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Published: 2014-09-23 18:13:38 +0000 UTC; Views: 3146; Favourites: 14; Downloads: 0
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I'm not going to give a "bad" example, because a lot of people who do terrible pinups are enthusiastic hobbyists, and there's no reason to hurt their feelings when they're really not trying to do this professionally. Still, one can always do better. The reason I'm going to talk about this is that pinups are a perennial visual topic in our medium, and one that is very often done very badly.
I'm not saying this because I'm a heterosexual female, and not especially girly or fem myself; the human female body as an artistic subject is not offensive to me, nor is the fact that men like to look at pictures of sexy women. I like to look at sexy men, so as far as I'm concerned, all's fair. Here's me doing a male pinup and here's how I did it .
Instead of being negative about any one person's work, I'm going to give a very good counter-example, and I'm going to talk about Valzheimer's EM3D: Keira . This appeared in a flood of many not-dissimilar pinups on Valzheimer's dA pages recently, so it was probably missed by a lot of people, but it really is a beautiful example of its kind. Valzheimer is really one to watch if you want to learn to do female pinups in 3Delight, just as Laticis is one to watch if you want to do beautiful basically anything in Octane.
This is all my own subjective opinion, and I completely own up to that. I don't do female pinups normally (I just do a LOT of rendering in 3Delight), so if I get a lot of comments telling me to put my money where my mouth is, I guess I'll have to attempt it. But for now, here's what is done right with this pinup.
1. Good lighting. This is a no-post 3Delight render. I can tell by looking at it that UberEnvironment or the Advanced Ambient lights were used, giving the figure good solid occlusion, but also key and rims to give the scene more definite shadows. I can tell this second one because of the gentle shadow cast from right to left, and the brighter rim of light on the girl's left side (the viewer's right). Valzheimer hasn't depended on Uber for shadowcasting or specularity, because it doesn't do those well on its own; but also hasn't left those other lights all the way up to 100%, which would've made their shadows too harsh and dark for the scene.
2. The pose is lifelike, if likely to be uncomfortable to hold for long, and the scene is composed so it works with that pose. I know some people don't like figures at the center of a rectangular frame, but the way she's huddled here works really well - even without using a Dutch camera angle to make it more dynamic, it doesn't look static and dull. It's been adjusted so her body doesn't clip with itself. Even the problem area in the confluence of calf and thigh isn't bad, and can be taken for the natural way these press each other in that position.
3. Attention to detail. Look at how well that pearl prop lies on the figure and doesn't clip. Look at how perfectly the shoes sit flat on the floor, giving an impression of solid weight. That had to take some tweaking to get just right. Getting too eager to upload something leads to things being missed. I've done it, we've all done it; but what a great reminder to put in the time this is.
4. Clothing and hair are used that can handle the chosen pose without defying gravity in an unrealistic manner. The skirt hangs juuuust enough in the back. I wish I had a dollar for every time I've seen a certain bikini with ties used and no attempt to pose the ties with gravity.
5. The character has a lifelike facial expression, looking into the camera, not into space. She looks a little nervous, as if she really wants to seduce the viewer but isn't sure what the consequences will be - it's a very human expression. (If you're newer to DAZ Studio, especially if you came from Poser, you may not realize you can select each eyeball and choose Point At... and the camera.) This makes her more of a person to us, which is sexier than the default "seductive siren isn't really looking at anything with her mouth half-open" thing I see very often. You can work with a character deliberately looking at something off-screen, but it needs to be just that, deliberate.
6. The backdrop is simple and elegant, but looks made of real materials. The character is not lounging seductively in unconstructed space, and the prop behind her anchors her to something like reality. Don't get me wrong, artists like Laticis and CalladsReality make unconstructed space work well for them; but they also know when to add selected props to anchor a scene. Having a character on cloth or stone is always better than papery fuzziness.
I hope all of that makes sense, and that those of you who are fans of the female form visually but are new to DAZ Studio might be able to learn something from it. I'm always available to help you if you have questions about rendering. I may not be the best, but I'm here, and I can at least help you get started.
