Linwelly's Grove

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  • KnittingmommyKnittingmommy Posts: 8,191

    Thanks, Linwelly.  I didn't know how to do this either!  I'll have to give it a try.

  • LinwellyLinwelly Posts: 5,947

    I learned from mjc1016 that the glow can be made very nice by setting the ambient off limit to 500 and the opacty to 50% for the rings

  • dHandledHandle Posts: 617
    edited April 2016

    Wow! Thanks for the idea, Lin!

    I played around with it, and actually got something cool!

     

    edit: to remove image.  I simply HAVE to remember to NOT post my stuff on other people's threads!

    sorry...

     

    Post edited by dHandle on
  • LinwellyLinwelly Posts: 5,947

    Nice idea to make the base translucent as well dHandle, good work.

  • dHandledHandle Posts: 617

    Thanks, Lin. 

    It was late when I was finishing up, and noticed that I wasn't finished.  The center post needs work.  Ah , well...there's always tomorrow.

    er...today.

    whatever...

  • LinwellyLinwelly Posts: 5,947
    dHandle said:

    Wow! Thanks for the idea, Lin!

    I played around with it, and actually got something cool!

     

    edit: to remove image.  I simply HAVE to remember to NOT post my stuff on other people's threads!

    sorry...

     

    It's not a big deal, don't worry, it's not like you crowded the place with your renders. But if you worry, you can always put a link.

  • dHandledHandle Posts: 617

    Thanks, Lin!  Good idea posting a link.

    I spent 6 hours this morning fiddling around with this trying to learn stuff.  You're a good inspiration and a good teacher!

    This is what I ended up with.

    http://www.daz3d.com/gallery/#images/119011/

  • LinwellyLinwelly Posts: 5,947
    dHandle said:

    Thanks, Lin!  Good idea posting a link.

    I spent 6 hours this morning fiddling around with this trying to learn stuff.  You're a good inspiration and a good teacher!

    This is what I ended up with.

    http://www.daz3d.com/gallery/#images/119011/

    Very nice, I like the shiny metal you used and the light effect from the rings on the floor.

    Never thought myself of as a teacher but I'm glad to be of help, as I received and still receive it so many times around here.

  • LinwellyLinwelly Posts: 5,947
    edited April 2016

    Tarted this one as a test for the Maia Hair http://www.daz3d.com/maia-hair-for-genesis-3-female-s, but it developed to a render I will have as a gift for a friend over at dA in a few days.

    http://www.daz3d.com/forums/uploads/FileUpload/cc/90664711f2094098ae33d4bfca424e.jpg

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  • KnittingmommyKnittingmommy Posts: 8,191

    Oh, that's nice, Linwelly.  I love how you ended up making the braid part of them image almost like a second character.  Your image is very nicely done.  I think your friend will be pleased.

  • LinwellyLinwelly Posts: 5,947

    Thanks a lot Cathy, I want to do a lot with that hair, as with everything else in my runtime but I need to adopt your signature...it's so fitting, and once I have the time I'm so drained I can't do a thing.

  • KnittingmommyKnittingmommy Posts: 8,191

    I actually kind of like the saying in your signature about spelling mistakes!  But, yes, I have SO many ideas for renders in my head that I can't possibly do all of them.  I just have to try and pick the ones I like the best and figure out how to actually get what I see in my head inside DS.  I don't always succeed, but it is fun trying.

  • IceDragonArtIceDragonArt Posts: 12,548

    I love how pleased she looks.  If I had hair like that I would be pretty darn pleased too lol.  Its a lovely image

  • LinwellyLinwelly Posts: 5,947

    Thanks a lot Sonja! Yes from time to time I like to have a happy character. My friend did like it, said she sometimes has the same hair colour.

    On the other hand I made a a render wich is too political to post it here but it's something that itches me all the time. For those interested here is a link to it on my dA page:

    http://linwelly.deviantart.com/art/Euhope-602617063

    As I respect DAZ policy to keep politics out of this forum, please comment on the dA site if you wish to do so.

    Thanks

  • LinwellyLinwelly Posts: 5,947
    edited April 2016

    I played around with a lot of new stuff for the April PC challenge What's New. I had a chance to try my hand at Rons waves for this one, but only the spray is made with it. To use the waves themselves (and the whisps I got as well) I found to be a challenge, still making babysteps with the postwork aspect..

