Another tech update. I am less worried about the machines becoming self aware and destroying us all than I am of people with criminal intent using the machines to aid them in their schemes.
Fraud, deception, and manipulation are getting eaiser every day.
So I made a variety of gravestones to replace in the replicator for my graveyard. See above. Carrara still works for new projects. But I updated to Windows 11 this morning. And look! I am now getting an input error for ALL of my sequential saves for my graveyard project. Eff ewe. Eff effing eff you, and the horse you road in on. Ugh.
boo microsoft boo windows 11 input error trying to bring in my scene.jpg
Took some time off from other projects to doodle with landscape and plant tools. Here is an island to be a castaway upon. Carrara terrain tool. Palm tree from Carrara native content. Ocean made by inserting a terrain in the regular replicator, seamless, and applying the ocean shader that comes with Carrara mixed with another water shader. A quickie with easy assets that come with Carrara.
Decided to do another set of base toon figures in the 'claymation' style. Three fingers (plus thumb), three toes (plus big toe?), oversized heads, spindly limbs, you know the drill.
Here is my WIP for the first figure. I have done the body and the head separately so I can swap out heads. The top of the neck and the base of the skull each have 8 vertexes (verteces) to make it easier. Although this model has toes, I think I will be making another generic model wearing shoes. I have two primitive spheres as placeholders for the eyes.
A variation of the basic figure designed to be the hero. Most probably can't tell the difference, but the shoulders are broader and the hips narrower for that male V shaped torso. The limbs are more muscular, and the wrists and ankles are narrower relative to the forearms and calves. The face has been adjusted to be less round, the mouth lowered, and the nose more defined. In isolation, probably not enough difference to notice. Hopefully, will be more noticeable when supporting characters are added.
Next WIP. Adding some hair. Created a hair cap for the head and grew dynamic hair on it. Brows and mustache separate dynamic hair objects grown directly on mesh.
Few more WIPs. UVMapping and creating the skeleton rig. Two steps forward, one step back.
UVMapping. One step forward. Here is the figure with a checkerboard shader applied. Not too bad because this figure is intended for toony renders. Face and hands appear OK.
Rigging. One step forward and one step back. I created a skeleton and attached to the mesh. I created an animation group. Seemed to be OK. Typical problem areas like under the armpit and the hip/crotch. But the fingers turned out pretty good. Included some extra bones in the face to help with expressions. For a start without any weightmapping yet, pretty happy. But then... (start the ominous music)... then the dreaded... 'AN ERROR HAS OCCURRED' with no explanation.
Comments
yep, just this morning one of my sons recieved a test message which roughly said..
Hi Mum, I'm at Woolies and need $600 for shopping can you send it to me via this phone number...
it can be so easy to the unaware... lucky my son is aware
Hooray for being aware! Good for your son.
It is so annoying to be constantly bombarded by scams. Ugh.
Eff Ewe, Microsoft! Eff, effing, eff you.
So I made a variety of gravestones to replace in the replicator for my graveyard. See above. Carrara still works for new projects. But I updated to Windows 11 this morning. And look! I am now getting an input error for ALL of my sequential saves for my graveyard project. Eff ewe. Eff effing eff you, and the horse you road in on. Ugh.

Relief! - Call Off the Emergency!
I had another backup of the file in a different folder. It loaded.
Save often, and have backups.

Here is a slight update. More variety for the gravestones. Rendered to larger image. More Lorenzos walking around.
Have to work on the shaders of the new gravestones. The bump is way too strong, and the noise is the wrong size.
Some more touch ups, and a new work in progress.
Nice !!!
Bunyip -Thanks.
Detour to Gilligans Island.
Took some time off from other projects to doodle with landscape and plant tools. Here is an island to be a castaway upon. Carrara terrain tool. Palm tree from Carrara native content. Ocean made by inserting a terrain in the regular replicator, seamless, and applying the ocean shader that comes with Carrara mixed with another water shader. A quickie with easy assets that come with Carrara.
we've been here for a long long time
trying to make the best of things
it's an uphill climb...
Thanks. I've been humming the theme since I checked the 1st season DVD out of the library.
Another detour.
Decided to do another set of base toon figures in the 'claymation' style. Three fingers (plus thumb), three toes (plus big toe?), oversized heads, spindly limbs, you know the drill.
Here is my WIP for the first figure. I have done the body and the head separately so I can swap out heads. The top of the neck and the base of the skull each have 8 vertexes (verteces) to make it easier. Although this model has toes, I think I will be making another generic model wearing shoes. I have two primitive spheres as placeholders for the eyes.
Hero type character
A variation of the basic figure designed to be the hero. Most probably can't tell the difference, but the shoulders are broader and the hips narrower for that male V shaped torso. The limbs are more muscular, and the wrists and ankles are narrower relative to the forearms and calves. The face has been adjusted to be less round, the mouth lowered, and the nose more defined. In isolation, probably not enough difference to notice. Hopefully, will be more noticeable when supporting characters are added.
Next WIP. Adding some hair. Created a hair cap for the head and grew dynamic hair on it. Brows and mustache separate dynamic hair objects grown directly on mesh.
Red eyes are just primitive sphere placeholders
Replaced the demon eyes.
Next work on teeth etc
Few more WIPs. UVMapping and creating the skeleton rig. Two steps forward, one step back.
UVMapping. One step forward. Here is the figure with a checkerboard shader applied. Not too bad because this figure is intended for toony renders. Face and hands appear OK.
Rigging. One step forward and one step back. I created a skeleton and attached to the mesh. I created an animation group. Seemed to be OK. Typical problem areas like under the armpit and the hip/crotch. But the fingers turned out pretty good. Included some extra bones in the face to help with expressions. For a start without any weightmapping yet, pretty happy. But then... (start the ominous music)... then the dreaded... 'AN ERROR HAS OCCURRED' with no explanation.
Hmmm.
Hmmm. Rebooted computer, reloaded the toony guy, and no error yet.
Here he is all bendy bending. No weightmapping yet. No joint correction morphs yet.
Top work !!!
awesome work.. I must try UVing one day like that ... with pins and seams I'm guessing
Looks like a pretty good Dickie Smothers.
Now we need a Tommy.