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MediAsylum β€” Wicked grape

#grapes #cullen #dorian #dragonageinquisition #dorianpavus #cullenrutherford
Published: 2015-01-25 21:20:23 +0000 UTC; Views: 4197; Favourites: 59; Downloads: 47
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Description Another scene featuring customized DAI models.
Separate images FIXED: sta.sh/226p6dl5vqjo
Separate images OLD (for comparison): sta.sh/2qye4xx8c81
Chess board prop (OBJ+TGA, no normal fix, two meshes): Chess Set
UPD: applied normal map fix
Related content
Comments: 48

ManishaChan [2016-12-11 17:40:27 +0000 UTC]

these are sublime!

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Dienutzaa [2015-07-12 10:28:59 +0000 UTC]

That is some seriously finicky work. I have mad respect for you for doing all of that. Coming from using DAZ, doing renders seemed pretty straightforward but all the work you have to put into it to obtain such stunning results as yours is mind boggling. From extracting the props, to posing the actors laboriously, to retexturing them, to gama correction, to creating the spherical background, to doing the lighting...to who knows how many other steps in between that I'm not aware of...my god...that is a lot of work. You are awesome!

Thank you so much for taking the time to explain all of this to me.Β 

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MediAsylum In reply to Dienutzaa [2015-07-12 10:45:06 +0000 UTC]

You're welcome

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Dienutzaa [2015-07-12 09:38:26 +0000 UTC]

Yeah, I've been reading up on it and applying the textures manually but some seem to work, some look really wonky. I did the gondola from a pack, as well as Dorian's chair that you provided and those are perfect, with only one texture but when I go and try the actor models, half the body parts don't look right.Β I'm going through different tutorials to see what the problem is.Β Lots of tabs and sliders that I haven't previously used.

The inverse kinematics feature is the best thing since sliced bread. I looove it. Β I found this post about converting the obj to a figure:
www.daz3d.com/forums/viewthrea…

A comment towards the bottom, by ReDave made me think it might be doable.Β 

Btw, what program do you use for your renders?

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MediAsylum In reply to Dienutzaa [2015-07-12 09:59:27 +0000 UTC]

The correct set of textures made for use in XPS can't look perfect,
because XPS uses different normal basis compared to DAZ Studio or the program I use (Foundry MODO).
Normal maps has to be converted to the right basis, which essentially is to find a right combination of RGB channels swaps and inverts.
And for the actor's models this is crucial, because that meshes have seams, which won't look seamless unless the normal map is right.
To convert back for DAZ you have to invert green channel of normal map.
Raw DAI normal maps are not directly usable too, I wrote a journal entry about it.

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Dienutzaa In reply to MediAsylum [2015-07-12 10:50:05 +0000 UTC]

One last question. Do you have any idea why it loos like this:

sta.sh/01dmsgb2mmrr

The clothes look ok, the face and eyes look perfect but the hair (moustache and eyelashes as well) is doing some really weird stuff and the skin color on the rest of the body is way off base.Β 

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MediAsylum In reply to Dienutzaa [2015-07-12 11:10:41 +0000 UTC]

It's alpha channel issue.
DAZ seems to interpret it wrong.
Native DAZ models have separate alpha channel texture.

Also notice the seam no his shoulder - that's where wrong normal maps will do it's dirty work.
But there is no texture yet, so this model probably needs some fixes
(vertex weld or vertex normal smoothing or both)

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Dienutzaa In reply to MediAsylum [2015-07-12 11:21:45 +0000 UTC]

Thank you! I'll see if I can get it to work!

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Dienutzaa [2015-07-12 08:07:25 +0000 UTC]

That's good to know. I saw the single screenshot as background option but I was also interested in the possibility of rendering a scene from multiple angles and I wanted to know how to keep all the architecture in the correct position.

I'm still playing around a bit. I've previously used Daz3D for posing and rendering but importing the models as obj only end up looking gray and I'm still learning about texturing and all of that. I've got a long way to go before I can make an actual render but it's a good thing that I like a challenge.

I was also looking into the possibility of converting the obj into fully posable models in Daz but that's waaaay over my head at this point. The posing system for XNA Posing Studio seems very clunky in comparison. I'm more used to grabbing a hand, for example and dragging it with my mouse in the right position and having the whole arm/shoulder/body move accordingly.Β 

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MediAsylum In reply to Dienutzaa [2015-07-12 09:09:12 +0000 UTC]

Gray obj after import in DAZ - that's normal
You have to assign the textures manually.
I tried that for testing once. It looks promising.
(sta.sh/0103o4z5h4eg - default shader, just body materials and just one point light source)
Now DAZ Studio is even better with iRay, especially if you have nVidia videocard.

"converting the obj into fully posable models in Daz" -Β  that's waaaay over my head too
You are talking about creating a new DAZ figure actually.

