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unreal-blue β€” Roll in the Hay by-nc-nd

Published: 2006-04-17 04:31:14 +0000 UTC; Views: 7735; Favourites: 87; Downloads: 332
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Description based on a d&g ad that's yummy.

i'm working on a model of a stable and this seemed to be a nice unconventional way to use it.

as soon as i finish up some details i'm gonna release it.
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Comments: 31

Stigmartyr762 [2008-11-02 15:57:43 +0000 UTC]

This is a very cute picture.

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unreal-blue In reply to Stigmartyr762 [2008-11-02 16:49:14 +0000 UTC]

thanks

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Stigmartyr762 In reply to unreal-blue [2008-11-02 17:32:43 +0000 UTC]

Your welcome

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ttnn [2006-09-19 21:02:25 +0000 UTC]

Beautiful concept!

But, wouldn't you want to loosen up that hay a bit?

For a tumble, I mean?

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unreal-blue In reply to ttnn [2006-09-20 14:23:30 +0000 UTC]

thanks.

i've since learned to do hay a bit better. That's basically a block with a texture applied. I've since learned how to use hair to make it more realistic.

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ttnn In reply to unreal-blue [2006-09-20 22:37:58 +0000 UTC]

Hmm... If you DO decide to give the ladies a plusher hay,
I would gladly add a thumbnail link to it at the bottom of my
Guilty as Charged journal entry!

(With your permission, that is.)

It has just the right blend of sweetness and erotica!

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unreal-blue In reply to ttnn [2006-09-21 09:39:12 +0000 UTC]

as i learn more, it's very tempting to go back an redo previous works. "roll in the hay" was based on a totally hot D&G ad i saw. it's one of my favorites which puts it high on the list to be redone

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ttnn In reply to unreal-blue [2006-09-21 13:45:12 +0000 UTC]

Go for it!

Back in July, I did a couple of fae heads, based on Aiko and Victoria respectively, to see how far I could go with DAZ Studio 1.3 and a slightly buggy D-Form plugin. I posted the results to this forum:

[link]

They're on page 10 (but if I try to give you a direct link, the "deviant" software mangles the URI). I found the Aiko-based one particularly convincing as a beautiful fairy: not a sexpot (despite her thick lips), but a caring and intelligent character, with a face that has just a touch of non-human quality to it.

If you think you could make practical use of her, I'll gladly send you her ".daz" file.

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goor [2006-04-23 09:26:58 +0000 UTC]

Ommgh a very beautiful Picture.

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unreal-blue In reply to goor [2006-04-23 20:39:14 +0000 UTC]

thanks

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Star4mation [2006-04-18 07:58:36 +0000 UTC]

Beautifully done!

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unreal-blue In reply to Star4mation [2006-04-18 18:12:23 +0000 UTC]

thanks

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Lokai2000 [2006-04-17 23:41:19 +0000 UTC]

Phew! Is it getting warm in here?.....

The stable is looking good!

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unreal-blue In reply to Lokai2000 [2006-04-18 04:53:47 +0000 UTC]

thanks.

an unfinished section view here

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JAYdd [2006-04-17 09:56:02 +0000 UTC]

Looking good so far...

lil' bit naughty but I like it. (Or is it totally innocent & my over active imagination is making me see things that aren’t really there).

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unreal-blue In reply to JAYdd [2006-04-17 16:49:46 +0000 UTC]

thanks

dude! they're sisters and have had a long day horseback riding. they got showered and changed for the big party, but fell asleep waiting and... uh...

well... ok, maybe it's a little bit naughty

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JAYdd In reply to unreal-blue [2006-04-17 19:33:41 +0000 UTC]

...

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TsubasaShi [2006-04-17 05:33:02 +0000 UTC]

Must...have....clothes.....where get? LOL Looks nice. lighting and shadowing is awesome.

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unreal-blue In reply to TsubasaShi [2006-04-17 17:47:45 +0000 UTC]

thanks

the clothes are from all over the place

- top left is the corset from the "fk magic" set with the same lace transparancy map as the skirts, just smaller scale and rotated 90 degrees
- top right is from the "proclub frill's dress" with the white "haute couture" texture
- the skirt (both are wearing the same skirt) is the dynamic version of the "pleated skirt dress" (on sale right now, i think) for the transparancy, i used the same tiled lace pattern as the corset
- the panties are "marietta silk lingerie" with the white texture

i have a large wardrobe... lately, i've been favoring dynamic clothing since the draping is so nice. i also try to use more morphs and textures in an effort to extend my "closet"

i used a box to pose the skirts then replaced it with the hay bales. it had to be a moving box otherwise the skirt would just bunch up on the figures as they say down - the box moved from back to front to brush the bottom of the skirt forward, like you'd have to do with your hand if you sit down in a mini-skirt.

the skirt is my favorite piece of dynamic clothing; it's mesh is wonderfully optimized and poses really fast (maybe a minute for 30 frames) yet the wrinkles are very natural. it comes with a conforming version too, i think.


the lighting drove me up a wall. poser started rendering artifacts and not handling the shading correctly; the light would shine "through" the hay bales even though they were set to cast shadows. on one render, shadows were completely black and reversed. It was the same with firefly or poser. the soft narrow keylight pointing at their heads was working fine but the 2 ambient lights were not. I changed the 2 ambient lights to spot then back to infinite and it started to render correctly. 4gb ram, very small number of small textures... go figure...

