 1, and…

capt 2012 01 04 21 54 35 512x384 Fun with Genesis BaseShe’s strong all right, but still lacks the stereotypical curves. We’re coming to that!

It’s rare I’ll use dials set to 1. The real power of Genesis is that you can sculpt exactly the character you want by setting the dials anywhere along the scale. For example, if you want a character who is fit and agile (STR 14, DEX 16 in Dungeons & Dragons terms) then you can create something like this, all using nothing more than the Base morphs.

capt 2012 01 04 21 56 17 512x384 Fun with Genesis BaseThe scale of the figure has automatically changed due to the Child morph – just setting to 0.05 makes a shorter, more youthful figure.

Switching the figure above from Male to Female gives you this:

capt 2012 01 04 21 56 47 512x384 Fun with Genesis BaseThat’s not bad, but what if you want something more…. well, feminine?

The trick it to tell DAZ Studio to ignore the limits of the dials so that rather than being able to choose between 0 or 1 (or any value in between) you can set the value to .25, 176, -14, -1.2 or any other number you want. Values beyond +2 or -2 but will possibly “break” the figure but sometimes they can produce exactly the effect you’re looking for. It’s fun to experiment!

Right-click on the little cog beside the Parameter you want to ignore limits (in this case, Basic Female) and select Parameter Settings.

sshot4 512x384 Fun with Genesis BaseClick to change Respect Limits: Yes to No, then hit Accept.

capt 2012 01 04 21 57 52 512x384 Fun with Genesis BaseNow we can set Basic Female to any value we choose. Here’s what our example heroine above looks like with the value set to 2. As this makes the head shape effectively 2 as well, I have dialed it back by -1 on the head so that the head isn’t affected.

capt 2012 01 04 21 58 17 512x384 Fun with Genesis BaseMuch better.

I have barely even begun to scratch the surface of what can be achieved; the Propagating Scale dials allow you to resize individual body parts – meaning you could create fairly passable monsters using just the Base morphs alone, and the face and head morphs allow for a decent range of face options too.

The Evolution morphs greatly extend the customization potential of Genesis, but they also increase the load time too. It’s fun to fire up Genesis and see just what can be done with the Base morphs – and all for free!

Here’s a handful of body shapes, all created by messing with those Base morph dials, just to get your imagination sparking.

capt 2012 01 04 22 02 55 512x384 Fun with Genesis Base

capt 2012 01 04 22 06 58 512x384 Fun with Genesis Basecapt 2012 01 04 22 16 10 512x384 Fun with Genesis Basecapt 2012 01 04 22 19 11 512x384 Fun with Genesis Basecapt 2012 01 04 22 22 17 512x384 Fun with Genesis BaseTill next time!

Building a better default light set for DAZ Studio

One of the (few) areas where Poser beats DAZ Studio hands down is its default light set.  It is trivially easy in Poser to load a figure, add clothes and props, set a pose then hit Render and end up with something you’re likely to be happy with. With DAZ Studio each step is the same, but you will always need to add and adjust the lighting as a final stage. The default light set just doesn’t cut it, at all.

hiromage1 thumb Building a better default light set for DAZ Studio

DAZ Studio default light setup. Not that great.

In a way, that’s a good thing as it means you have to stop and consider the lighting. But sometimes you just want to click Render and see something good appear before your eyes. It might be a finished image, but it’s more likely nothing more than a preview render so you can see how things are shaping up.

A default light set need to be two things: fast, and good enough. It needs to be fast because it is most likely going to be used for review purposes and all you want is a rapid render while you’re working, yet at the same time it needs to be good enough for those times when simply being good enough will do. Sometimes I just want a render of a new set of clothes, poses or a scene for reference purposes, and good enough is just that – good enough.

Ideally, a default light set should also be simple so that it can easily be fine tuned with minimal effort. The default Poser light set is made up of just three lights, and I’d say that’s the limit. The default “there are no lights” light set in DAZ Studio is just a single shadowless Distant Light, and that’s not enough.

