Tag Archives: closeup

I’ll Be Watching You

I haven’t done anything creative in quite awhile. Life just kept getting in the way. I don’t know about you but not making things drags my soul down.  Everything becomes harder.  I needed something to raise my spirits.

I needed a simple artistic project to get back and feel like myself again, something that wouldn’t spiral into a huge task that would never get finished.

I’ve been reading these EC comic book collections recently.  They have fantastic art and stories from the early to mid 50s.

On the back of one of them is this image:

A simple portrait.  One character.  Exactly the kind of thing I should try to do.  I imagined an image like this printed three feet square on the wall.

A realistic computer graphic version of this seventy year old drawing would be interesting.  The circular graphic element would call back to the drawing’s comic book roots and it could also reference the modern avatars of social media.  Mixing a realistic character with flat graphic elements would be interesting too.

I could create the graphic elements in photoshop of course, but I wondered if it were possible to build the whole thing in 3D… all “in camera” so to speak.

I fired up my computer…

After setting the character in DAZ Studio and lining up the camera, I created a cylinder one meter in diameter for the background yellow circle.  I parented it to the camera and moved it down the lens axis until it was the proper size behind the character.  The exact procedure is this:

  1. In the Scene Tab menu select Parenting and UNCHECK Parent Items in Place.  Most times you want this checked so that when you parent something it stays where it is, but this time you don’t.
  2. In the Scene Tab drag the object to the camera to parent it.
  3. The object will move to the camera position.
  4. You can then drag the object exactly along the axis of the lens and position it as far away as you want.  The object will always stay in view and centered even if you move the camera.
  5. Lastly, make sure you re-check Parent Items in Place so the next time you parent something it doesn’t move.

I then created a torus with a ten centimeter diameter for the black line and parented it to the camera in front of the character.  I lined up the black line so it just covered the edge of the yellow circle.  It worked perfectly as this test render shows.

If you’re trying this at home, make sure you have Depth of Field switched OFF in the camera, otherwise it will destroy the illusion.  Everything needs to be in sharp focus for this to work.

I originally imagined the image to be just a circle with the outside corners transparent.  I needed to eliminate the characters shoulders though.  At first I thought I could just eliminate some of the geometry but I couldn’t do that with a precision that could be hidden behind the thin black line. I decided to create another graphic element covering the outer edge, in front of the character.

The blue surface was created with a three sided torus that was scaled flat along one axis.  The center is eleven centimeters, slightly bigger than the black circle.  I wanted to make sure the black line could sit in front of and separate from the blue torus.

I lit the character with three lights: a hard key light from the side to suggest a noir style, a backlight to bring out the hair and jacket, and just a bit of fill on the face.  I decided to make the backlight blue because I thought a blue highlight would suggest how black hair is colored in comic books.

Finally I set lights for the graphic elements.  I wanted the blue foreground light to be even across the object but I had to light it from the side to keep it off the character.  I didn’t think it would work but after a bit of tweaking I was able to get the light relatively even.

For the yellow background I wanted the opposite.  I set the light low and shot it up across the surface, creating a gradient effect.

The hard key light on the face looked a little flat on one side so I created a simple plane to make a “flag.” I parented it to the key light, then brought it in just a bit to break things up.  I reduced the surface Cutout Opacity to make it semi-transparent and only block some of the light.  I guess that makes it more of a “net” in filmmaking terms.

At one point I had this strange problem that I never had before where the eyeballs were hanging out of the sockets on either side.  I thought it might be a problem with the expression settings I was using but that turned out to not be the case.  I never figured out what it was.  I solved the problem by translating both eyeballs in slightly.

Color correction in Capture One was relatively simple.  I brightened up the character a bit and re-balanced the lightness of the graphic foreground and background separately.  I also combed over all the minor details and fixed any small imperfections.  If I print this big you will be able to see everything.

Overall I’m quite happy with the way this image turned out.  It feels good to be creating again.

Created in DAZ Studio 4.24
Rendered with Iray
Color Correction in Capture One

 

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

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

God is a Machine

This picture is the first image in a two part series.  The second image Deus Est Machina (which is the same title in Latin) was posted previously.

Deformed hands and tangled fingers have become an iconic symbol of AI art.  The art machine knows what things look like (most of the time) but it doesn’t know what they are.  It starts making a girl with braided hair then somewhere along the way… does it change it’s mind?  …or does it never really know what it’s trying to make?  The result is almost an optical illusion.  It looks correct at first glance but on closer inspection something isn’t quite right.

#Art I made with #Midjourney #AI

 

Deus Est Machina

I’m sure many would reject this AI render because the hands are all screwed up.  The machine has a hard time with hands because it’s learning from pictures and it doesn’t really understand what a hand is.  Hands look different depending on what they are holding in the training images so the machine gets confused.

For me the hands praying in this image is the point. I’m fascinated by the way AI can make something so creepy and wrong look relatively normal at first glance. She also has hair coming out of her eyes.  One piece looks like it’s a disconnected continuation of a shadow on her forehead.

Great art happens at the edge of the medium you are working with.  Finding those edges is the true work of the artist.

Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit – all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distorted guitar sound is the sound of something too loud for the medium supposed to carry it. The blues singer with the cracked voice is the sound of an emotional cry too powerful for the throat that releases it. The excitement of grainy film, of bleached-out black and white, is the excitement of witnessing events too momentous for the medium assigned to record them. — Brian Eno

#Art I made with #Midjourney #AI