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TsubasaShi In reply to unreal-blue [2006-04-18 12:32:48 +0000 UTC]

Kool, thanks. I just saw the background in the Renderosity freebee area (while looking for a BG for the CD Label Final pic, robot side).

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topiltzin [2006-04-17 04:57:16 +0000 UTC]

It's about time we got another deviation from you.
I love the subject, pervert that I am.

Looking forward to more, soon hopefully!

Later Ma.........

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unreal-blue In reply to topiltzin [2006-04-17 17:50:56 +0000 UTC]

thanks

busy learning new software

hey, they're sisters. long day riding, they showered and changed for the party but fell asleep waiting. quite innocent.

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topiltzin In reply to unreal-blue [2006-04-17 20:15:24 +0000 UTC]

Did you have to ruin it for me?

But I do like the fact you have a detailed story which results in the piece.

Yeah I'm learning new software (PhotoExplosion) too and it's frustrating me.

Later Ma.......

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unreal-blue In reply to topiltzin [2006-04-17 22:17:24 +0000 UTC]

hmmm, "sisters" doesn't ruin it for me and it's not so much a detailed story as a quick explanation i think up on the spot

i was building the model of the stable and had done some rather dull renders involving horses and a few girls in tight riding clothes when i came across a dolce & gabana ad with two beautiful models in short lacy miniskirts, over the knee stockings, and white high heel sandals, tangled up together on some hay bales. hay bales like i had in my model. hmmmm, i thought, two hot leggy models in mini-skirts on hay bales boing! and i'm pretty sure the d&g models are not meant to be sisters...

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topiltzin In reply to unreal-blue [2006-04-18 05:52:17 +0000 UTC]

You just fixed it for me.
Boing is right!

How long does it take to complete a piece (if we ever really complete one)?
Just curious.

Later Ma.........

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unreal-blue In reply to topiltzin [2006-04-18 18:12:09 +0000 UTC]

depends on if there's model work involved.

just to pose, texture, light and post work generally takes a couple of hours to finished image.

you run through a bunch of stuff where you're working through ideas and compositions. somtimes you end up with directories stuffed with things that went nowhere. sometimes i open them months later and check them out with fresh eyes. 90% of the time i just delete them.

once you have a good idea, that's when the couple of hours starts. most of that time is spent re-rendering to tweak positions, textures, and lighting. also will have some post work.

but usually, i end up playing with something for a week or so before i end up with an idea that works.

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topiltzin In reply to unreal-blue [2006-04-19 04:11:05 +0000 UTC]

Sounds alot like painting.
I have to say being in conversation with you has given me much more respect for the whole computer generated art genre.
And your work of course which is what caught my attention in the first place.
Thanks for opening my eyes and mind.
Much respect.

Later Ma.....

Will

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unreal-blue In reply to topiltzin [2006-04-19 17:39:18 +0000 UTC]

it's the same and it's different. in a way, the lack of "intimacy" with the tools is what's different.

when i used to paint and sculpt there was the immediacy of the tools; the smells, the touch, the feedback...

in computers, the interface keeps you at arms length. you pick up advantages in being able to change textures, positions, morphs very rapidly. and the life saving "undo"

but you miss the ability to feel the piece as it progresses; you have only your eyes engaged.

tools aside, art comes into the world through craftsmanship and craftsmanship follows nearly the same process, regardless of the medium.

ciao

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topiltzin In reply to unreal-blue [2006-04-20 03:56:09 +0000 UTC]

Craftsmanship and talent.
Craftmanship can be learned, while on the other hand talent you're born with.
Which is probrably why I follow your work?
There are many computer artists on this site and I have personally seen so many pieces during artshows and such, but none have caught my attention. Nor have any come close to making me a fan of it.
Maybe it's your other medium skills I see coming through?
What ever it is that appeals to me within it, as I've wrote before, you have converted me.

Hey maybe it's because you have sisters romping around in the barn, huh?
LOL

Later Ma.....

Will

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unreal-blue In reply to topiltzin [2006-04-20 04:25:34 +0000 UTC]

thanks let's call it talent

and sisters romping in a barn works for me

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topiltzin In reply to unreal-blue [2006-04-20 08:02:41 +0000 UTC]

'Talent' definitely!

Hey I was trying to be a gentleman with my description. No need to make fun of me.
LOL

Later Ma.....

Will

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