    So this is Tempest, enjoy!

    http://www.daz3d.com/forums/uploads/FileUpload/d1/161cc3e0f1b47d88021ad894b9ef11.jpg

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    Post edited by Linwelly on
  • IceDragonArtIceDragonArt Posts: 12,548

    Wow that looks fabulous! New brushes are always a challenge even if you kind of know what you are doing lol.  His fire tutorial that came with some of his fire brushes helps a bit, he uses a bunch of layers with different transparencies and things like turning a normal layer into a soft layer or a noise layer or whatevere.  there is a drop down box with a bunch of different options. I usually click on each one until I find the one that does what I want it to do.

  • MelanieLMelanieL Posts: 7,384

    I think that's a really great start with the baby steps! I'm in the "click this, click that, see what happens - thank you, Ctrl-Z" camp too.

    That Mec4D Hair is really useful for this sort of thing too, isn't it.

  • LinwellyLinwelly Posts: 5,947
    MelanieL said:

    I think that's a really great start with the baby steps! I'm in the "click this, click that, see what happens - thank you, Ctrl-Z" camp too.

    That Mec4D Hair is really useful for this sort of thing too, isn't it.

    That made me laugh! But yes that where I am, though I a real fan of the layers, just add another layer test test test oh, looks like sh*t, well to the bin it goes. And every time a layer is good, make a duplicate, hide the original before fussing with the duplicate.

     

    Thanks Sonja,  a tutorial on those waves would have been nice and I didn't even think about noise or soft layers with those... need to dublicate me to learn all this stuff.

  • KnittingmommyKnittingmommy Posts: 8,191

    That looks great, Linwelly.  I've tried playing with the waves, but haven't quite mastered it.  Yours looks much better than anything I've come up with to date!  So, what is it called then if you are still taking baby steps and I'm way behind you? cheeky

  • TabascoJackTabascoJack Posts: 865

    Looks fantastic, Linwelly!

  • SaphirewildSaphirewild Posts: 6,668
    edited April 2016

    Liwelly hun, All I have to say is truely amazing work here girl!!!! I mean all your art is amazing but honestly you have really outdone yourself this time around, the work you did with the sprays and whisps brushes oml is fantastic!!!!!

    Editing for correcting spelling!!!

    Post edited by Saphirewild on
  • LinwellyLinwelly Posts: 5,947

    Thanks a lot lot all of you!

    @Knittingmommy don't you worry about that, I'm perfectly convinced that you know a lot of things in postwork I haven't even started to think of yet. There is so much to learn about Gimp there is something to get the grip of first for everyonelaugh

    @Saphirewild there is only sprays in this one, no whisps this time wink . That stormy torrent around her is actually a cylinder with a cloud map (in transparence /opacity map as well) twisted with a deforrmer. If you are interested I could put up a step by step for that one.

  • Joe WebbJoe Webb Posts: 837

    Great work Linwelly. Waves and waters are things I usually stay away from, since I'm not used to working with them. I got the Ron's brushes too, and am in the "click here, see what works, CNTRL-Z, camp" too.

    I'd like to see how you deformed that cylinder. I know about deformers, and after a lot of work can get some hair (for example) not to poke through the front of hat - just don't turn around.

  • KnittingmommyKnittingmommy Posts: 8,191
    Linwelly said:

    Thanks a lot lot all of you!

    @Knittingmommy don't you worry about that, I'm perfectly convinced that you know a lot of things in postwork I haven't even started to think of yet. There is so much to learn about Gimp there is something to get the grip of first for everyonelaugh

    Maybe, I don't know.  Most of the time I feel like I'm just fumbling around in there and, occasionally, I get something cool. smiley

    Linwelly said:

    @Saphirewild there is only sprays in this one, no whisps this time wink . That stormy torrent around her is actually a cylinder with a cloud map (in transparence /opacity map as well) twisted with a deforrmer. If you are interested I could put up a step by step for that one.

    I'd like seeing that, too, Linwelly!  Sounds like an interesting technique that could be very useful!

  • IceDragonArtIceDragonArt Posts: 12,548

    "Thanks Sonja,  a tutorial on those waves would have been nice and I didn't even think about noise or soft layers with those... need to dublicate me to learn all this stuff."

    Ha you and me both!  maybe between the four of us .... lol.

    Linwelly said:
     

    Maybe, I don't know.  Most of the time I feel like I'm just fumbling around in there and, occasionally, I get something cool. smiley

    Shhh don't tell anyone but that's what most people do lol.

