No one asked me - Diomede posts screenshots on whatever

1222324252628»

Comments

  • Diomede_CarraraDiomede_Carrara Posts: 9,145
    edited June 1

    Here it is with checker texture applied.

     

    wow thats a 'wow'. nice work

     

     

    Thanks, here is an update.  Unfortunately, I unintentionally converted the smoothed mesh to quadruple the number of polygons.  However, I did rearrange the UV islands to create 4 different maps.  The face and ears are on one map, the arms/legs/feet/hands are on another, a third has the torso/head, and the fourth has the eyes and mouth/teeth/tongue.  Get greater potential detail this way.  I've placed the same number in front of shader domains that share the sameUVMap like was done for V4.

     

    Oh no! This may be a dumb question, but do you make incremental saves, like Figure_001, Figure_002 etc.? Once I get to a certain point I make those types of saves, especially if I'm going to do something that might drastically alter the model. I've had many "Argh!!" moments before, and sure to have many more.

    Anyways, thanks for detailed explanations as usual. I have looked at 3D coat over the past years, usually around the holiday season when it goes on sale - not the full blown pro version. But I still haven't made the purchase. Maybe this year...

    Yes, I have incremental saves.  For this particular figure, it is not really a very bad argh moment.  I am planning to experiment with 3DCoat's retopology tools on this figure anyway.  Just annoying because my ultimate intent is to have low poly claymation-style figures.

    Post edited by Diomede_Carrara on
  • MystarraMystarra Posts: 30,477

    the honeycombs hideout

  • Stezza_Carrara9Stezza_Carrara9 Posts: 4,509

  • SelinitaSelinita Posts: 1,083

    Revisiting 'FishFace' now with tiny side fins...

    FishFACEcaustic by Selinita

  • Bunyip02_CarraraBunyip02_Carrara Posts: 2,679
    edited June 5

    First go at 3D-Coat, toon Dragon head

    3D-Coat Dragon head 1.png
    1923 x 1042 - 2M
    Post edited by Bunyip02_Carrara on
  • Bunyip02_CarraraBunyip02_Carrara Posts: 2,679
    Selinita said:

    Revisiting 'FishFace' now with tiny side fins...

    FishFACEcaustic by Selinita

    Cute !!!

  • SelinitaSelinita Posts: 1,083

    First go at 3D-Coat, toon Dragon head

    image

    Looking good!

  • Bunyip02_CarraraBunyip02_Carrara Posts: 2,679
    edited June 5
    Selinita said:

    First go at 3D-Coat, toon Dragon head

    image

    Looking good!

    Thanks

    A couple of spots messed up during reptology, 4 ngons, but overall happy with first result. Obj file ended up being 71kb ! Carrara render

    3D-Coat Dragon head 2.png
    2400 x 1800 - 3M
    Post edited by Bunyip02_Carrara on
  • SelinitaSelinita Posts: 1,083

    I like the pun on retopology - rept(ile)+ology... this is because you were thinking 'dragon' right? laugh

    Great for your first and 71,000 bytes is not that big considering the level of detail - is this one detailed mesh or did you do a simple model plus displacement map?

  • Bunyip02_CarraraBunyip02_Carrara Posts: 2,679
    Selinita said:

    I like the pun on retopology - rept(ile)+ology... this is because you were thinking 'dragon' right? laugh

    Great for your first and 71,000 bytes is not that big considering the level of detail - is this one detailed mesh or did you do a simple model plus displacement map?

    The mesh I created at the start was quite detailed, it was used by 3D-Coat to generate the Normal map. When I retopologised the original mesh I tried to make it fairly simple, idea being that the normal map carries the detail over.

    Will have to do a few more experiments with it. Still much to learn and gain experience on. Glad you liked the pun !

  • Diomede_CarraraDiomede_Carrara Posts: 9,145

    @Bunyip02_Carrara  wow, the dragon head looks great.  I've not tried to bake any maps in 3DCoat and bring them back to Carrara yet, but you are really inspiing me.

