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Second Annual Kit Bashing Contest WINNERS ANNOUNCED
Posted: 14 January 2013 09:35 PM   [ Ignore ]   [ # 31 ]
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I like it to. I’m quite partial to harlequin.

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IF is the Life of Matter ~ UTO

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Posted: 15 January 2013 09:35 AM   [ Ignore ]   [ # 32 ]
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Thank you barbult and Zawarkal.

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Posted: 15 January 2013 11:03 AM   [ Ignore ]   [ # 33 ]
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Getting PMP caused me to go a bit shader happy.  After covering a lot of things with astroturf, I turned to something more serious;  I THINK this qualifies for both the clothing and building contests, but you be the judge. 

It’s almost easier to say what isn’t covered by a shader here.  Basically the girl’s face, hair, plus the drill bit, the glass of the visor and the front face of the yellowish building in the lower left corner are untouched.  The costume began as Darkworld’s Cheetanah 2nd skin body suit, keeping the original fur glove and boot textures, but replacing the rest with kelvar from the Hardcore Utility Shaders (henceforth abbreviated as HUS.)  The climbing gear consists of the baltric belt and knife sheath from Courageous, the garter belt from V4 Domino, the cat collar that came with Cat Girl for Genesis gloves and the facemask from Liquid Halo from Sky 16, all done up with #1 Black Latex and a variety of metal shaders from HUS.  The drill is a prop that came packed with Poser Pro 2012, with new steel and aluminum shaders on the chuck and Hamered Gunmetal on the body, again from HUS. 
The buildings and street in the far background are a complete “install in one set” from the Poser 2012 “Spy kit,” which has some neat individual items but the some of the worst mixes of scales I’ve ever seen in a prebuilt environment.  The Pimp My Prop shaders “Asphalt covered all the road surfaces, as well as the roof and patio of the yellow building,) which got rid of all the scale-breaking road markings.  I also daubed concrete from PMP and Gunmetal from HUS on the building directly behind that one, and covered all the ground surfaces with Pavement from PMP to give it a more downtown urban feel.  The piece de resistance is the “building” the cat burglar is hanging onto, which actually isn’t a building at all.  I wanted something the character could actually hang on to, so that’s that’s the wooden yard table from the Dream Home Yard and Pool set, turned on its side, stretched disproportionately on X and Z axis and completely covered with a rough aluminum shader from HUS.  You could never stretch a texture map like that without it looking awful, but shaders, wonderfully, don’t care. (There are also two white ground plane primitives positioned behind the table to bounce the light through the slats and to prevent those lights inside from spilling through onto the main set.)  One final touch was to use a PMP concrete shader on a building that’s only seen reflected in the wall of the Yardtable Building, just behind the burglar.  Originally this was a white and orange building, but the reflection in the aluminum shader was so clear and sharp in my test renders that it was actually a bit distracting, so I covered it with a more neutral concrete to take it down to a softer blur.  With all the reflective surfaces it was hard to nail down the perfect exposure, with the final render being just a little bright for my taste, so I took it down in photoshop, but otherwise, that’s it.    (Edit - oops, attached a test render the first time.  fixxed now.)

Eligible for: 
Clothing Kit Bash
Building Kit Bash

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cat_3000_SM.jpg
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“And on the subject of bundles, exactly WHY does the M5 Pro Suite have a V5 DRESS and the Troll in it? Exactly what kind of “pro” IS M5?  Apparently one who likes to dress up in drag and go cruising down in the red light district of lower Middle Earth.”

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Posted: 15 January 2013 12:02 PM   [ Ignore ]   [ # 34 ]
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This early and competition already seems to be ramping up.  Hmm, might have to rethink some things…

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Black is Beautiful II - a repository of links and rendering tips for darker skinned characters

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Posted: 15 January 2013 12:12 PM   [ Ignore ]   [ # 35 ]
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Very nice. Love the use of blues in this one.

Rethink, what rethink. With the group of artists here at Daz, me thinks it is, Think Big or Stay Home. But in order to learn you have to try and with every try there is improvement. So I know I will do something even if it is wrong. Still working on it though. smile

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Posted: 15 January 2013 01:09 PM   [ Ignore ]   [ # 36 ]
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You have to use shaders right

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Posted: 15 January 2013 04:20 PM   [ Ignore ]   [ # 37 ]
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JohnDelaquiox - 15 January 2013 01:09 PM

You have to use shaders right

Right.

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Posted: 15 January 2013 09:21 PM   [ Ignore ]   [ # 38 ]
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|:| Shades of Whimsy |:|

Our fire dancer has lost her shoes and cannot seem to find them. So in the Whimsy of Madame Mimsy, she calls upon fire demons from another realm to show her where her shoes have gone.


Mimsy as - Most Digital Creations Genesis Body Suit; clothing1, Daz’s Magus Collar; c2, SickleYield’s Fingerless Gloves; c3, & Daz V4 Fortune Teller Accessories; c4: hip scarf—genesis elven hair
Daz Moongate
Jim Farris’ Tarot Cards
Daz Alchemy Chasm Platform
IgnisSerpentus’ Hexxus
Crystal Ball Inset contains:
Karanta’s V4 High Heels
Pippin as - KCTC Francemi’s Pippin Basket; c1: shoes, Pokeydot’s Pippin Swimwear; c2: bathing suit, & Pokeydot’s Pippin Skirt and Top; c3: skirt
Daz Eastern Dragon

Following Shaders used: Zigraphix’s Feng Shui Enamel Shaders, Walker of Shadows’ Satin Shaders, Daz Human Surface Base Shader, Riveda72’s Leather Shaders, GeorgeHaze’s Ultimate Shader Pack, & Marianne’s Super Shine Shaders

used polygon selection tool to hide various parts; Thanks for the tutorial—if I missed listing anything please let me know, this is my first time entering a contest like this and I’m not certain exactly what categories this image will fit within

created in DS4.5Pro with PSPXI used for postwork

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Posted: 16 January 2013 02:24 AM   [ Ignore ]   [ # 39 ]
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Psst!  Is there a quick way to delete/turn off all the shaders you’ve used in a scene in order to do a before/after shot?

