Used
219Oh snap, it's contest time. Gotta use our own, huh? Well, I did have a couple morphs I sold when my screen name was KorpinSulat, so I'll start by throwing Marja into the ring. I'm not a good sculptor, but I ultimately want to portray something that's used beyond repair, tattered. So ultimately I think I'll be playing with a lot of textures and using layers of dforce-simulated shapes to create an illusion or two, which will also make it easier to apply torn pieces here and there, though I might be able to do it in the skin itself in places. I honestly don't know yet, I'll be winging this 100% from start to finish. Don't worry about buckling up, this will be a slow ride. I've got a couple months to play. 



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Now for internal stuff, we'll use DireWorks Cybody (Renderosity), but we're not gonna use this stuff. A couple skeleton parts and the tubes.

For skin, I'll use Pix Venus, but hit it with PBR Skin Plus so I can have a little more say in how it turns out.

We'll make her plastic as hell, and throw in some subtle metallic flakes that will come in handy later. Also hit it with Synthetic Skin Shaders on the arms and mess with it until it compliments the lipstick.


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Roxi hair seems like it will be what works best in this case, if for no other reason than the fact that it has a face shield to keep the hair off it, which it needs because the bump map on this skin is insane (as anyone who's tried to dress this character can tell you).
I decided on a geoshell to add a layer of funk, courtesy of PTF Grungy Threads, and I used some of the ripped texture directly on the skin.

Next we pick our environment. I decided to make her look "thrown away," and Wonderland by Stonemason has a large waste disposal area that's easy on the render (once you remove half the buildings). Another thing I like about this environment is that all the graffiti is a completely separate unit, so I can make it emissive and pop.


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A preliminary pose test before I start building foreground, lighting, and my angle. I'll have to simulate the hair longer for sure. Can we just take a moment to appreciate just how good the ground is close-up? Even among Stonemason's environments, the moment you get close to the pavement it looks like pixel art. Not here. Sigh.
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My gosh, I haven't had near the amount of time to work with this as I thought I would. That, and I forgot to take a whole bunch of process shots because I wanted to see which of two directions I wanted to go with it. Either way, this will be more of an abandoned work than a real piece, but sometimes that just works. I decided to add in a second character, create the illusion of being "found." It took one test after another to figure out which volumetric haze would catch the flashlight best, and I was getting really frustrated with it, thus the long break. But I decided to go with a simple mist at more or less ground level and somehow it just started to work. Then came some camera twirling to bring the two heads level, some F-stop tweaking to make the figure pop, and it started to feel like "Yeah, not my best, but I'm okay with this."

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protosynthetic
Karma: 2,128
Sat, Mar 08...also changed the pose to make her look more naturally limp, which also meant changing the hair to leave more of the figure exposed. And made a dynamic primitive with a black plastic texture to make it look like a trash bag draped over, to blend her better into the scene.

The result, so far, is this raw render. Now to take it into Gimp and/or Luminar, add some vignetting, and wee what non-desructive things I can do to make the light beam look less "speckled."
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Decided it would be easier to add film grain to blend the speckled light beam into the scene than it would have been to smooth it out. A splash of vignette to increase the overall contrast, and voila! All the work I'll do on this one. Thanks for tuning in.
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