Wednesday, September 22, 2010

Lobster Woman vs. Pillbug Man!

R3 Jam: Insect Characters


"Foolhardy isopod! Your multitudinous yet functionally uniform limbs are NO MATCH for the specialized POWER of my CRUSHER CLAW-- and my CUTTING CLAW!"

After another forum member suggested that "Bug Characters" might be more "grammatically" correct, I seized upon that opening to point out that grammar didn't give a fig which noun we were using-- but that taxonomy did!  Thereby expanding the discourse to include the Phylum Arthropoda, and opening up "a whole 'nother can of crustaceans" for my merciless exploitation...

Saturday, September 04, 2010

Anomalous Data

Um, Pasadena, we're seeing some anomalous data in the feed from the rover... Yeah. THAT data. And, along with the image, there appears to be a text message:

"So, is that your Instrument Deployment Device-- or are you just happy to see me?"


This is my second contribution for the R3 Redheads Jam.

Once again, a visual gag, rendered via DAZ Studio. I first posed the girl in mid-air as if she were sitting in a chaise lounge, holding a drink, and amusedly regarding something off to her right. Naturally, I then proceeded to BUILD a chaise lounge, and a drink, and a bangle, and so on... and finally stumbled upon a suitable "something" in the Google 3D Warehouse, courtesy of Alvaro. The weird skydome texture is from an old landsat photo snagged offa the internet years ago; not sure where that was originally from. Hair by Kozaburo again. One of these days I should learn how to use Omnifreaker's shaders to speed up rendering on more modern (read: complex) hair props, to where my aged PC can handle them; but, for now, the simpler stuff still works well.

And now, in an attempt to maintain this blog's R rating, some gratuitous nudity:


This image used a more sophisticated lighting rig, to get the shadows Down There to work properly. Also, a fairly aggressive wide-angle lens, for artistical distortion effects. Ooooohhh...! 8^j*

Here's a closeup of the actor's "amusedly regarding" expression (from an earlier render):


And finally, while I had the location available (so to speak), I couldn't pass up one touristy scenic snapshot. Plus, after manhandling DAZ's Millennium Environment terrain into the scene, I needed to showcase that work a bit.


I'm also rather pleased with how my modest little lighting rig helps harmonize the colors of the image here. Not bad for three fill lights and one shadow caster.

Monday, August 16, 2010

Sylvia (Detail)

R3 Jam: Redheads

Sylvia: Process Notes

Being an old monochrome pen-&-ink and graphite type, I have a pronounced tendency to fall into full tonal black and white renderings, unreasonably early in my drawing process.


However, when the topic is REDheads, this'll need a little more work.
All right then, let's drop in some more-or-less flat base colors . . .


. . . and use the old Multiply mode trick with the BW layer:


Uhm, eeuuuw! Well, that's gone a bit necro, hasn't it?
[Side Note-- This is one of my pet peeves with the default settings on consumer-grade 3d rendering gear: all the shading being added via deadening grays. On flesh tones, no less. What could they possibly be thinking?]

So, in years past, I used to use Image->Adjust->Curves with a nice preset I saved, to convert my grayscale layer to sepia. Which at least got the fleshtones to behave. But, it made touchup edits awkward, the layer no longer being in simple gray. And other items on that layer didn't necessarily need to be shaded in skintone sepia either.

Well, on an as-yet-unreleased project, I stumbled upon a sort of backwards use of the Overlay mode. Traditionally, you use it on a grayscale-patterned layer, to apply texture to a color layer below. But you can also use it to apply color tones to grayscale. So, here's Sylvia's overlay layer . . .


. . . and its effect on the BW layer:


Used a traditional orange-brown sepia on the props, and a magenta range for her skin shading. Neutral on the sclera and blue for the irises. And yet-- I can continue to edit my still-monochrome BW layer, while immediately seeing the final effect on the color image! Sweet!

Finally, flatten all the layers together, et voilĂ !

Thursday, May 27, 2010

Pirates!

R3 Jam: Pirates!


Enough to get the idea across, anyway. The rest of my week is booked solid; I wanted to get in on the first wave of this jam; and, as you can see, this design would allow for an indeterminate timespan of fidgeting with details. Hence the sketchy b&w sandwich with scrumptious gradient filling. 8^D*

Gnabbist
-- calling for a ration of grog all around for the ARRR3 Army

Sunday, May 23, 2010

That's Some Giant Glowstick

And another render. This one was triggered by a brief thread in Chup's Poser Art Blog touching upon a technical lighting problem. Hey, an art-tech research question? How was I supposed to resist that? 8^D* So, about a week later... (!)


