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The C-Verse Re-render Project


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Oh yea, that's right. Forgot about that. :D

 

Yea, the displacement maps are really what takes it to the next level. It's worth the extra effort, IMO. Let us know what you come up with!

 

How did you create the displacement map? Is it just a black filled version of the color/texture?

 

Using your layers, I just want to make sure I would place them in the right spot:

 

trans_map goes under Opacity

 

WhiteoverYellow goes under Color

 

BasicTwoColor goes under Displacement?

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How did you create the displacement map? Is it just a black filled version of the color/texture?

 

Using your layers, I just want to make sure I would place them in the right spot:

 

Yep, essentially. I think I used desaturate on the color layer to retain a little bit of a cloth look, but a black fill would do the job as well.

 

Displacement maps are made exactly like trans maps except that instead of affecting opacity, they change the "depth" of the texture. So pure white sections will stand out the most, while pure black sections will actually be recessed from the where they would normally be. I'll give an example...

 

http://i263.photobucket.com/albums/ii145/jtlant/TEW/DispDemo1.jpghttp://i263.photobucket.com/albums/ii145/jtlant/TEW/DispDemo2.jpg

 

The one on the left has no disp map. The one on the right is using the same disp map that I posted above. Check out how the black section of the disp map actually pulls back the surface of the mask prop, to the point where the skin is poking through (an easy fix by either bringing the minimum displacement slider closer to zero, tweaking the face morphs, or increasing the size of the mask prop, but I figured I'd leave it for demo purposes).

 

So, anything you want raised above the surface of the mask (like the pattern around the eyes on that Pilgrim mask) should be light grey or white. I usually then make

 

trans_map goes under Opacity

 

WhiteoverYellow goes under Color

 

BasicTwoColor goes under Displacement?

 

Yep, that's right.

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Thanks so much, a huge help! It looks like one of your last sentences got cut off:

 

"So, anything you want raised above the surface of the mask (like the pattern around the eyes on that Pilgrim mask) should be light grey or white. I usually then make "

 

When you draw the shapes for around the eyes, etc. do you just do that freehand with a lasso? That's what I've been doing but didn't know if there was a better way

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Thanks so much, a huge help! It looks like one of your last sentences got cut off:

 

"So, anything you want raised above the surface of the mask (like the pattern around the eyes on that Pilgrim mask) should be light grey or white. I usually then make "

 

Ha nice catch.

 

I think I was going to say I usually then make either a flat black layer for the color portion of the mask, or desaturate and darken the actual color layer itself to maintain a little bit of depth for that portion (as I did in the Pilgrim one). I also usually add a one pixel black or white border (depending on the color of the mask) around the face of the mask for the texture layer, so on the displacement layer I make a one pixel grey border. This both emphasizes and smooths out the transition between the raised areas (i.e. the face) and the recessed areas (the colored area) a little bit, and gives a more 3D look to the mask.

 

That pretty much does it for basic masks like that. For more intricate designs I do varying layers and shades of greys, but that gets a little more complicated.

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I wanted to do a progressive set of renders of an iconic C-Verse character from debut to ager. For my project I chose Sam Strong. Unfortunately, I only managed 2 renders last night and when I went to load the scene today, it was corrupted and unreadable. At any rate, here is a 70s version and an 80s/90s version of Sam Strong.

 

Sam Strong

 

http://i94.photobucket.com/albums/l98/da_kine_brah/Renders/SamStrong.jpghttp://i94.photobucket.com/albums/l98/da_kine_brah/Renders/SamStrong_alt.jpg

 

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Ha nice catch.

 

I think I was going to say I usually then make either a flat black layer for the color portion of the mask, or desaturate and darken the actual color layer itself to maintain a little bit of depth for that portion (as I did in the Pilgrim one). I also usually add a one pixel black or white border (depending on the color of the mask) around the face of the mask for the texture layer, so on the displacement layer I make a one pixel grey border. This both emphasizes and smooths out the transition between the raised areas (i.e. the face) and the recessed areas (the colored area) a little bit, and gives a more 3D look to the mask.

 

That pretty much does it for basic masks like that. For more intricate designs I do varying layers and shades of greys, but that gets a little more complicated.