I’ve been on a bit of a quest these past few weeks to create a light set for DAZ Studio that fits the bill; one that is fast to render, delivers good enough results yet is simple enough to adjust on the fly.

And by jove, I think I’ve got it.

hiromage2 thumb Building a better default light set for DAZ Studio

Much better. Not perfect, but good enough.

Welcome to my new default.daz scene. I set up just the lights and backdrop, saved it then set it as the Default scene in the DAZ Studio Preferences (F2->select Scene tab). Whenever I hit CTRL-N, it loads up and I’m ready to play.

There are just four elements:

  1. the default Camera (of course)
  2. a Cyclorama backdrop that is pure white (easily replaced, and a good shadow catcher)
  3. a Distant Light at 30% intensity that casts no shadows
  4. a Spotlight from the top right (position 60,200,100, Xrot –20, Yrot 30) set to 70% intensity, Raytraced Shadows with 60% Shadow Softness

The Spotlight is the main thing, of course. This provides the shadows and therefore the depth to the images while the Distant Light is in place just to prevent the areas not covered by the Spotlight from blacking out. Between them they simulate a very simple photo studio setup that’s ideal for full length portraits – in other words, just what we need. The Spotlight is positioned to aim for a figure’s lower face but can easily by adjusted by looking through the Spotlight then using the Camera tools to position it accurately. Switch back to the Default Camera to position that, and you’re done.

Here’s a handful of images I created using just this default light setup. None of them will ever win awards – they’re just simple renders to see how different materials and textures work in this default scene.

JennaTwoKnives thumb Building a better default light set for DAZ Studio

sickle thumb Building a better default light set for DAZ Studio

greenkini thumb Building a better default light set for DAZ Studio

moonguard thumb Building a better default light set for DAZ Studio

primary thumb Building a better default light set for DAZ Studio

d1 urbanwarrior thumb Building a better default light set for DAZ Studio

d1 sf4freya thumb Building a better default light set for DAZ Studio

shotfirst thumb Building a better default light set for DAZ Studio

Like I said. good enough.

‘Till next time!

Create graphic novel style images with DAZ Studio and Fotosketcher

If you’re reading this blog then DAZ Studio needs no introduction (and if this is your first visit, check out my Renders category!). It is my 3D rendering app of choice and is available in both fully functional free and pay (essentially free + a shedload of plugins) form. Fotosketcher is something I’ve looked at before many moons ago and it has come on in leaps and bounds since then with more options, filters and tweaky doodads being continually added to its svelte frame. In essence, Fotosketcher is Photoshop without the Photoshop – a simple to use program which lets you use and tweak filters to turn your photos (and renders!) into watercolours, oil paintings, sketches (hence the name) and more. It has very low memory and processor requirements so is particularly well suited to netbook use – I can easily run for DAZ Studio and Fotosketcher at the same time. In comparison, trying to run DAZ Studio and Photoshop simultaneously on a netbook is not a pleasant experience! As with DAZ Studio, Fotosketcher is 100% free and unrestricted though the author is more than happy to accept a few dollars donation for a cup of coffee and some cookies. Money well given and well spent, I say.

Combine the power of DAZ Studio with the magic of Fotosketcher  and you can create images like this:

lara15 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

 

Here’s how.

Step One – Base image

First, take one render. I’ve already covered much of how to render using DAZ Studio is quite some detail (hint: start at the end and work forwards) so I’ll not repeat myself here. Graphic novel style renders tend to work best where there are large blocks of colour and the detail primarily in the focal character or action point. This isn’t a hard and fast rule – try out your own images and see what works and what doesn’t.  I find that too much background detail just smudges together, though ymmv.

