Tag Archives: face

Am I Awake or Lost in Old Dreams?

Need to do all the creepy hand portraits now.  AI art is advancing so fast the creepy hands will soon become a nostalgic moment in the past like pet rocks and bell bottoms.

#Art I made with #Midjourney #AI

All of Us 002

The second piece of a new image series that deals with anxiety and confusion.  It’s about all those different voices inside our head that distract us from where we are, and where we’re going.

#Art I made with #Midjourney #AI

I Made This!

I thought I had posted this last year when I made it.  This was created with Midjourney version 3 (that’s two versions ago!)  It was another accident while I was trying to do something else.  The accidents are always the best stuff.

I almost titled this “You are what you make” but that’s a little on the nose, don’t you think?

#Art I made with #Midjourney #AI

All of Us 001

I’ve chosen this as the start of a new image series that deals with anxiety and confusion.  It’s about all those different voices inside our head that distract us from where we are, and where we’re going.

One thing that fascinates me is how the “Art Machine” understands what things look like but it doesn’t understand what the images mean.  It doesn’t understand metaphor or surrealism.  I’m hoping to get some interesting images exploring confusion and dreams.

#Art I made with #Midjourney #AI

Is This The Life We Really Want?

I’m still trying to make some of my CGI art look like it’s from a motion picture.  What makes something look cinematic?  Color?  Framing?  I’m still not sure.  That’s what I was experimenting with in this portrait – a real person, in a real location, in a movie…  A simple moment from a larger scene.

The setup was simple: face, hair, jacket, background.  I set the camera lens at 100mm, 16×9 aspect ratio and found a good closeup.  I messed with the depth of field quite a bit to get the background soft but not too soft (this isn’t a DSLR movie.)

The green line in this screenshot shows how the camera (on the left) is focused precisely on the nearest eye and the two planes show the narrow depth of field on the face.  The other eye is slightly out f focus.

The blue in the background is the soft blue backlight. I used only three lights, a key light on the face, the back light, and a light in the window.  (And the eyes light up too.)  No fill light.

This screenshot shows how the initial render looked before color correction. It’s quite dark which means it takes longer to render but I liked the quality of light so I went for it.  It took about five and a half hours to render the final file at 10800 x 6075.    I stopped it at 4277 samples and 92 percent convergence even though my minimum is usually 95 percent and/or 5000 samples.  It didn’t look like baking it any more would make a difference.

The whites of the eyes ended up quite dark in the render so I brightened them up in post.  The eyes are a really old product and I don’t think I updated the reflectivity on the sclera quite right to render properly in iray.

I also pulled the background completely black because I thought the muddy dark shapes distracted from the face.

This is the part of the post that I feel I really should evaluate the final result… then I decide not to say anything because I can only see the mistakes.  After a few months not looking at it, I’m sure I’ll be able to figure out if I love it or hate it, but not now…

Created in DAZ Studio 4.21
Rendered with Iray
Color Correction in Capture One

Music in the Metaverse

I think my CGI images tend to look better when I have something in closeup.  It avoids the “medium shot of a character just standing there” that I struggle with.  For this piece I started with an extreme close up and added cool robot eyes and dramatic flowing hair.

I also wanted a graphic background, something flat, technical.  I have an ongoing issue with backgrounds.  I get creatively stuck and I don’t know what to put back there.  I end up trying scores of different things and nothing works.

What I ended up using here was actually a huge Tron like cityscape.  The shapes and lines are actually building size structures seen from the top.  This is what the cityscape looks like normally.

The entire environment is standing on it’s side waaaaaay far away.  I turned on and off different elements depending on what looked good.  It ended up being a real hassle having the background so far away though.  Making adjustments took a long time.  (I went back and figured it out.  it’s 1.8 miles away!  …or 3 kilometers)  I should have scaled down the whole thing and moved it closer.

I named it Music in the Metaverse because the graphic lines in the background ended up looking similar to a music staff.

Created in DAZ Studio 4.20
Rendered with Iray
Color Correction in Capture One