Thanks for the helpful feedback. I'm not quite sure yet how I could have done this sequence differently so Lara's actual depth would have been more apparent, but I'll figure something out. Always trying to learn and improve.
That aside, Lara's struggles continue...
Sinking Archaeologist (22nd pic added)
- Aiko
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Re: Sinking Archaeologist (6th pic added)
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- Aiko
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Re: Sinking Archaeologist (7th pic added)
Aaaaaaand No 7.
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- muckerman_01
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Re: Sinking Archaeologist (7th pic added)
Aiko wrote:Aaaaaaand No 7.
Nice!
This series continues to amaze, inspire and intrigue. With every pic I can't wait to see what happens next.
Will Lara escape? Part of me hopes so... on the other hand I also want to see her submerge!
Please please please can she go under but then escape?
"Hey it wasn't perfection, but God it was close!""
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water_bug_62208
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Re: Sinking Archaeologist (7th pic added)
In Image 6, I like how you conveyed Lara's stubborn determination and resilience as she presses forward in her efforts to escape in spite of sinking even deeper into the mud. The expression in her face shows her focus and confidence in getting out. Then in Image 7, there appears to be a slight bit of, "OH S#%&!" in her facial expression as her efforts to move forward are thwarted by the thickness and suction of the mire as she finds herself settling further into the depths of the quicksand.
Thanks for sharing!
Thanks for sharing!
- Kingsmythe
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Re: Sinking Archaeologist (7th pic added)
Great work, Aiko. That's pretty great stuff there.
- Aiko
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Re: Sinking Archaeologist (7th pic added)
Thank you for the praise, everyone! Stay tuned for more. This is not over yet. 
And now I am about to get into some technical details that nobody who does not do 3D rendering will care about...
Compared to the mud on skin you did in the Wilderness Hike series, my approach is really pretty basic. I just clone the figure, replace the clone's skin surfaces with my mud shader and then add a Push Weight modifier to it and edit that to have the parts that are covered out mud outside the original figure while the rest hidden inside. All done inside Daz. No textures or other maps edited in other applications involved.
The shader I use for the surface is my own Shader mixer creation. It is purely procedural using 3 Perlin noise bricks for color and bumps. I have tried using displacement (also based on Perlin noise) in the shader as well but that has led to some weird artifacts when I combined it with the D-formers so I turned that off for this series. However I do intend to look into that again sometime. But for now the surface geometry is perfectly flat except for where I manually applied D-formers.
And now I am about to get into some technical details that nobody who does not do 3D rendering will care about...
Hans-Georg-Schrage wrote:The expressions and poses in this well-conceived series are marvelous. You also did a fantastic job on the mud cover on her skin and the little depressions in the quicksand/mud. The only thing I wonder about is the surface of the quicksand. What did you use for that? Are you at all working with displacement maps?
Compared to the mud on skin you did in the Wilderness Hike series, my approach is really pretty basic. I just clone the figure, replace the clone's skin surfaces with my mud shader and then add a Push Weight modifier to it and edit that to have the parts that are covered out mud outside the original figure while the rest hidden inside. All done inside Daz. No textures or other maps edited in other applications involved.
The shader I use for the surface is my own Shader mixer creation. It is purely procedural using 3 Perlin noise bricks for color and bumps. I have tried using displacement (also based on Perlin noise) in the shader as well but that has led to some weird artifacts when I combined it with the D-formers so I turned that off for this series. However I do intend to look into that again sometime. But for now the surface geometry is perfectly flat except for where I manually applied D-formers.
Visit me at the Great Swamp, but watch your step on the way there!
- Aiko
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Re: Sinking Archaeologist (7th pic added)
Hans-Georg-Schrage wrote:Thank you for sharing your tricks! That is obviously really interesting for me. Maybe we should start a thread for 3D shop talk.
I am working with geometry shells and a modded version of the "Dirt Shader" (have to look up what that is called). I've never used shader mixer. Is that easy to learn? Is the mud a primitive? How many segments does it have?
I don't mind sharing my experiences with Daz and other tools. It may take a while for me to get around to it, but I would definitely participate in a thread about this topic.
Whether Shader mixer is easy for you to learn depends on your prior experience with shaders
The quicksand surface used to be a plane with 512 divisions. In the upcoming picture I replaced it with a cube for reasons you may soon see...
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- Aiko
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Re: Sinking Archaeologist (8th pic added)
It's been a while. I have been experimenting with various ways to give you a better idea what's going on underneath the surface there. And this is what I eventually came up with.
If you don't see what I mean you are either not viewing it full-size or you are too impatient (Stare at it! Use your x-ray vision!!
) or you are using Internet Explorer / Edge.
If you don't see what I mean you are either not viewing it full-size or you are too impatient (Stare at it! Use your x-ray vision!!
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bogbud
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Re: Sinking Archaeologist (8th pic added)
Very cool and my Chrome is showing the animation properly.
Poor Lara, she is in real danger now. I have to admit, that is quite my favorite depth...
Poor Lara, she is in real danger now. I have to admit, that is quite my favorite depth...
- MichaelL_Photo
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Re: Sinking Archaeologist (8th pic added)
I have been super impressed with this project - and my Firefox browser also shows your animation! Great concept.
Thanks for sharing.
Michael
Thanks for sharing.
Michael
Soft Dangers Visual Productions
michaelleachphoto@gmail.com
michaelleachphoto@gmail.com
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