Here’s my starting image of a certain well known Tomb Raider. This is the sadly no longer available Hi-Fantasy Treasure Hunter set and the RMTH Lara character for Victoria 4. Add lights, pose, background and hit CTRL-R, and we’re done.

lara12 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

Step Two – Inking

Now it’s time for Fotosketcher to shine. start it up and you should see something like this.

fotosketcher1 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

Press the left-hand icon in the toolbar to open your render, and the Drawing Parameters dialog box should automatically open ready for the fun to begin. If it doesn’t press the easel icon to bring it up.

Set the Drawing style to Cartoon 2 and the Edge intensity to around 100. This should give good thick inks – if it’s too much, drop it down and if it’s too little, add some more.

fotosketcher2 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

We hit could Draw! right away, but I prefer to remove all the colour from the image and merge the render and inks together afterwards. The Cartoon 2 setting makes great inks, but does things to the colours too that just look odd, in my opinion.

Move the Darken/Lighten slider all the way to 255 at the end, then hit the Draw! button, and save the result as a new image.

lara14 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

 

Beautiful, crisp clean inks! Lara Croft never looked so good. It’s tempting to stop here and call this tutorial “How to make old school images using DAZ Studio and Fotosketcher”. Let’s call this a tutorial-in-tutorial bonus, ok?

Step Three – putting it together

Finally, load the base render into your photo manipulation app of choice (Photoshop, Elements, GIMP, splashup, etc) then load, copy and paste the inks on top as a new layer. Set the layer mode to Darken (or equivalent in your app), and we’re done. Flatten the image, save it out then post on the web for all to see.

lara15 thumb1 Create graphic novel style images with DAZ Studio and Fotosketcher

 

Here’s a few more examples using the same technique. This is Foundry, my Cleric Blacksmith D&D character who makes Warforged in his spare time.

foundry3 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

 

A Persian Guard to show that detailed backgrounds can sometimes work too.

persianguard3 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

 

Here he is in his old school glory! Not bad for a hi-tech render, eh?

persianguard2 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

 

Let’s end where we began – with another render of the lovely Ms Croft.

lara17 thumb Create graphic novel style images with DAZ Studio and Fotosketcher

Till next time!

DAZ Studio tutorial: Using the Elite Human Surface Shader

One of the goals of many render junkies is to strive toward being able to create as photo-real renders as possible. Even if you’re happy working with the non-photoreal, merrily creating comic style panes or images that are clearly computer generated, it’s well worth knowing how to create something that bit more realistic should the need or desire arise.

The Elite Human Surface Shader for DAZ Studio is one more trick along the way. It sets out to do one thing, and do it well – improve the appearance of skin.

Skin is arguably the most complex texture you’re ever likely to encounter on a daily basis. That’s because skin has depth. Just look at it. Check out the back of your hand, right now. There’s the semi-transparent outer layer, veins, hair, wrinkles, musculature, scars and more, all covering an area…. well, an area no bigger than your hand. Skin catches the light in complex and fascinating ways, causing it to splash across (and beneath) its surface in mathematically intricate ways while multi-coloured shadows pool in the crevasses between joints and curves.

Skin is feckin’ awesome.

Unfortunately, most skin textures for 3D render apps such as DAZ Studio just don’t do it justice.  They try (with varying degrees of success) to simulate all that depth and light-and-shadow action in a simple texture with a bump and displacement map (if you’re lucky) providing the detail. Some do a great job, but many fall far short and just don’t behave like skin acts in real life.

That’s where the Elite Human Surface Shader comes in. It sets out to add some of that skin-like behaviour back to any texture. As the name implies, this is a Shader for DAZ Studio (not Poser). While its available for purchase for $17.95, far and away the best way to get it is to download the Stephanie 4 Elite Base for Victoria 4.2 for free – this also includes the complete Human Surface Shader package as well, meaning you’re getting $17.95 of value for absolutely nothing. Can’t get a better deal than that!

The Elite Human Surface Shader will work with any figures at all (not just the Generation 4 Victoria, Michael and Kids) meaning it’s also a great way to breath new life into the older models too. To show you how it works though, let’s begin by loading in Michael 4.