  • MystarraMystarra Posts: 30,477

    what the maximum size of an evironment?  goes over the 3,000 feets

  • TangoAlphaTangoAlpha Posts: 4,399

    Dunno if there's a maximum, but some of the landscape presets are 20 miles across. And you could easily tile them . . .

  • Diomede_CarraraDiomede_Carrara Posts: 9,145
    edited June 9

    Dunno if there's a maximum, but some of the landscape presets are 20 miles across. And you could easily tile them . . .

     

    Shadow Catcher Problem

    Tried tiling a simple terrain with a zero edge filter.  Unfortunately, getting a shadow catcher problem.  I inserted a plane upon which I plan to replicate a herd.  When I applied a shadow cather sader to the plane, I got a black zone on the replicated terrains, or the plan itself became a black zone.

    Simple scene with just 3 distant lights, one terrain (replicated), and one plane.

    Placed a realistic sky in the atmosphere but did not insert a sunlight or enable sky lighting in the render room.  Screenshots of scene setup, plane shader tree, and lighting attached.

     

    bb04 shadow catcher test ender sucks.jpg
    640 x 480 - 21K
    bb01 shadow catcher scen setup.JPG
    1588 x 774 - 164K
    bb02 shadow catcher plane shader.JPG
    1505 x 810 - 101K
    bb03 simple 3 light distant setup.JPG
    938 x 497 - 53K
    Post edited by Diomede_Carrara on
  • Diomede_CarraraDiomede_Carrara Posts: 9,145

    Solved!

    Oops.  Silly me.  My valley is not a background map, it is actually in the scene.  The shadow catcher is showing the background, which is still black.

    blush

  • MystarraMystarra Posts: 30,477

    Dunno if there's a maximum, but some of the landscape presets are 20 miles across. And you could easily tile them . . .

     

    Shadow Catcher Problem

    Tried tiling a simple terrain with a zero edge filter.  Unfortunately, getting a shadow catcher problem.  I inserted a plane upon which I plan to replicate a herd.  When I applied a shadow cather sader to the plane, I got a black zone on the replicated terrains, or the plan itself became a black zone.

    Simple scene with just 3 distant lights, one terrain (replicated), and one plane.

    Placed a realistic sky in the atmosphere but did not insert a sunlight or enable sky lighting in the render room.  Screenshots of scene setup, plane shader tree, and lighting attached.

     

    at fist thought ut was a highway disappearing in distance

  • Diomede_CarraraDiomede_Carrara Posts: 9,145

    Background is basis for this WIP done for current challange.

  • MystarraMystarra Posts: 30,477

    Dunno if there's a maximum, but some of the landscape presets are 20 miles across. And you could easily tile them . . .

    twenty miles!

    room for a death star

  • Diomede_CarraraDiomede_Carrara Posts: 9,145
    edited June 11
    Mystarra said:
     

     

    Another project I have been working on involves more claymation figures.  Here is the start of a claymation body.

     

    dd01 start new toon character.JPG
    1379 x 800 - 118K
    dd02 new toon character assemble room.JPG
    1566 x 761 - 136K
    Post edited by Diomede_Carrara on
  • Diomede_CarraraDiomede_Carrara Posts: 9,145
    edited June 22

    A work-in-progress for a set I'm putting together.  Inspired by some ads that started showing up after I searched some vacation sites.  Suggestions for improvement welcome.

    set setup01.jpg
    800 x 600 - 90K
    set setup 01.JPG
    1377 x 749 - 199K
    Post edited by Diomede_Carrara on
  • Diomede_CarraraDiomede_Carrara Posts: 9,145
    edited June 22

    Same with a too-simple background inserted.

    same with background.jpg
    800 x 600 - 97K
    Post edited by Diomede_Carrara on
  • Diomede_CarraraDiomede_Carrara Posts: 9,145
    edited June 23

    Aaargh.  One of the replicators is failing to load its map, whcih accounts for some of the patchy parts.

    Nonetheless, here is a closeup with a Vicky.  The top inner tile, which is vertical, appears horizontal in the render.  What is up with that?

     

    hot tub 01.png
    800 x 600 - 850K
    Post edited by Diomede_Carrara on
Sign In or Register to comment.