Yeah, you are used to what is called "inverse kinematics". Good feature.

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Dienutzaa [2015-07-11 19:56:34 +0000 UTC]

This is really beautiful! I've only recently stumbled upon Dragon Age and the potential for posing/rendering characters with the in-game content and I'm trying to pick up a few tips and tricks. May I ask how you obtain a spherical panorama and use it? Is it like a customized Skydome? How does that work?Β 

Thank you so much for sharing these renders with us! They're all wonderful.

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MediAsylum In reply to Dienutzaa [2015-07-11 20:36:57 +0000 UTC]

To take such panoramic image for Image Based Lighting (IBL) you need the following:

- DAI Cinematic Tools to set camera free, to hide HUD and to decrease FOV.
- take alot of overlapping screenshots to cover entire sphere (with FOV 25ΒΊ it would be ~80 or even more)
- feed all screenshots to some panorama stitching software (Photoshop, Hugin, PTGUI, AutopanoGIGA...)
- stitched image will require some postprocessing depending on target 3D render application
Β  Often this type of lighting requires two images:
Β  first one is panorama in original resolution, 8-bit LDR, visible for camera only
Β  second one - panorama in reduced resolution, 16-bit/32-bit HDR, visible for reflections/refractions/indirect lighting
Β  This second image you have to create manually, because original brightness range of 8-bit panoramic image is insufficient to produce illumination
Β  similar to the pictured on image. You will have to manually correct exposure of areas which have to emit bright light (up to 8-12eV)

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Dienutzaa In reply to MediAsylum [2015-07-11 21:02:08 +0000 UTC]

Thank you for this detailed reply! I've barely begun to scratch the surface of this new and shiny thing. Your information has been immensely helpful to me. At this point I'm mostly interested in creating these scenes as basis for digital drawings, to have the posed characters and the background in perspective accordingly. Can this sphere be loaded into XNALara where I pose the models?

Thank you again so much for your help!

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MediAsylum In reply to Dienutzaa [2015-07-11 22:37:02 +0000 UTC]

As far as I know XNALara uses not full spherical panoramas,
but a hemispherical ones, divided in 4 parts.
Common spherical panoramic image I wrote about can be converted for use in XPS.
But for XPS one-angle "renders" maybe it's easier to use single screenshots as background,
since XPS "lighting system" can't benefit much from full spherical panorama.

Seriously - don't give XNALara more credit than it deserves - it's XNA Posing Studio, emphasis on "posing".
Pose characters in XPS, but render 'em elsewhere.

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ErsbethShadowsong [2015-02-21 18:18:50 +0000 UTC]

It's... so... good!!! So expressive, so detailed textures, but not overwhelming, nicely blended with the light and shadows.
Out of curiosity, how much time do you invest in a piece like this one?

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MediAsylum In reply to ErsbethShadowsong [2015-02-21 18:55:48 +0000 UTC]

How much real models do you think is there?

Characters, furniture and props on the table.
And invisible ground plane to catch proper shadows onto full spheric panorama image.

According to scene file properties - 6 days from creation to last change.

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ErsbethShadowsong In reply to MediAsylum [2015-02-21 19:52:07 +0000 UTC]

But you have to move the models! I've tried XNalara to prepare references and it drive me crazy!Β 

2 characters, table, chairs, chess table, grapes + clothes and the floors, buldings and backgrounds (sky, mountains). That's kind of a number of elements...Β 

Almost a week! Pretty fast, I though it took much longer.

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MediAsylum In reply to ErsbethShadowsong [2015-02-21 20:20:08 +0000 UTC]

No-no-no.
Just "2 characters, table, chairs, chess table, grapes + clothes" ... and stop here.

All the background is one image: sta.sh/01xo3mk56erw
(originally 13088x6544)

I don't use XNALara anymore, it offers no benefits compared to the program I use.
And export of rigged models is quite simple itself, the hardest thing is to actually find the models and parts you need.

Much longer project was SR2 Shepard's cabin - I extracted entire level and fully reassigned materials and lighting.

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ErsbethShadowsong In reply to MediAsylum [2015-03-15 23:36:08 +0000 UTC]

That's quite a number of items!

That image is big or is it only me??

Which program are you using? It's easier or faster to use than XNalara?
Wait, you export the models right from the game? I once read that you had to add textures to them... That's a hard work!!

That cabin looks more realistic in your work than in the game itself. Specially the tank! I have a tank at home and despite is not the size of the cabin's one, I see the differences.

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MediAsylum In reply to ErsbethShadowsong [2015-03-15 23:51:58 +0000 UTC]

No, it's actually quite acceptable amount of items,
only necessary ones.

That image is big indeed, not as big as it may require for higher resolution renders, but still quite a size.