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Comments: 33
PsiDeschain [2018-02-10 21:36:38 +0000 UTC]
This says 3Delight, but I assume most (all?) of this would be true for Iray (and males, for that matter). I know this post is older, and I'm new to 3-D rendering, but I get the impression Iray is 'new.' Still, it seems like a lot of the techniques in scene construction would be the same. True/false/somewhere in-between?
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SickleYield In reply to PsiDeschain [2018-02-10 22:00:01 +0000 UTC]
Yep! It says "In 3Delight" because at the time Iray was something none of us even knew about yet. I think it may have just been a gleam in Nvidia's eye still. So that title is meant to distinguish using DS from hand drawing or photography some other medium.
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PsiDeschain In reply to SickleYield [2018-02-10 22:08:31 +0000 UTC]
Thanks for the quick response (and the tips).
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Erwin0265 [2016-05-27 11:22:57 +0000 UTC]
And after reading all that (and these comments): the image is no longer posted...........
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mustakettu85 [2014-09-25 17:18:38 +0000 UTC]
Valzheimer is awesome. And I don't just say that because of her sheer technique, but because she has a great eye for colour. To me, it's the mark of a "real artist". I confess I do not care much for her subject matter (photoshoot-style portraits bore me, however well done), this is why I don't explicitly "watch" her on dA, but I do wander on her page from time to time to see if maybe she started posting "storytelling" sort of scenes
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SickleYield In reply to mustakettu85 [2014-09-25 17:25:30 +0000 UTC]
True!! I forgot to mention how wonderful the taupe/cream palette is in this render, with the different specularities of surfaces making it gorgeous and preventing monotony. Valzheimer has an amazing eye for color composition.
It's not my "thing" either, but we render in the same program and engine, so I appreciate them on a technical basis. That's why I wrote an entire blog post about it - it's so rare to find pinups done this well in this engine (Laticis, CalladsReality and MBosch are all incredible but all use unbiased render engines). However much I enjoy looking at pictures, I always have to remember I'm here for work.
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mustakettu85 In reply to SickleYield [2014-10-03 23:44:24 +0000 UTC]
Yes, from the technical standpoint, Valzheimer is one of those few who are doing great stuff, even though she's using the same limited technical palette as the authors of many a poor DS render (i.e. she does not write her own shaders, neither does she use "scripted rendering" that helps access various 3Delight options).
Kinda proves the point that "the best tool is the one the artist knows best" (c).
Oh, and just in case you haven't seen two of some of the most awesome 3Delight character stills (non-pinup, I think)... These are done by Softimage guys, so they are using different shader, but, for example, this render -
www.si-community.com/community…
- is primarily lit by spotlights with deep shadow maps! So you can see DSMs are not truly "useless", it's all about skill in putting them in the "right" places.
Mathaeus has more images in this thread, and they're generally very inspirational.
And this one is a great example of multipass rendering: kissb.cgsociety.org/art/kissb-… - I wish we had an easy solution for multipass in DS...
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SickleYield In reply to mustakettu85 [2014-10-04 02:43:33 +0000 UTC]
Interesting! Thank you.
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mustakettu85 In reply to SickleYield [2014-10-05 20:50:05 +0000 UTC]
You're welcome! It's not that easy to find interesting stills done in 3Delight outside of the DS community; in the "big name" CGI world, it's mostly been used for movies.
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WillToDream [2014-09-24 14:11:28 +0000 UTC]
I may not do pinups, but these tips are good to have for almost any render.
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SickleYield In reply to WillToDream [2014-09-24 17:28:34 +0000 UTC]
Thanks, I hope they're helpful to someone.
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I-Am-Madbat [2014-09-24 01:23:43 +0000 UTC]
Yup, all very good points. The only thing to add is a couple of links:
Pin-up Girl on Wikipedia
List of pin-up artists on Wikipedia
Article on Vargas at the spencer Museum Of Art. written by this guy:
Edward Reed on Wikipedia (link to his NSFW site of books on page)
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SickleYield In reply to I-Am-Madbat [2014-09-24 17:30:19 +0000 UTC]
Good point! I wasn't familiar with these names (again, not my area), but I do know who Vallejo and Frazetta (and Tom of Finland, hem hem) are - everyone should at least look into the prominent artists in their favorite visual genres and see what they can learn.
