Okay, it’s about darn time I started working on improving my “creds” around here. Gotta step up my game, buckle down, and start producing some stuff that I hope you guys will find “awesome”.
Here’s my first attempt, just a quick test image of a Tomb Raider-type scene I spent a lot of time on. I’ll be glad to make a step by step tutorial if anyone’s interested, but real quickly here’s what I did:
Drag and dropped the city, and the character, the clothing, and the dragon.
And I used the Carrara fire feature for the dragon’s fire breathing fire. I cranked the ambient up a lot, then loaded an HDRI and turned on all the ambient and GI rendering options, and of course caustics to get the reflections off the windows, and turned on Realistic Sky and some other stuff. The render took a long time, probably around three days.
Hope you guys like it.
I think you may need to go float in the ocean again. Get a grip and quit acting like a troll.
All of the images are outside scenes so the main light is the sky light in Carrara. Any ambient lighting is what ever is the default. I do have full indirect lighting turned on so light bounces off of surfaces and recasts at a reduced rate which is natural. I do not use Gamma correction though. I also hate hard shadows and almost always turn on soft shadows.
As for focus, if you notice none of the images have anything to consider foreground. which to me makes it hard to set any DoF.
As for the textures, with the exception on the lighted swords, all are the default textures that loaded with the Character or preset.
It sucks major that Carrara will not load light sets from Poser or Daz. Carrara does not even recognize the lights folders in the Poser runtime path.
As you can see from these images which were initially done in DS4, the lighting is much more dynamic, but It still seems off to me.
I am slowly moving myself away from Carrara to DS4, but there are things that Carrara can do that DS cannot. I tell you, if anyone ever makes a working Snap In for Blender that allows it to read the poser Runtimes and load the objects like Carrara and DS can, I will move completely to Blender.
If you are using Indirect Light, you will want to turn ambient light off or very low. Since you are doing outdoor scenes, if you’re using a realistic sky, you have the option of having the ambient light use the sky for it’s color.
Edited to add that if you want an HDRI type light effect, you need to at the least have the Skylight enabled in your render settings. You can also have Indirect Light, but Indirect Light just calculates the reflected light. Skylight is more of an atmospheric light.
thanks evil,
even though I know everything about anything….
I never knew there was that that sky choice in the ambient light!
I guess I just go to it and turn the slider to zero without even looking around
I think you may need to go float in the ocean again. Get a grip and quit acting like a troll.
Yeah, I think you’re right. At some point you’d think I’d get the message that folks here just ain’t interested in what I have to say, and probably never will be. And that one person listening quietly in the background and trying to learn the craft just ain’t there.
Here’s the only render I’ve had time for recently.
It’s Bob Burden’s Flaming Carrot character (Palookaville’s Protector and my Favorite Super-Hero!) who seems to have finally met the one enemy he stands no chance against!
The Flaming Carrot origin states that “having read 5,000 comics in a single sitting to win a bet, this poor man suffered brain damage and appeared directly thereafter as — the Flaming Carrot!” Read more about The Flaming Carrot here: http://en.wikipedia.org/wiki/Flaming_Carrot_Comics
Or better yet, just do an image search for “Flaming Carrot”
The smoke is in post?
Did you make your own brushes for that?
Thanks! It’s really hard to find clear images of the original ship to use as reference. I had to make a few guesses.
The smoke is from four particle generators. I had to futz around a lot to get it to look like smoke. I still don’t really understand how to use Carrara’s particle generator properly.