 

Thanks so much! I apologize if this hijacked the thread for a bit but I thought other re-renderers might be interested in this as well. You should definitely add a "displacement" post to Dtrell's tutorial thread :)

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Displacement maps are made exactly like trans maps except that instead of affecting opacity, they change the "depth" of the texture. So pure white sections will stand out the most, while pure black sections will actually be recessed from the where they would normally be. I'll give an example...

 

The one on the left has no disp map. The one on the right is using the same disp map that I posted above. Check out how the black section of the disp map actually pulls back the surface of the mask prop, to the point where the skin is poking through (an easy fix by either bringing the minimum displacement slider closer to zero, tweaking the face morphs, or increasing the size of the mask prop, but I figured I'd leave it for demo purposes.

To add to that trans, spec , bump and displacement maps are all value based maps. In other words in a trans map black is absolutely transparent, white is absolutely opaque and 50% gray would be half transparent. In a displacement map the values are used to create a heightmap that displaces the geometry of the object, black having no effect, white having full effect. In Daz however 50% gray is the neutral 0 point instead of black, thus why you're getting a shrinking mask. If you set the black to 50% gray and leave the disp. slider be you can get the same effect without any poke-through issues.

 

When you draw the shapes for around the eyes, etc. do you just do that freehand with a lasso? That's what I've been doing but didn't know if there was a better way
While I can only speak for myself, Pen Tool.

 

 

 

 

----

 

Sabra Man Jr.

 

http://i34.photobucket.com/albums/d105/jsilver536/SabraManJr.jpg

 

 

 

 

 

 

 

The C-Verse Re-Render Photobucket

 

Tag List

 

C-Verse Re-Render Project Zip Folder

(Up to date as of: 4/20/12)

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Never really ever been able to make textures and trans maps for making masked workers so that is the biggest reason I've never rendered any. Added to that there arent many good mask props that are easy to make said maps for other than the Spiderman mask that alot of people use, but I personally just don't care for it as it doesn't fit like I wish it could, or at least i can't get it to fit like I want it to.

 

All that being said I found a mask that does fit like I want but it is practically impossible to make textures for as it is broken into so many pieces. I did manage to make a trans map for it and played around with it a bit to see what I could do, which wasn't much. I went through the C-Verse picture folder and found probably the easiest looking mask to retry, which was El Fantasma, as its basically solid white and gave it a shot.

 

El Fantasma

http://i238.photobucket.com/albums/ff206/freebird8818/ElFantasma.jpg

 

Probably best suited for the 70's mod since he is dead in the current Database.

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To add to that trans, spec , bump and displacement maps are all value based maps. In other words in a trans map black is absolutely transparent, white is absolutely opaque and 50% gray would be half transparent. In a displacement map the values are used to create a heightmap that displaces the geometry of the object, black having no effect, white having full effect. In Daz however 50% gray is the neutral 0 point instead of black, thus why you're getting a shrinking mask. If you set the black to 50% gray and leave the disp. slider be you can get the same effect without any poke-through issues.

 

Yep, exactly.

 

I tend to prefer going with black as the lowest layer, just so its easier to have varying heights throughout the rest of the mask, but on a basic one like the one I posted above, 50% would've probably been the easier way to go.

 

All that being said I found a mask that does fit like I want but it is practically impossible to make textures for as it is broken into so many pieces.

 

El Fantasma

http://i238.photobucket.com/albums/ff206/freebird8818/ElFantasma.jpg

 

Nice work.

 

Yea, that's always been my issue with most of the mask props. When the textures are all broken up it just becomes too much of a hassle to work with.

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Well, I re-dialed my Sam Strong model and did the 1990s/2000s & ager renders I wanted to do. I'd like to say that the fact that his nose is radically different can be attributed to ring wear, having had it broken, or whatever, but really I just forgot how I made the original one. :p

 

Sam Strong

 

http://i94.photobucket.com/albums/l98/da_kine_brah/Renders/SamStrong_alt1.jpghttp://i94.photobucket.com/albums/l98/da_kine_brah/Renders/SamStrong_ager.jpg

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Well, I re-dialed my Sam Strong model and did the 1990s/2000s & ager renders I wanted to do. I'd like to say that the fact that his nose is radically different can be attributed to ring wear, having had it broken, or whatever, but really I just forgot how I made the original one. :p

 

Sam Strong

 

http://i94.photobucket.com/albums/l98/da_kine_brah/Renders/SamStrong_alt1.jpghttp://i94.photobucket.com/albums/l98/da_kine_brah/Renders/SamStrong_ager.jpg

 

I absolutely LOVE these!!!