Head into Figures->DAZ People and double-click Michael 4.

capt2010091817 06 38 thumb DAZ Studio tutorial: Using the Elite Human Surface Shader

 

I set the Default Camera’s Focal Length to 180mm to come in real close, choose a Pose for Mickey (this is one from the Freak 4 set) and set the background colour to black for now. Setup simple studio lights (This is Calida Neutral 01, but any is good for now). Hop into Studio3->People->Michael 4->Materials-<M4 Sample-Res and double click !Body_BoxerBriefs and we get this:

capt2010091817 13 33 thumb DAZ Studio tutorial: Using the Elite Human Surface Shader

One quick render later, and……

hss10 thumb DAZ Studio tutorial: Using the Elite Human Surface Shader

Hmmm. It’s OK, but not great. The Sample Resolution texture that Michael 4 Base comes with isn’t bad (hey, is a huge improvement over Victoria 4’s purple rash!) but it just doesn’t cut it for close-ups. The texture is just too low-resolution…… or is it?

Enter the Elite Human Surface Shader.

Make sure that Michael 4 is selected then head into the Surfaces tab. Select 3_Toenail then hold down the Shift key and press the Up cursor until you’ve got all of Michael’s skin surfaces selected.

capt2010091817 17 55 thumb DAZ Studio tutorial: Using the Elite Human Surface Shader

Go to Shaders->omnifreaker->Human Surface and Control-Double-Click the second !Human Surface Base. Make sure that Map Settings are set to Ignore and click Accept.

Hit Control-R, and…..

hss11 thumb DAZ Studio tutorial: Using the Elite Human Surface Shader

Wow. HUGE difference! To re-iterate, this is the same texture and same lights, but with the Elite Human Surface Shader working its magic. And this is the lowest resolution texture you’re ever likely to use too. Use a better texture as a base, and the results can only improve.

The render above is, of course, far from finished (or very good at all, for that matter). The goal here is to show you what a difference the Human Surface Shader makes, even in a setup as simple as this. What you do with it from here is entirely up to you :D

The Elite Human Surface Shader has yet more tricks up its sleeve. Keeping the same surfaces selected, go into the Surfaces tab and check out the different parameters, all of which can be tweaked to fine-tune for different skin types. The two most important settings are Bump Active and Displacement Active. Set these to ON if the texture you’re using has Bump and/or Displacement Maps. I also tend to enable Fresnel, Velvet (which simulates fine body hair) and sometimes Subsurface Scattering as well (though the effect varies widely from texture to texture), as these improve the general quality of the light hitting the skin overall, and cost little in terms of render time.

hss13 thumb DAZ Studio tutorial: Using the Elite Human Surface Shader

 

Till next time!

Building a render, step-by-step

A short while back I posted an image titled Stand Your Ground, and promised a tutorial showing how it was made. This is it.

Note: This tutorial contains nudity. Underneath your clothes, so do you. Live with it, or look away now.

Starting (as you do) at the end, here’s what the finished result looked like:

standyourground thumb Building a render, step by step

This is made from two renders of the same scene with different lighting, plus a third layer added in Photoshop to provide the “roaring dragon” effect.

When it comes to setting up a scene in DAZ Studio, I usually start with the figure and try to get the general body and head shape right before working out to the clothing, other characters and surrounding scenery. For this render I wanted a female warrior who was lithe and clearly muscled but not too strong – she’s no Amazonian. She is Stephanie 4 Base (my favourite starting female figure right now) using the Natalie morph and a touch of She-Freak added for muscle definition.

That’s one thing I love about working with the Unimesh figures – I can mix and match between such very different character morphs to create exactly the look I want. The skin texture is simply Stephanie’s own default; it’s that good I felt no real need to change it for anything else.

The clothes are from the Briana Culaith set. If I was using Poser, that would immediately pose (no pun intended) a problem, as this set doesn’t have fit morphs for either Stephanie or She-Freak, and I’ve used both. I’ve have to set about tweaking, scaling and adjusting the clothing to fit by hand, or rely on third party tools or magnet to do the job.

