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.
I like the pun on retopology - rept(ile)+ology... this is because you were thinking 'dragon' right?
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 !
@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.
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.
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
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.
- I've started a couple ancient city projects for the monthly challenges, but rarely finish. I'm gathering some pieces and workflows here. Right now, I'm sitting through a delay in a train station, which might be annoying, but does have internet. You can get a much more organized and thorough city workflow in PhilW's advanced carrara videos. This is a workflow I've been putting together.
1) Terrains that fit together.. One of the terrain filters is "zero edge." I use this to add some variety to the landscape yet still have terrains that fit. Just make sure that dimensions of the terrains match the size of the grid cells used in the replicators. Als - have a comletely flat terrain of same dimensions.
2) Buildings for wealthier areas and less wealthy areas and for specialties such as merchant areas
3) Plants of low poly mesh with a few simple morphs. I only have two palm trees but each has a couple morphs for variety.
3) People made from low poly mesh that can change clothes and a few simple morphs to move limbs, change hats, hair length, etc.
4) A few specialty set pieces. I am attaching a WIP for a fountain.
aa terrains saved variety plteau filter and one completely flat.JPG
1234 x 802 - 97K
aa terrain zero edge stregth very low shallow edge and set dimensions as desired.JPG
1573 x 811 - 149K
aa buildings some wealthier some less.JPG
1432 x 829 - 149K
aa low poly plants but some morphs for leaves and trunks.JPG
1595 x 804 - 176K
aa plant mesh.JPG
1216 x 798 - 94K
aa people morphs move arms legs change beard hat.JPG
i saved the text obj to the tray, the bones didn't come with it.
i saved the bones to the tray.
selecting the text, the attach skeleton is greyed out.
had an idea to make a second text string conforming to the first.
always wondered if can make conforming clothes inside of carrara in native rigging.
The text is attached to the bones, but they did not create the group. When you attach a spline, text, plant, or metaball model to a skeleton Carrara converts the model to a vertex model. If you select the text in the instances tray and enter the wrench room the ertex modelerwill oen with the letters.
i saved the text obj to the tray, the bones didn't come with it.
i saved the bones to the tray.
selecting the text, the attach skeleton is greyed out.
had an idea to make a second text string conforming to the first.
always wondered if can make conforming clothes inside of carrara in native rigging.
It is possible to use "fit to" with a native rig figure and native rig clothes. 3DAge explained how. I thought I did an example in this thread but now I can't find it. The order of attaching the skeleton and forming the animaiton group matters for being able to use "auto fit" for native rigging but now I don't remember the correct order.
Comments
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.
the honeycombs hideout
.
First go at 3D-Coat, toon Dragon head
Cute !!!
.
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
.
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 !
@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.
what the maximum size of an evironment? goes over the 3,000 feets
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.
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.
at fist thought ut was a highway disappearing in distance
Background is basis for this WIP done for current challange.
twenty miles!
room for a death star
Another project I have been working on involves more claymation figures. Here is the start of a claymation body.
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.
Same with a too-simple background inserted.
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?
Ancient cities
- I've started a couple ancient city projects for the monthly challenges, but rarely finish. I'm gathering some pieces and workflows here. Right now, I'm sitting through a delay in a train station, which might be annoying, but does have internet. You can get a much more organized and thorough city workflow in PhilW's advanced carrara videos. This is a workflow I've been putting together.
1) Terrains that fit together.. One of the terrain filters is "zero edge." I use this to add some variety to the landscape yet still have terrains that fit. Just make sure that dimensions of the terrains match the size of the grid cells used in the replicators. Als - have a comletely flat terrain of same dimensions.
2) Buildings for wealthier areas and less wealthy areas and for specialties such as merchant areas
3) Plants of low poly mesh with a few simple morphs. I only have two palm trees but each has a couple morphs for variety.
3) People made from low poly mesh that can change clothes and a few simple morphs to move limbs, change hats, hair length, etc.
4) A few specialty set pieces. I am attaching a WIP for a fountain.
Nice Diomede - thanks for the explanations.
zero edge..
I've never tried that...
must look into it .. thanks
i soo don't understand this native carrara example.
the bones are in the instance tab separate from the body???
the text no longer a primitive no text editor opens.
how is it separate from the bones?
i saved the text obj to the tray, the bones didn't come with it.
i saved the bones to the tray.
selecting the text, the attach skeleton is greyed out.
had an idea to make a second text string conforming to the first.
always wondered if can make conforming clothes inside of carrara in native rigging.
RE: text animation in native browser
The text is attached to the bones, but they did not create the group. When you attach a spline, text, plant, or metaball model to a skeleton Carrara converts the model to a vertex model. If you select the text in the instances tray and enter the wrench room the ertex modelerwill oen with the letters.
It is possible to use "fit to" with a native rig figure and native rig clothes. 3DAge explained how. I thought I did an example in this thread but now I can't find it. The order of attaching the skeleton and forming the animaiton group matters for being able to use "auto fit" for native rigging but now I don't remember the correct order.
complexities
carrara has so much going on, cant remember it all.
i nrbrt udrf yhr nonr yool before, i don't see how to grab the end points and move them around.
did a refresher today with the displacement brush.