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I started using Adobe Illustrator as well because it's vector and smoother. You have to lower the quality to put it into Daz though. I like AI, it's what I use to draw my webcomic.

 

All the jhdVerse mask designs are created using Inkscape for the same reason, although I've never had to change the quality.

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jhd1 do you use inkscape for doing face paint on your renders also?

And if so, do you do it post work or on the skin texture itself?

 

No. I use GIMP for things like face paint, tattoos and composing images. Inkscape would probably be good for designing new tattoos in the first place though - I just get the from images on the net. For the jhdVerse most tattoos are post work because it's far easier than lining everything up on textures (which I'm not particularly good at and lack the patience to perfect). :)

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All the jhdVerse mask designs are created using Inkscape for the same reason, although I've never had to change the quality.

 

Yeah for some reason if it's set too high it doesn't "Show" in the render. Bumping it down a bit keeps it still at a much higher resolution than PS but also allows it to be rendered.

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Outstanding work Jtlant & JSliver, you guy are just spectacular.:D

 

some relight/retextures from me.

 

The Quest Crew

http://i238.photobucket.com/albums/ff206/freebird8818/XavierReckless.jpghttp://i238.photobucket.com/albums/ff206/freebird8818/SuperSonic.jpghttp://i238.photobucket.com/albums/ff206/freebird8818/FearlessBlue.jpghttp://i238.photobucket.com/albums/ff206/freebird8818/ExtremeDeluxe-1.jpghttp://i238.photobucket.com/albums/ff206/freebird8818/DaredevilAero.jpg

 

Quite stoked for this, I hadn't seen an update on these guys I really liked and wasn't a big fan of the originals on some either.

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So I know I'm not crazy. I know there was a Paul Hunington render done of him in full on Triple H mode with the beard and his hair was more scraggly or however you want to say it. I thought J Silver did it but its not showing up in the tags and I couldn't find anything by J Silver and Aristocrat in the alt thread. Does anyone else remember seeing this or am I dreaming the whole thing up?
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So I know I'm not crazy. I know there was a Paul Hunington render done of him in full on Triple H mode with the beard and his hair was more scraggly or however you want to say it. I thought J Silver did it but its not showing up in the tags and I couldn't find anything by J Silver and Aristocrat in the alt thread. Does anyone else remember seeing this or am I dreaming the whole thing up?

 

Are these them?

 

http://i218.photobucket.com/albums/cc289/Slim_Jim_GDS/Aristocrat_alt2.jpghttp://i218.photobucket.com/albums/cc289/Slim_Jim_GDS/Aristocrat_alt3.jpghttp://i218.photobucket.com/albums/cc289/Slim_Jim_GDS/Aristocrat_alt4.jpghttp://i218.photobucket.com/albums/cc289/Slim_Jim_GDS/Aristocrat_alt5.jpg

 

Found them here

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No sadly thats not it. It was a new render of him and it had the mustache, mutton chops style facial hair to it. I even think he might have had a leather jacket on in the picture. Maybe I created it out of thin air. If there isn't a new render of Hunington thats similar to this then I'll have to accept I created it in my mind. If nobody else can recall this render by tomorrow I guess I'll PM Silver since I"m almost sure he would have been the guy that made it.
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No sadly thats not it. It was a new render of him and it had the mustache, mutton chops style facial hair to it. I even think he might have had a leather jacket on in the picture. Maybe I created it out of thin air. If there isn't a new render of Hunington thats similar to this then I'll have to accept I created it in my mind. If nobody else can recall this render by tomorrow I guess I'll PM Silver since I"m almost sure he would have been the guy that made it.

 

http://i34.photobucket.com/albums/d105/jsilver536/Aristocrat_alt1.jpg

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