In DAZ Studio however, it’s simply a matter of selecting Stephanie, right-clicking on her in the Preview window and hitting “Morph Follower”.

This is one of the best features ever added to DAZ Studio, ever. Any clothing (no matter how old) will “just work” with any new Unimesh morph set, right away. There’s no updating of the clothes to be done by the vendors to suit the new meshes, no mess, and no fuss. Right-click, Morph Follower, done.

dontfit thumb Building a render, step by stepTHESE CLOTHES DON’T FIT!

 

donow thumb Building a render, step by stepTHEY DO NOW!

For her hair, I used Aether Hair. It is easily one of the best hair models around and comes with fits for Victoria 4, Michael 4 and pretty much any figure ever made. There’s a tonne of style morphs included too so it’s a one-stop hair whether you want to render something short and cropped or savage and untamed. It’s my most-used hair of all the ones that live in my Runtime folder, by a mile.

The rest of the scene is simple. Take one Spiky Dragon and add one Briana’s Temple in the background. Add salt to taste, and apply Depth of Field. Now for the lighting.

My favourite light set is good old Light Dome Pro – not the second (which produces excellent results but the render times can take ages) but the first. As far as lightsets go it’s dirt cheap ($20) and delivers consistently excellent results every time. Often (as with this render) I just used the Cloudy/Draft setting and work from there. This keeps the render times well under an hour. Here’s how the render looked on first pass:

dragondance2 thumb Building a render, step by step

 

That’s good, but it lacks focus. The light is too even. The eye sometimes needs patches of light and dark to give it something to latch on to. I delete the lights and add a low-intensity Distant Light and a single shadow casting Spotlight to pick out the dragon’s teeth and the warrior’s left side:

 

dragondance thumb Building a render, step by step

See how your eyes know where to look now? By combining the two images in Photoshop with the first image as Layer 1 and the second as Layer 2 set to Lighten, we’re more than halfway there. Of course, I could have just added a Spotlight into the scene with in DAZ Studio with the existing lights, but where’s the fun in that? Rendering two scenes with different lighting and blending the layers in Photoshop can produce some great effects! And some, not so good, but it pays to experiment.

Next, I take a copy of the bottom Layer and drag it to the top, covering all of the others. Head into Filter->Blur->Radial Blur. Set it to 10 Pixels, Spin, Good Quality and set the Blur Center to roughly where the Dragon’s open mouth is on the scene. Drop Opacity to around 55%.

We’re almost done. To make the renders really jump off the screen, I use the Painted Look Actions in Photoshop. These boosts saturation and shadows in a way that would make Frank Frazetta proud. One quick click of the Underpainted action, and the image is complete.

All told, I’d guess this image took about 30 minutes to set up, 30 to render (twice) and another 30 in Photoshop. 90 minutes from start to finish is unusual for me – many renders can take 4 hours or more just to “look right” before I even start to render.

In this case though, it all came together just right. I like it when that happens.

standyourground thumb1 Building a render, step by step

Till next time!

Perfect Portraits with DAZ Studio and UberEnvironment2

Here’s a quick show’n'tell for DAZ Studio 3.

But first, the setup. I’m using Vicky 4.2 with the Morphs++ pack, the 3Dream’s free Boy Hair, RecieCup’s free Doll character & textures and the Sports Bra and Shorts (included with DAZ Studio 3), so y’all should be able to follow along just fine. If you don’t have the Morphs++ pack you won’t be able to use Doll’s morphs, but otherwise you’re good to go.

