JD's bazaar
Re: JD's bazaar
Telling the lusty baron to go pluck yourself wasn't after all such a good idea ...
Re: JD's bazaar
One of the things I truly appreciate about your work is the use of perspective, as in this one: download/file.php?id=8895&t=1.
Re: JD's bazaar
download/file.php?id=8888&mode=view, ingenious device.
Re: JD's bazaar
Froggie, you spoil me! Two comments in rapid fire, that's anyone's dream comes true. Thanks a heap!
Anyway, here's the picture of the day, continuing the Witcher's saga. After being sold for a pittance, the slaves are taken to the new owner residence and place of work. Going through the gates of the estate, they could make an odd contraption in a distance, chains dangling in the wind.
Anyway, here's the picture of the day, continuing the Witcher's saga. After being sold for a pittance, the slaves are taken to the new owner residence and place of work. Going through the gates of the estate, they could make an odd contraption in a distance, chains dangling in the wind.
Re: JD's bazaar
Speaking of perspective, you know what confuse me? The prevalence of the long lenses when 3D dabblers shoot their images. By default Poser (and I assume DAZ as well) does a 50 mm equivalent focal which means the image would look less in depth, much like the flatness you see in televised sport events, when you can't tell a player at 100 feet from one at 300 feet, due to the long lens used to get gross plans from a long distance. Now human eye see naturally with a focal of 20...22 mm so that's what I aim for as well when I do the renderings. That's what makes them more relatable to what one would actually see in that dungeon, for example.
Re: JD's bazaar
I won't pretend to know what you're talking about, but whatever it is you do when creating your images, it's working.doe.1971 wrote: ↑Thu Dec 30, 2021 8:16 pmSpeaking of perspective, you know what confuse me? The prevalence of the long lenses when 3D dabblers shoot their images. By default Poser (and I assume DAZ as well) does a 50 mm equivalent focal which means the image would look less in depth, much like the flatness you see in televised sport events, when you can't tell a player at 100 feet from one at 300 feet, due to the long lens used to get gross plans from a long distance. Now human eye see naturally with a focal of 20...22 mm so that's what I aim for as well when I do the renderings. That's what makes them more relatable to what one would actually see in that dungeon, for example.

Slave Rule #1- No matter how bad the pain is, it can always get worse
Re: JD's bazaar
Got it, and thank you.
Happy New Year to ya.
Slave Rule #1- No matter how bad the pain is, it can always get worse
Re: JD's bazaar
First one done in 2022. Many to come.
After a long and sweaty night in the underground box for the new slaves, the light of dawn wakes up our heroines. A ladder is being brought while two guards are having an animated conversation in a harsh, uncomprehensible dialect.
After a long and sweaty night in the underground box for the new slaves, the light of dawn wakes up our heroines. A ladder is being brought while two guards are having an animated conversation in a harsh, uncomprehensible dialect.
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