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—August Carrara Monthly Challenge: SIZE MATTERS!—WIP thread
Posted: 21 July 2014 06:19 PM   [ Ignore ]   [ # 16 ]
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...so does creating new shaders/textures and “kitbashing” in Carrara count as altering an item?  I am an absolute noob klutz at modelling.

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Posted: 21 July 2014 07:13 PM   [ Ignore ]   [ # 17 ]
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Kyoto Kid - 21 July 2014 06:19 PM

...so does creating new shaders/textures and “kitbashing” in Carrara count as altering an item?  I am an absolute noob klutz at modelling.

Kit bashing and creating shaders and textures would certainly count. You should at least include some of your ideas and/or steps in a WIP or two, as the goal here is to teach each other and have fun! Screen shots are always welcome as well. If you’re afraid of giving away or diluting the visual punch of the finished render, then just show certain aspects that you feel comfortable showing.

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Posted: 21 July 2014 07:50 PM   [ Ignore ]   [ # 18 ]
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I just got PhilW’s Night & Day City and really want to use this in a huge landscape render, I have a plan and if it pans out I’ll start to submit WIPs.  That Instance Randomizer Shader looks like a great way to change up shaders on duplicated items!  I haven’t thought of additional uses for it yet, still playing with the city.

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Posted: 21 July 2014 08:04 PM   [ Ignore ]   [ # 19 ]
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kashyyyk - 21 July 2014 07:50 PM

I just got PhilW’s Night & Day City and really want to use this in a huge landscape render, I have a plan and if it pans out I’ll start to submit WIPs.  That Instance Randomizer Shader looks like a great way to change up shaders on duplicated items!  I haven’t thought of additional uses for it yet, still playing with the city.

Could be a great way to vary foliage color on a group of trees as well. Phil used it in his excellent entry in the Movie Night challenge to mix up the wardrobe colors in the audience. I think it was in beta then, and he was testing it for Sparrowhawke:
http://www.daz3d.com/forums/viewthread/33072/#490610

 

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Posted: 21 July 2014 09:44 PM   [ Ignore ]   [ # 20 ]
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Thank you all so much for wonderful suggestions! I think I am making progress. I decided to leave the full body fur creation for another day and focused on the head only for now, since that is going to be the focus of the image.

EP, thank you for your suggestions! I think I am using everything except Clump, and that is only because I am already using Frizz recommended by Varsel smile Let’s see: Overlapping areas - there for whiskers and ears to head connection. Shorter hair - done through several methods: I started this over and cut the basic fur more than before, plus used other length controls to get shorted hair. (There are actually 2 copies of the hair on this figure - one with slightly longer Thin hairs and the other is Medium and shorter - both in total hair length and shader-set length). Brushed up ears - done. smile There the hair was actually too short and brushing often resulted in hair going into the mesh. Thank heaven for “Push out” tool! I was already using base texture for color, but I added more tweaks to the shader. I also switched to Distant lights for lighting. It takes a while to calculate the lighting, but then renders faster.

Varsel, Thank you for the example and suggestions! The Frizz really is amazing. It completely changed the shape of the fur at one point as I was messing with it. Could really be fun to animate if a tussled effect is needed. Length map is also an excellent idea. So far I’ve been cutting it instead, but for finer areas, like paws and eyes, for example, I think maps will be better. That’s next on my TODO list.

Here is what I have so far. 2 Tests for different camera angles. I am still looking for improvement ideas. I want that rabbit to look as real as it possibly can. And so far I am still far from that mark.

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Posted: 22 July 2014 12:27 PM   [ Ignore ]   [ # 21 ]
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I’m going for a massive look.

Here is the start of the city using PhilW’s Night & Day City,  I’m adding a shipping area, and then for perspective, a barrier at a lookout point looking over the city.  The ship is a generic model included with Carrara then I added different metal shaders to it.

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Posted: 22 July 2014 04:20 PM   [ Ignore ]   [ # 22 ]
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Antara, looks much better!

Kashyyk, your city is very large! No chance of Godzilla attacking the ship is there? wink

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Posted: 22 July 2014 04:33 PM   [ Ignore ]   [ # 23 ]
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Here’s an example of what I’m working on. Perhaps I’m giving something away? grin

I have a head hair group and a torso hair group. I still need to do the limbs. So far I’m using the Density Add and Density Remove tools to paint the hair density in the hair room. I may also create a map for the hair length channel in the hair shader as well.

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Posted: 22 July 2014 05:51 PM   [ Ignore ]   [ # 24 ]
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evilproducer - 22 July 2014 04:20 PM

Antara, looks much better!

Kashyyk, your city is very large! No chance of Godzilla attacking the ship is there? wink

Crap, I don’t know. I thought I got my Godzilla renders out of my system already….rethink…

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Posted: 23 July 2014 05:51 AM   [ Ignore ]   [ # 25 ]
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Are collaborative renders allowed?  I want to see EP’s damn, dirty ape fight Kashyyyk’s giant fire-breathing reptile in the middle of PhilW’s city.  EP’s ape needs to chew on the electric wires, though.