Load in Vicky 4.2 with the morphs, add the clothes & hair and apply the Doll texture & morphs. You should have something which looks like this:

ue2 1 512x300 Perfect Portraits with DAZ Studio and UberEnvironment2

In Render->Settings, the dimensions are set to Custom, 640×800. Time to pose Vicky and adjust the camera position. For this setup I used one of the poses included with the (free!) Girl 4 Base. Select the Default Camera in the Scene tab, set the focal length to 180mm and position to suit. I set the SportBra’s ClothThickness (in the Parameters tab) to 1, and adjusted the Cloth and Trim materials in the Surfaces tab to Black with a light grey Specular shade.

ue2 2 512x300 Perfect Portraits with DAZ Studio and UberEnvironment2

Now for the UberEnvironment2 magic. In the Content tab, go to DAZ Built-in Content->Lights->UberEnvironment2 and double-click !UberEnvironment2 Base. Go into the Scene tab and select it, then hop right back over to the Content tab again. Click on Set HDR KHPark then Set Quality 3Hi. In the Parameters tab, change Occlusion Samples from 64 to 128. This will slightly increase the rendertime, but increate the quality dramatically.

See how a backdrop appeared when you set the UberEnvironment to Park? By default it’s set to be invisible when you render, but if you like it (or are feeling lazy and don’t want to add a background scene of your own), you can make it visible by clicking on the little + next to the UberEnvironment in the Scene tab, selecting EnvironmentSphere then settting Visible in Render to On in the Parameters tab.

Hit CRTL-R, and………..

ue2 3 409x512 Perfect Portraits with DAZ Studio and UberEnvironment2

Even though a scene like this is quick to set up (honestly, it took me much longer to explain than it did to build), consider setting up couple of default scenes – one for Victoria, and one for Michael – with your most commonly used morphs (Morphs++, Aiko, FREAK or whatever) in place, UberEnvironment all set up and the camera in position. This will shave a lot of time off your workflow and help deliver consistently great results. But don’t tell anyone I said that, ok?

In summary

  • Set the camera’s Focal Length to 180-200mm for 3/4 shots, 300mm for head shots
  • UberEnvironment Quality Hi and Occlusion Samples upped to 128 is a great compromise between quality and render speed
  • Hair kills render speed when using UberEnvironment. If necessary, turn the Shadows off for the hair, or consider investing in the Uber Hair shaders. These let you turn off Ambient Occusion for just the hair – a great time saver!
  • If you want an outdoor look to your lighting, use the HDR Park setting
  • Once you’re used to this setting, look at ways to break it. Add other lights, drop in a full backdrop and use Depth of Field, experiment with camera angles. It is your render, after all, and there’s no such thing as wrong

Till next time!

Easy Depth of Field in DAZ Studio 3

Depth of Field, how I love thee. For those that don’t know, this is the photographic term meaning the parts of an image that are sharp and in focus; anything else is blurred out to some degree. But that doesn’t make it sound exciting at all, does it? So, let’s start again.

Depth of Field is that magical zing that takes a flat image and turns it into something three dimensional. It’s the cue that tells our minds where to look and what is important in the image. Movie directors use it all the time so we can follow the action. Yes folks, Hollywood can control your eyes and thus your mind! You have been warned.

For 3d render work all too often it’s not used at all which is why so many computer-generated images look like…. well, computer-generated images. Depth of Field giveth Realism, and lack of Depth of Field taketh it away.

When it comes to DAZ Studio, using Depth of Field in your renders used to be pretty darned tricky – it involved messing about with Null objects and lots of guesswork. Then along came the frankly awesome ahRenderControl plugin which made using DoF super-simple in DAZ Studio 2.3. I covered how to use this in some detail, right here.

Now, we’re up to DAZ Studio 3 (with version 3.1 just around the corner, it seems) and Depth of Field is easier still, built right into the program. Here’s how.

Let’s start with a simple enough setup that anyone can make and follow along. Here’s a couple of Victorias with Glamour Hair and wearing Sports Top and Shorts. These are all included content with DAZ Studio, so we’re good to go. I’ve used the Super Shiny Shaders on the clothes and the Bijou texture for the skin (an excellent skin texture, morph and hair pack, btw – watch out for it on Fast Grab and if it appears, get it!), but any skin texture or morph is good for this.

easydof1 409x512 Easy Depth of Field in DAZ Studio 3

Vicky One is at 0,0,0 while Vicky Two is at -60,0,-100, slightly back and to the right. I’ve set the Default Camera’s Focal Length to 105 and moved it slightly to frame the two of them neatly. Now for the clever bit.