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I-Am-Madbat In reply to SickleYield [2014-09-24 22:00:39 +0000 UTC]
I don't usually do pinups, but it's good to study up on the genre if that's what one likes to make. There are certain things that make a pinup, a pinup; and a portrait, a portrait. (pinups were a staple in my high school commercial art course for the mandatory extracurricular drawing)
Vallejo and Frazetta aren't really what I'd call pinup artists. Pinup is pretty specific, subject, pose, and that's pretty much it. If there's a backdrop, it's there to either tie an image together and anchor it, or provide some 'story setting'. Playboy centerfolds are a good example. Vargas used next to no backdrop, and bomber art used...a bomber! Sunshine Girls* use either a simple setting, or just a colored portrait backdrop.
(Canadian Paper...The Toronto Sun, Edmonton Sun, etc they have/had a regular daily pinup)
Just a note I forgot to mention, Edward Reed was the one who wrote the article on Vargas, which is why I included a link to his books.
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SickleYield In reply to I-Am-Madbat [2014-09-24 22:33:01 +0000 UTC]
No, they aren't; I meant them as an example of a different genre (fantasy art) that I'm familiar with because I make more of it than I do girly pics.
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I-Am-Madbat In reply to SickleYield [2014-09-25 02:37:42 +0000 UTC]
I've never really done an actual pinup render. The closest I've done is character studies.
Of the three art books I have here, 2 are fantasy (Boris and Clive Caldwell) the other is a surrealist painter.
It just dawned on me how little I have to do with pinups at all. Go figure.
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SickleYield In reply to I-Am-Madbat [2014-09-25 04:07:36 +0000 UTC]
The subject being a lioness with a gun in her hand does not make it not a pinup, silly.
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I-Am-Madbat In reply to SickleYield [2014-09-25 04:17:36 +0000 UTC]
Umm...
I never thought about that. I was just goofing off with those.
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SickleYield In reply to I-Am-Madbat [2014-09-25 16:48:55 +0000 UTC]
The art of the pinup is not mandatorily a serious one!
I seem to recall some things involving goofy pool toys from that one guy you linked earlier...
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I-Am-Madbat In reply to SickleYield [2014-09-25 21:56:32 +0000 UTC]
Cthulhu: "Draw me like one of your French girls!"
NOW you're getting into serious pinup territory.
Maybe that's what we need:
The Great Cthulhu Pinup Challenge!
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WilliamRumley [2014-09-23 19:45:04 +0000 UTC]
I would say that the example used is merely adequate.
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SickleYield In reply to WilliamRumley [2014-09-23 21:19:51 +0000 UTC]
Would you like to suggest a better one that's still from 3Delight with no postwork?
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valzheimer [2014-09-23 18:36:11 +0000 UTC]
I can only say I'm honored to be mentioned in this discussion, more mentioned as the good example of doing it
Thank you so much honey, you made my day
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SimonJM [2014-09-23 18:35:03 +0000 UTC]
All very good points. Not picking on any in particular (despite me about to be doing just that ...) I'd have to say that the one thing that SickleYield has really pointed out to me is the use of the rim light: it can make an amazing difference.
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SickleYield In reply to SimonJM [2014-09-23 18:39:10 +0000 UTC]
Thanks and yes! It's huge in picking out a character from the backdrop! Just really makes them pop away from what they're standing in front of (or hanging in front of; I use a rim in every sort of scene). This is the sort of thing you have to do on purpose in 3Delight that might be automatic in an unbiased engine, I'm not sure. I know photographers sometimes use deliberate rim lights for portraiture, so maybe you'd need to do it then too.
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Cypherfox In reply to SickleYield [2014-09-23 19:11:51 +0000 UTC]
I usually use DoF for pulling a character out from the backdrop, although I think I've come to rely on DoF as a bit of a crutch in that respect.
I had other comments about the rim lighting in this shot, but they miss the point. This is an interesting and useful list of things to keep in mind!
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SimonJM In reply to SickleYield [2014-09-23 19:11:28 +0000 UTC]
Light is light ... unbiased render engines may give a better ambience but they do not (unless you have the mail light source - HDRI hotspot or sun behind the figure) provide the effect of a rim light; as you suggest you have to do that yourself, just as you would in a photo studio.
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