I'm using Foundry MODO801 since it was Luxology MODO501
It's definitely not "easier or faster to use than XNalara", but the results are worth the efforts.

Yeah, right from DAI data files with DAITools.

Well, that cabin had no choice since I started with it
You honestly should not compare past-gen console optimized realtime graphics with software rendered image.
Most difficult was the lighting - the light sources you actually see in-game
are not the only lights contributing to the scene's illumination, there is some invisible stuff too.
First I made all visible lights (as in default cabin) - it gave mostly dark result.

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sumerkhan [2015-01-28 20:08:44 +0000 UTC]

Is Dorian shocked that Cullen is eating an unpealed grape?

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RainbowRenders In reply to sumerkhan [2015-01-30 10:40:29 +0000 UTC]

No, he's stunned by the unexpected sass. 8D

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MediAsylum In reply to sumerkhan [2015-01-28 20:34:26 +0000 UTC]

Not so shocked, but you gave interesting point of view.
Initially it was the grape of distraction.

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yoklmn [2015-01-26 19:04:41 +0000 UTC]

OMG! Beautiful!

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Padme4000 [2015-01-26 14:58:15 +0000 UTC]

This is absolutely fantastic hun. Each panel looks amazing

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MediAsylum In reply to Padme4000 [2015-01-26 15:01:55 +0000 UTC]

Thank you for basic guidance on export.

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Padme4000 In reply to MediAsylum [2015-01-26 15:07:18 +0000 UTC]

No problem hun glad I could help a little

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MediAsylum In reply to Padme4000 [2015-01-26 15:15:09 +0000 UTC]

It's been less than a day and my imagination prompted another concept for new scene.
There is so much good ideas in DAI party banters Β 

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Padme4000 In reply to MediAsylum [2015-01-26 16:45:53 +0000 UTC]

Dragon Age party banters in general tend to spring to mind a lot of ideas so I know what you mean. Can't wait to see what you do

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MediAsylum In reply to Padme4000 [2015-01-26 16:51:45 +0000 UTC]

Not now - my dwarf is waiting

...just put naked Iron Bull together Β  , I wouldn't use it in any future scene...

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Padme4000 In reply to MediAsylum [2015-01-26 17:41:47 +0000 UTC]

So you got to see the black box between his legs I take it. After looking at the other models I kind of laughed seeing that black box between his legs.

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MediAsylum In reply to Padme4000 [2015-01-26 17:47:28 +0000 UTC]

Don't say "I take it"
It reminds me of most hilarious scene with romanced Bull, when all counsellors came to inquisitor in most inappropriate moment.

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Padme4000 In reply to MediAsylum [2015-01-26 18:03:57 +0000 UTC]

I just watched that scene the other day and now realised why I shouldn't say that.

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onakita [2015-01-26 09:20:03 +0000 UTC]

It is awesome!

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FDK974 [2015-01-26 06:15:19 +0000 UTC]

Cullen is such a temptation .

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MediAsylum In reply to FDK974 [2015-01-26 06:21:15 +0000 UTC]

tempTlar

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RainbowRenders In reply to MediAsylum [2015-01-26 08:35:16 +0000 UTC]

HAHAHAHAHAH WHY DID THIS NOT COME TO ME?

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katie118 [2015-01-26 05:40:07 +0000 UTC]

This is a veryΒ beautiful set of images! You always do such lovely 3d art!

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MediAsylum In reply to katie118 [2015-01-26 05:48:24 +0000 UTC]

Β 

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RainbowRenders [2015-01-26 01:03:08 +0000 UTC]

WICKED GRAPE. I CAN'T.
Please, more of that! Ilove Cullen in this outfit.

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JMartinW In reply to RainbowRenders [2015-01-26 04:24:42 +0000 UTC]

Damn, I was gonna say that! XD Cullen is such a sexy beast in this picture!

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RainbowRenders In reply to JMartinW [2015-01-26 08:35:51 +0000 UTC]

Abso-fucking-lutely.

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JavierMicheal [2015-01-25 22:36:16 +0000 UTC]

I love it! how did you get the props been looking for a scenery and props

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MediAsylum In reply to JavierMicheal [2015-01-25 22:43:02 +0000 UTC]

I exported all meshes (unrigged) and textures,
using this sereda-hawke.deviantart.com/jo…
And background is spherical panorama, as usual.

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RainbowRenders In reply to MediAsylum [2015-01-26 01:07:09 +0000 UTC]

Could you share the chess board and pieces, man? This would be of great help.

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JavierMicheal In reply to MediAsylum [2015-01-25 22:48:27 +0000 UTC]

OMG XD So much work!!!! XD

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roivasff14 [2015-01-25 22:24:52 +0000 UTC]

wow your render are always amazing @@

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MediAsylum In reply to roivasff14 [2015-01-25 22:28:40 +0000 UTC]

thanks

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