Select the Default Camera in the Scene tab, then head into Parameters. Set both Depth of Field and Display Persistence to ON.

easydof2 512x300 Easy Depth of Field in DAZ Studio 3

Now, with the Default Camera still selected, change the camera you’re looking through (drop-down in the top-left of your viewport) to Perspective View and move the camera around. Lines show the Default Camera’s field of view, and a guiding box shows the Depth of Field! Change the Focal Distance to move the DoF forward and back, and the F/Stop to widen or narrow it. You can immediately see what’s going to be sharp, and anything else is blurred to a lesser or greater degree (depending on distance from the “in-focus” part). Easy, eh?

easydof3 512x300 Easy Depth of Field in DAZ Studio 3

This is a pretty extreme example, but it’s well worth using DoF for all your renders. Set the F/Stop to a suitably wide value (for the photographically minded, a value of 22 = f1/2.2, 56 = f1/5.6, 80 = f1/8 etc, by my reckoning) so that the most distant elements have a touch of bluriness, and you’ll see a huge difference in the way your renders pop.
easydof4 409x512 Easy Depth of Field in DAZ Studio 3
Same setup, but with the Focal Distance changed from 360 to 480 to put the back figure in focus instead. Ok it’s not going to win any prizes, but I like it!

When it comes to your Render->Render Settings->Advanced parameters, the main thing to remember is to set Shading Rate to 0.2, and leave it there. Don’t touch that dial ever again! The default value of 1.00 is much too high, and makes the out of focus elements look oddly pixelated. Set it to 0.2 for a much smoother effect, then forget about it.

There’s on last part to recreating this images, and that’s the lighting. I used nothing more than the included UberEnvironment2, and I’ll show you how to use that lovely light setup in DAZ Studio 3 – next time.

Till then!

So you’ve got the free Base Figures. Now what?

Just in case you didn’t get the memo, the generous people at DAZ3D have released all of their Base Figures (yes, all of them) for free. That has put the 3D rendering community into feeding frenzy mode with all and sundry stuffing their hard drives to the gills with everything from the very first Aiko to the latest and greatest FREAK 4 figure.

Then they’ve scratched their heads wondering what to do with all these terrific figures. After all, these are just the figures – there’s next to no hair, no clothes and many don’t even include a set of morphs or textures worth writing home about. So, just what can you do with a runtime folder full of just the base figures?

Use them, of course!

girlbare 512x512 So youve got the free Base Figures. Now what?
The Girl, bare. Cute as a button she is too.

The easiest way to use the figures straight out of the body is as figure studies. Get to know how the models pose and the strengths of each one. Every model is different. Michael 3, for example, is far more chiseled than Michael 4′s more rounded features, and the original Aiko is much more toon-like than the later Aiko 3 and Aiko 4 models. The Reduced Resolution figures are well worth the price of download (free!) as they’re ideally suited if you want to add a crowd scene or bunch o’folks in the background.

r108 512x512 So youve got the free Base Figures. Now what?
Ten Michael 3 RR figures in one scene and my little netbook didn’t even break into a sweat.

The Reduced Resolution figures also come with equally reduced resolution textures, and they work with any figure of the same Generation – so you can use the Michael 3 RR texture on FREAK or Michael 3 himself too. It’s not a great texture, but it’s good enough to get started.

r109 512x512 So youve got the free Base Figures. Now what?
Michael 4 base. A surprisingly great texture, by default.

The newer Fourth Generation figures (Michael 4, FREAK 4, Hiro 4, Victoria 4, Aiko 4, Girl 4 and She-Freak 4) are the current, and best, models out there but that quality comes at a price. These are all memory intensive figures to use. The earlier generation figures are much lighter to use, both in terms of loading and render time. For complex renders, I sometimes use Victoria 2 and Michael 2 as stand-in figures while I set up the scene, then replace them with their Fourth Generation counterparts when I’m ready to roll.

golden 512x384 So youve got the free Base Figures. Now what?
Stephanie 3, sunset and Gold Shader. Done.