Great start on the hair, EP.  I am very impressed with the fur that you, Varsel, and Antarra made.  I always have a very difficult time with fur and hair.  If you have time, I would be very interested in further explanations and screenshots as you refine the ape’s fur. 

At the moment, I am focusing on the bottle and its contents.  After some internet searches, some ships in a bottle are placed on a painted “sea” inside the bottle. Pretty basic stuff for you experts out there, but here is how I created a partially filled bottle that was lying on its side.

I started with the cylinder preset in the vertex modeler.  I edited it to make the bottle shape that I wanted, including 1 degree of smoothing.  Not finished yet, but saved this step to the object browser.  Still in the bottle’s modeler, I inserted a cube and adjusted it to intersect the side of the bottle where I wanted the fill.  I used the boolean feature with the intersection tab (third one in from the left).  This gives the mesh that fills the side of the bottle.  Save this to the object browser.  Don’t have to, but I then start a new blank file.  I load the bottle and fill from the browser.  I then edit the mesh of the bottle by adding thickness.  After applying a glass-type shader to the bottle, it should appear that the intersection piece fills the side of the bottle.

This general approach can be used to fill a bottle that is angled in any direction that you want.

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Posted: 23 July 2014 07:24 AM   [ Ignore ]   [ # 26 ]
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diomede64 - 23 July 2014 05:51 AM

Are collaborative renders allowed?  I want to see EP’s damn, dirty ape fight Kashyyyk’s giant fire-breathing reptile in the middle of PhilW’s city.  EP’s ape needs to chew on the electric wires, though.

Great start on the hair, EP.  I am very impressed with the fur that you, Varsel, and Antarra made.  I always have a very difficult time with fur and hair.  If you have time, I would be very interested in further explanations and screenshots as you refine the ape’s fur. 

At the moment, I am focusing on the bottle and its contents.  After some internet searches, some ships in a bottle are placed on a painted “sea” inside the bottle. Pretty basic stuff for you experts out there, but here is how I created a partially filled bottle that was lying on its side.

I started with the cylinder preset in the vertex modeler.  I edited it to make the bottle shape that I wanted, including 1 degree of smoothing.  Not finished yet, but saved this step to the object browser.  Still in the bottle’s modeler, I inserted a cube and adjusted it to intersect the side of the bottle where I wanted the fill.  I used the boolean feature with the intersection tab (third one in from the left).  This gives the mesh that fills the side of the bottle.  Save this to the object browser.  Don’t have to, but I then start a new blank file.  I load the bottle and fill from the browser.  I then edit the mesh of the bottle by adding thickness.  After applying a glass-type shader to the bottle, it should appear that the intersection piece fills the side of the bottle.

This general approach can be used to fill a bottle that is angled in any direction that you want.

That’s a great use of the boolean tool!

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Posted: 23 July 2014 07:30 AM   [ Ignore ]   [ # 27 ]
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Here is more of my city.

Here is a bridge I’ve made, it’s simple and wouldn’t stand up to any close renders, but is good for in the distance.

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Posted: 23 July 2014 04:55 PM   [ Ignore ]   [ # 28 ]
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Making a little more progress.  I was having trouble getting the name to be legible but I think I found a good solution.  The name is written in the text modeler and placed on an extruded plate from the stand.  I started with the same shader for the plate and the text, but it was too difficult to distinguish.  I then changed the top level shader for the text to a complex multichannel mixer.  The original shader goes into the top layer.  In the new second layer, I created a gradient with similar colors (yellowish) to the shader for the plate, but I reduced the highlight, reflection, etc.  For the blender, I used the value slider and experimented until I got something I liked.  I made the paint brush from a vertex cylinder. 

I’ve also added an M4 wearing the M4 pirate outfit, which was only $1.99 - I think it is part of the 80% off sale for V4 and M4 items.  It doesn’t show up on the search page as 1.99, but it does on its product page (for me). 
http://www.daz3d.com/m4-pirate

The hands are so close to the camera that I think I really need to work on the shaders more.  I haven’t used Genesis or Genesis 2 much and I’m not used to them yet.  I found posing the hands very difficult, but I liked the rigging so it could be a big improvement if I get used to it.  The hands are Genesis Michael 5 with the James shader (the one that comes with the Carrara 8.5 Pro) applied to it.
http://www.daz3d.com/james-for-m5

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Posted: 23 July 2014 06:05 PM   [ Ignore ]   [ # 29 ]
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Looks really good. For the hand details, it may be the shadowing you’re using, or a lack of a bump map.

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Posted: 23 July 2014 07:26 PM   [ Ignore ]   [ # 30 ]
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evilproducer - 23 July 2014 06:05 PM

Looks really good. For the hand details, it may be the shadowing you’re using, or a lack of a bump map.

Right, but I found that bump maps do not always work without tweaking.

Click on Top Shader and to the right increase the bump to 100%, now below that, adjust the bump “brightness” as needed.

Adjust the Highlight and Shinyness as needed, Highlight 10-25% and shinyness 2-4% as needed.  If you place a Spec map texture in highlight it looks better, you can use a bump map if needed.

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