I'm not sure how useful this would be to Chup, unfortunately, as this is (again) a DAZ Studio render, and I don't know if Poser has equivalent weird lighting gadgets. But anyway-- this was rendered using omnifreaker's UberAreaLight and UberEnvironment2. The former, to provide a tube-shaped light source, and the latter, some general ambient lighting. I'm not sure if it's something I did wrong, or if it's a feature-- but having an UberAreaLight in the scene seems to disable shadowcasting on distant lights (i.e., a light source that emits parallel rays, like sunlight.) Specifically, if I try to toggle on their shadowcasting, they go out entirely! But I figured the same author's ambient lighting (and more) gadget would probably be compatible-- and it was. =Whew!=

I also added a couple of point-source lights, parented to the giant glowstick, to light up the inside of her hands and the ground surface near the tip. For whatever reason, the area light seems to illuminate only past some minimum distance, and I couldn't puzzle out a setting that affected that behavior.

Victoria 4.2 is still from DAZ3D, of course, and the other visible objects (apart from the UberAreaLight giant glowstick) are my usual motley crew of Gnabbist-built geometrics. Including that odd helmet-like thing on her head.

Gnabbist
-- "That's some bad hat, Harry."

Tuesday, May 18, 2010

Blaze

A foray into a new medium. I've been immersed in the learning curves for DAZ Studio and Blender for a while (and, to some extent, SketchUp, although I got addicted to that years ago)-- so, when an art jam over on the R3 board sparked an interesting idea, it ended up falling into that workflow.


It's in keeping with my personal tradition of pretty much ignoring the character, and instead indulging in hokey wordplay. Which explains why there's a blaze here, and a tidge of modesty...

Traditional 3D Renderer's Acknowledgments:
- Kozaburo built the "Messy" hair (and the "Allback" hair, which I pressed into service as a bun.)
- Adam Thwaites provided the unworn bra and the fire texture. (From the incredible wealth of freebies at his most-digital-creations.com site.)
- The Victoria 4.2 figure, what little she IS wearing, and the rendering application are from DAZ3D.
- Blender and UVMapper allowed me to convert my Sketchup models (a couple of geodesics, and the little miscellaneous scenery-filler standup that's carrying the fire) into a format that DAZ Studio could import.

All of the above being (astonishingly) free for the downloading...! A boon for impecunious artists-- provided, of course, that you can afford the massive timesuck of learning this stuff.

Educational Value: Pretty much the lighting.

The fill lighting comes from three "distant" lights, arranged at "random" angles to each other, to avoid having two soft shadow lines combining and painting a bold stripe across the model's skin. Or, to quote Dr. Spengler: "Don't cross the streams. It would be bad."

The firelight is simulated by three point-source lights of varying hues sprinkled into the vicinity of the fire prop. Which, like the sky dome, is completely lit by its own ambient light-- everything else is zeroed out. Including shadows, cuz it looks silly when your fire casts a shadow. 8^j*

One moderate spotlight provides the overall key light, revealing contours and casting shadows.

Gnabbist

Wednesday, March 01, 2006

Ariel, yes. Princess, not so much.


Once again, I sidestep a character jam at the R3 Forum, reinterpreting it as a theme jam...

Sunday, February 26, 2006

Remedial Drawing 602


Yet another start (of many, over the years) at "grinding the rust off" the skillset...

Friday, August 13, 2004

Edge


A quick image for the launch of one of Hentaikid's experimental sites. Started from somewhat of a gesture drawing-- the locked-elbow arm, the curve of the spine, & the slight kick outward of the near leg...

Line art version here:

Saturday, August 07, 2004

Initializing...

Let's see what this thing can do...

Thursday, August 05, 2004

Warbird


From an early "This Week" art jam; topic, "Warbird." To view my modest contribution in context, see Page 2.

Friday, September 12, 2003

Wednesday, September 10, 2003

Tickle


For the September 2003 Theme Jam in the EAW – the theme being a marvellously open-ended choice of: "Green."

To start off, a (somewhat predictable) quickie pic featuring two of my existing characters, from gn_rgb01.jpg (April of 2000) and gn0206_jade.jpg (June of 2002.)

Wednesday, October 30, 2002

Drift


A juxtaposition of textures. Sort of "Pastel meets Semi-Translucent Modern Sculpture meets Aquarium Backdrop."

Wednesday, July 24, 2002

Float


Break out the Melamine, set it on the Formica countertop, and fire up the retros!

Sunday, June 23, 2002

Jade


For the June 2002 issue of the DMAA eZine, an exercise in color and translucency.

Wednesday, March 13, 2002

Prone


My pic for the March 2002 issue of the DMAA eZine.

An image which begs the question, "Can Gnabbist draw a straight line?"

Which in turn begs the question, "Why would I want to?"

Wednesday, January 10, 2001

Copper


My first contribution to the DMAA's eZine.

Thursday, December 14, 2000

gn001214.jpg

For an informal mini-jam that uglyart started.