The huge advantage of using an earlier figure is that there’s a wealth of free (and paid) content out there for them. I’d guess V3 has fifty times the number off outfits than V4, and Aiko 3 is easily the best supported Anime figure on the market. I’ll be looking at free resources for the older figures another time. Until then, I suggest taking a look at using Shaders to colour and texture the Base Figure directly. This is something I’ve already covered (here and here) – why not give it a try?

sf1 512x512 So youve got the free Base Figures. Now what?
She-Freak 4. As deadly as she is beautiful.

Thanks to DAZ Studio’s Morph Follower, it shouldn’t be too difficult to make your existing clothing fit (provided it’s of the same Generation), and solutions exist to convert any clothing or hair to any figure. FREAK 4 sure looks funny in a dress.

But that’s not all. DAZ3D have also issued a $5 voucher for everyone. It’s valid until 1st February so be quick! The code is SPREADTHEWORD5 - just add it in the My Account page and it’s yours. You can read more about this offer over on the DAZ Forums. Until the end of the month there’s a huge dicount on 2nd, 3rd and 4th Generation clothing bundles so you could even use it to pick up a whole load of clothes for free!

discofaceoff 512x512 So youve got the free Base Figures. Now what?
A pair of Victoria 3s all set for a disco face-off thanks to the V3 SP Clothing Pack. Oh yeah.

The David Clothing Bundle, Hiro Clothing Bundle, Chic Boutique, v3 SP Clothing Pack, David Clothing Pack, V3 High Fantasy Character Clothing Bundle, M3 High Fantasy Character Clothing Bundle and 4 in1 Hair Bundle are all currently only $3.48 each – that $5 more than covers any one of them. Heck, the Modern Desert Soldier Bundle is only $5.23 so you could pick up a full set of army dress for David, Michael 3 & FREAK for just 23 cents! Bargain? Oh yes! Grab all the links to these packs and more on the Generation 3 Bundles page – but be quick!

Next time, let’s take a look at just one of the figures – Hiro 3. Till then!

When the spotlight falls, the dance begins

 When the spotlight falls, the dance begins

Just testing DAZ Studio 3′s Volumetric Lighting, don’t mind me. If nothing else, it’s a good excuse to post a render of a gorgeous elven ranger who is armed to the teeth. Go on. Count those swords. I’ll wait.

Using the Volumetric Lighting is easy -

  1. Add a spotlight (Create->New Spotlight). In thise case I’ve set it to Y=300 and pointing directly down (X Rotate = -90)
  2. Make sure it’s selected in the Scene tab then head into DAZ Built-in Content->Shaders->Uber->UberVolume
  3. Double-click Parent Cone to Light
  4. In the Scene tab, expand the Spotlight and select Spotlight 1 Volume then, in your Surfaces tab (you do have it open, don’t you?) make sure that Spotlight 1 Volume is also selected. As with any Shader effect, you need to have both the object and it’s material selected, remember
  5. Back in the Content tab, double-click Cloud, Dust or Smoke and fine-tune the effect in your Surfaces tab to taste
  6. Finally, expand the Volume to cover the entire scene (or as much as you need) in the Paramaters tab by adjusting Z Scale. For this scene I set it to 300% so that the smoke effect went all the way down to the floor

That might sound complex, but it’s not – it’s just harder to explain that it is to do. Try it and see.

There’s lots of potential to Volumetric Lighting – from fog effects to light spilling out of dusty warehouse windows, from adding a subtle depth to a romantinc render to over-the-top rock-god ground smoke MTV video. And much, much more.

Yeah. Tis good. Expect to see more!

EDIT: For more information about UberVolume, here’s the instruction manual online.