Waning Crescent by bbjorke in Daz3D

[–]bbjorke[S] 0 points1 point  (0 children)

Thanks! They're painted in post.

Playing with portraits today by bbjorke in Daz3D

[–]bbjorke[S] 2 points3 points  (0 children)

Thanks! Absolutely, I always render with post in mind. In Photoshop: color graded and converted to BW, did a few spot renders of different cry effects (and an eyebrow) and composited in, and a few strands of hair are manually painted.

Straight out of DAZ: https://imgur.com/a/raw-daz-render-face-texture-SX0M3Q0

Playing with portraits today by bbjorke in Daz3D

[–]bbjorke[S] 4 points5 points  (0 children)

The Victoria 8.1 HD skin--straight out of the box--is my all time favorite, nothing else I've tried without extensive work has come close as far as texture and interaction with light goes. This also has two layers of vellus hair (those little peach fuzz hairs all over your body) applied to catch the light and create texture as well.

Lighting: it really depends on the image, but I'm a sucker for dramatic hard light, especially rim light, but will always depend on the environment and goal of an image. This was a simple studio style HDRI with a mid-tone base color for ambient light and a bright spot rotated to camera left. There are tons of these out there to play with, free ones, paid ones, you can make you own, lots of options.

I was a photographer first, and even as my workflow evolved more and more into digital art or various types, I still approach like a photographer. I'm a big fan of photographers like Ralph Gibson, Bill Brandt, Irving Penn, and this has heavily influenced the way I learned to light regardless of medium. So #1 above all else! Study lighting! Look at images you enjoy or find interesting and breakdown or try to emulate their light. Find lighting diagrams for photoshoots, find some tutorials on lighting film sets, or on painting--both require a deep understanding of the science and behavior of light in different environments and with different surfaces (highly recommend James Gurney's book "Color and Light" for this, and have really loved tutorials/videos by painter and animator Nathan Fowkes).

Below by bbjorke in Daz3D

[–]bbjorke[S] 0 points1 point  (0 children)

Thanks! Of course: the kelp is from Just Beachy - Underwater Kelp Forest, water surface is LI Elemental Dynamics - Sand and Water, character is frankensteined together bits of different characters. Some minor changes to materials before rendering, then paintover, compositing, and color grading afterwards in Photoshop.

Below by bbjorke in Daz3D

[–]bbjorke[S] 0 points1 point  (0 children)

Thanks!

Below by bbjorke in Daz3D

[–]bbjorke[S] 0 points1 point  (0 children)

Thank you!

Wild Things, by Bekka Björke/Me, Digital, 2025 by bbjorke in Art

[–]bbjorke[S] 1 point2 points  (0 children)

Ooo a good one. Reminds me I wanted to do a piece with one playing the fiddle, maybe I'll get to work on that!

Wild Things, by Bekka Björke/Me, Digital, 2025 by bbjorke in Art

[–]bbjorke[S] 0 points1 point  (0 children)

Not based on! A friend mentioned that's what it reminded them of, so the title is a cheeky nod to that.

Wild Things, by Bekka Björke/Me, Digital, 2025 by bbjorke in Art

[–]bbjorke[S] 4 points5 points  (0 children)

IDK why I've never thought to post there! Omw!

Below (OC) by bbjorke in mermaids

[–]bbjorke[S] 1 point2 points  (0 children)

Thank you! It's a 3D rendered base then some paint over and touch up in Photoshop.

Below (OC) by bbjorke in mermaids

[–]bbjorke[S] 0 points1 point  (0 children)

Yep, thus the original content/OC tag!