

My best results have been from abstract image-based lighting and physical light combos, like ElianeCK's Dramatic Lights or PixelTizzyFit's Neon Splash Lighting Suite. I've gotten some decent results with sun-sky settings and HDRIs derived from photographs, but I usually have to do a little more post-processing. Good lighting for a photorealistic render also won't necessarily translate to good lighting for postwork.

One of the weirdest phenomenon I've ever seen is running a render through an oil paint action and having it look more like a photo-as in, it looked like I'd grabbed a stock photo off Google images and applied a filter to it. As far as I can tell, there's no filter or action that will make an incorrectly-lit render look like a painting, and in fact it's more likely to make it look obviously filtered. I'm no lighting expert, but one of the things that held me back from getting consistent results early on was not setting up my renders properly for postwork. I use TS 1&2 depending on which effect I want since there are some filters I like that aren't available in 2, but for this I'll be using 2.
#Topaz simplify not working free
The programs I use are Daz, Photoshop CC with the Nik Collection plugin (old free version), and Topaz Studio. I'm not interested in fooling people into thinking I painted anything from scratch-as anyone who's spoken to me for five minutes knows, I never shut up about using 3D models-but I really love concept art for its own sake, especially since its purpose is to communicate strong ideas. They often use a mix of 3D models and photographs, combining them into a cohesive whole. Since this is a learning thread, I should mention that the most useful tutorials and techniques I've picked up have been geared toward concept/production artists doing photobashing and matte painting. Lately I've seen a lot of people asking beeple about his postwork process, and since I use similar filters (although he's far more skilled than I am!) I decided to post a little bit about it here.
