Come learn the art of 3D computer generated art and animation. This blog deals with the lessons learned and the art created by Robert G. Male using DazStudio from Daz3D.
Also covered are the ancillary software, tools, techniques, and processes needed both before and after rending in the 3D software.
Back in September of 2007 I wrote about "Additional Work" caused by some of the surface controls of the objects, including settings that made the item appear to glow, though it was like a milky overall glare to them. Mostly it was the colour of the "Glossiness" control at fault. I got used to going in and removing the problem on the few models and items that had this issue. Somehow the problem is back with new products, and it is not the glossiness any more. Now it is a bright glow that appears to be misused light on the real models that the maps are scanned from/photographed. This time it is an issue with the surface maps, particularly the Ambient maps. The models have multiple ambient maps with multiple ambient strengths. The way to get rid of it is to turn down the ambient strength.
The image in the paragraph above shows the glow on the base Michael 4 map and a model map I bought called RMDioni. RMDioni has a glossiness strength, but the glossiness also has multiple colours with their own additional strength dial that needs to be adjusted as well to remove a shiny oiled up look--unless you want that. The image to the right shows the figures returned to "normal". Having these turned on automatically seems annoying. You either have to fix it every time or save a copy with it done already--my preference. It causes issues with darkly lit scenes, and multiplies the light on the figure in brightly lit scenes. The worst is that it's an all around glow defying the directionality of the lights in the scenes, and also belying the shadows. However, there are uses to these glowing maps if you consider scenes that need these effects.
There is a question that I keep asking myself when creating art for the covers and inserts of Killing Time - Horror E-Rag(TM). Should I make this image exactly as the scene it is based on is described in the story? I would like to create every image exactly as it would appear if you saw the scene in a movie. It does not always happen. Killing Time's Issue 1-3 cover is a fine example of this. The story the cover represents is a scene from is "The Serpent Mother's Grassland" about that titular location which exists in another dimension beyond the closets of the world. The cover depicts not only the grassland, but also a Serpent Mother. The monster was somewhat difficult to put together with the melding of the woman, snake, and in particular the tail arms. There is also a previous discussion in two parts about the creation of the humanised snakeskin September 8th and 15th.
Let's look at the canon versus non-canon elements. Serpent Mothers do not wear clothes--a Serpent Mother is a look-alike of a real mother except for the supernatural traits; you run afoul of this monstrous duplicate, the horror mixed with shame of your mother's nakedness. The grassland is an endless sea of midnight black grass but the image has some green patches. The grass was difficult to not turn into just a mass of solid black. There should be no end to it, yet there is a forest-like background in the image. I didn't know how to make the background otherwise look good. I struggle with whether or not non-canon images are something I can accept. In role-playing games it is annoying to have images that do not fit the text. It is a matter of a homogenous reality that I want to create and cannot. Compromise is what I am left with.