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“And on the subject of bundles, exactly WHY does the M5 Pro Suite have a V5 DRESS and the Troll in it? Exactly what kind of “pro” IS M5?  Apparently one who likes to dress up in drag and go cruising down in the red light district of lower Middle Earth.”

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Posted: 16 January 2013 02:50 AM   [ Ignore ]   [ # 40 ]
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Cybersox13 - 16 January 2013 02:24 AM

Psst!  Is there a quick way to delete/turn off all the shaders you’ve used in a scene in order to do a before/after shot?


Apart from “undo”, not really. You really need to remember to render the “before” shot prior to applying the shaders.

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Posted: 16 January 2013 08:01 AM   [ Ignore ]   [ # 41 ]
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Marieah - 16 January 2013 02:50 AM
Cybersox13 - 16 January 2013 02:24 AM

Psst!  Is there a quick way to delete/turn off all the shaders you’ve used in a scene in order to do a before/after shot?


Apart from “undo”, not really. You really need to remember to render the “before” shot prior to applying the shaders.

While it may or may not be quick, depending upon how many elements your scene contains, you could insert every item in your scene again, keeping their default textures, and applying the translations, etc by using the copy/paste functions on the edit menu. Once in position with appropriate poses and morphs, all hopefully transferred by the paste commands available, you can then delete the shaded elements. Of course, if youv’e grouped items using null objects you will need to parent the new items to the nulls before applying the paste commands or your effects will not be quite the same. (at least I believe this would work)

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Posted: 16 January 2013 02:12 PM   [ Ignore ]   [ # 42 ]
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Here is my entry, “Sea of Dust”, for the Prop Kit Bash part of the contest.  It was rendered in Bryce using a custom shader created by combining elements in the Deep Texture Editor in Bryce’s Materials Lab.


In addition to numerous primitives and a few other items, the qualifying building parts used to modify the ship’s original structure include:
“Command Center.pp2” from the Nagarian Base building set, http://www.daz3d.com/nagarian-base (To create the wing-shaped air intake baffles on the rear deck superstructure)
“Roof_Beams.pp2” from the Country Cottage building set, http://www.daz3d.com/country-cottage , rescaled smaller in the Y dimension (To create the frame on front deck)
“NS3DCorner.pp2” from Sci-fi Barriers and Walls building set, http://www.daz3d.com/sci-fi-barriers-and-walls (To create the engine parts between the two rear and three side engine cylinders)
“Comms.pp2” from the Olympus Mons building set, which I can no longer locate in the store; it’s readme has Product Code ps_ac1272, it’s by Redhouse Studios.  (To create the bridge tower.  I deleted comm1_glass and comm4 materials to make them transparent).
“GSO_Strut.cr2” from the GIS_Orion building set, http://www.daz3d.com/gis-orion (Used on the front deck.)

Prior to kit bashing with building parts and primitives, the ship started out as the Tramp Steamer http://www.daz3d.com/tramp-steamer .

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Posted: 16 January 2013 03:06 PM   [ Ignore ]   [ # 43 ]
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Wow, amazing! This image definitly shows me where this kit bashing is a useful everyday artist tool. I hadn’t even considered this direction when pondering if I might try the prop mix.

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Posted: 16 January 2013 03:17 PM   [ Ignore ]   [ # 44 ]
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Zawarkal - 16 January 2013 03:06 PM

Wow, amazing! This image definitly shows me where this kit bashing is a useful everyday artist tool. I hadn’t even considered this direction when pondering if I might try the prop mix.

Thanks! 

Yeah, for some scenes it would be hard for me to NOT use shaders this way.  You can take a basic object and easily add minor details without having to modify the entire object; when the same shader is used on everything (if chosen correctly) the objects can blend in just like they are one single object.  If you have multiple different textured objects from different vendors, you might have to go through quite a bit of effort to modify all the textures to look similar, but if you have a material that is appropriate for all of them, you can just eliminate some of those image textures altogether and use the shader material instead.

It’s great for lots of distant objects as well; for example, if you have a terrain emulating forest in the background, you can slap a few rocks or spheres onto it here and there and apply the shader used for the terrain onto them without having to actually have resource-hogging trees that would be too tiny to see anyway.

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Posted: 16 January 2013 10:03 PM   [ Ignore ]   [ # 45 ]
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Please let me know if this doesn’t meet requirements…

Genesis wearing SFGothicHorrorGownG
Lace turned off on yoke and also the collar and collar lace.
The Dress Hood converted from V3 to genesis
Renaissance by Fredrik Slitted puff sleeves and long sleeve converted from A3 to genesis
Circlet from Morphing Gown from RDNA for V3 converted to genesis
Elven Slippers
David Bard Cloak converted to Genesis
Two primitive spheres for buttons.

Shaders are from Fisty’s Sparkle Shaders and one that I’ve created in shadermixer
Lace on Skirt and wrists is from Marieah’s Lacemaker with a mauve diffuse applied

DLD Metallic shaders on the crown.

Isle of Andromeda and Lantios Daylight Light 2

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Shadermixer tutorials and recipes
My ShareCG Gallery
Shadermixer Documents

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