    I'd like seeing that, too, Linwelly!  Sounds like an interesting technique that could be very useful!

    Me three...

  • LinwellyLinwelly Posts: 5,947
    edited April 2016

    Ok here comes the wonderfull Twister... (Lets see if I gett all images attached... the answer is no)

    Step 1: create a cylinder from primitives, I used 2m length and 1m in diameter.
        make sure you have enough segemnts and sides otherwise you'll get a very bumpy deform. I uses 200 sides and 200 segments.

    http://www.daz3d.com/forums/uploads/FileUpload/5b/c3c61160eed31e67352c518ee1d011.jpg

    Step 2: as I don't really need the ends of the cylinder (will only confuse a lader image map) I use the geometry editor to create a separate surface for them and make then invisible in the nest step.

    http://www.daz3d.com/forums/uploads/FileUpload/31/0f3c9b79986801471bea4f0d1b5f74.jpg
    Step3: create a dformer, I called it Twister for this one, this is what it looks like when I select the dformer Field, this basically already has the distribution I want it to have, the redder the area the more affected it will be by the deforms but I increas the scale for X and Z to 140, notice how it gets a darker red.

    http://www.daz3d.com/forums/uploads/FileUpload/7b/466058941e2635999b996f947aac33.jpg

    http://www.daz3d.com/forums/uploads/FileUpload/2e/1121ba4cd79c6706b4830c82b2c01f.jpg

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  • LinwellyLinwelly Posts: 5,947
    edited April 2016

    The wonderful twister part two

    Step4: lets twist again... select the twister handle in the scene tab go to parameters and turn the y- rotate to whatever you need (just for the fun of it try the x or z rotate as well to see what happens)

    http://www.daz3d.com/forums/uploads/FileUpload/b0/dc33d6003e08e910aa2d157eb4984d.jpg


    Step 5: now we need the new texture, for that I'll switch back to texture shaded. make sure you have the cylinder selected (not the dformer) and on the surfaces tab the default that contains the surface we want without the ends. Select the diffuse channel and browse for a cloud dome (I used Marshians Devine light, clouddome 1) I#m lucky here it's more or less grayscale with a black background so in the opacity channel it goes without alteration.

    http://www.daz3d.com/forums/uploads/FileUpload/9d/393366177e9914492373e1670911da.jpg
    Step 6: make final adjustments with specular and ambient channel, I even reduced the opacity to 50% and played with the tile size and offset. For the spot render I added the Backdrop from the dragonslayer intro and a Distant light. If you need to adjust the size of your cylinder that might require adjustments on the Twister field and handle as well.

    http://www.daz3d.com/forums/uploads/FileUpload/41/4129d0634aaaac020cf27f908b1c6c.jpg

    Hope that helps, let me know if there are further questions, I'm not very versed on the field of making tutarials yet and not sure if I have to few steps or being tedious with explaining the obvious.

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    Post edited by Linwelly on
  • IceDragonArtIceDragonArt Posts: 12,548

    Awesome thank you!

  • KnittingmommyKnittingmommy Posts: 8,191

    Very, very cool!  And, you know I'm going to try that in an Iray render very soon!

  • LinwellyLinwelly Posts: 5,947
    edited April 2016

    @KA1 I had a look at your shadow problem and this is what my test and thoughts came up with.

    I simplified the situation drastically and I stayed away from cartoony shaders which are somthing I haven't tried myself at. Setup is a backwall a floor an a ceiling plus a wall with a (physically functional) window at the left hand side plus my handsome warden as a replacement for Mr Steed and and Ms Peel.

    Lights are for the first render three distant lights: 1st from upper left casting light through the window (shadows on) 120% , 2nd from front 70%(shadows off) and thid from right hand side 70%(shadows on) (plus an UE at 30% U guess I could have omitted).

    http://www.daz3d.com/forums/uploads/FileUpload/09/41ded5e6654a17f516ae3de2acec0b.png

    Interesting point to your situation is the shadows cast by Distant light 1: the window crosses and my handsome warden but ony for the peace of light that comes through the window.

     

    Setting 2 is the same as setting one plus a spotlight coming same angle as distant light 1 but inside the box, 100% and shadows on, the shadow of my handsome warden is more pronounced and reaches the full body lenght.

    http://www.daz3d.com/forums/uploads/FileUpload/10/a5f46f4b0a55fe6c148cfaf7c00a3e.png

    Hope that helps.

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    Post edited by Linwelly on
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