Still thank you, but I'm not impassioned of footboal and I hope that it is finished soon !
For my health, it has been lost for five years, but I resist, and everyone on this forum is a help for me !
For the metaballs, it's very easy, you create some spheres which are agglomerated and after, in the assembly room , you crush them to make a flat object.
You can use to modifier “Curve and torsion” (in french) or to convert them into vertex object.
Still thank you, but I'm not impassioned of footboal and I hope that it is finished soon !
For my health, it has been lost for five years, but I resist, and everyone on this forum is a help for me !
For the metaballs, it's very easy, you create some spheres which are agglomerated and after, in the assembly room , you crush them to make a flat object.
You can use to modifier “Curve and torsion” (in french) or to convert them into vertex object.
OK will try this tomorrow and look for a water shader that is the best for the tears and not too bright or like milk.
I hope Holland, your other neighbour, wins... England was awful!
head wax, I love the aged look of your work so far.
DUDU, yours will be very trippy I think!
Silene, yours looks to be very emotional. If you need help with the headstone texture, I spent a long time on trying to get the old marble look for mine a couple months ago, so if need be I can post my settings or shader if you need it.
Here's my latest WIP.
I altered the palm tree to make another jungle-like plant. I've altered the trunk settings to make it short and squat. I altered the leaf size and angle, I altered the trunk and leaf shaders. I wanted a very rough bark, and the best way I found to do this was by creating a very simple vertex object and then using a surface replicator confined to the palm's trunk domain to replicate my vertex bark on the palm.
Furthermore, I've been working on the textures for my building. I'm also going to play around with the Ivy generator to see if I can get some decent vine-like growth on the building. If I can't get it the way I want, then I will use poly lines, extrusion plus plants and replicators to get what I want.
Hope you feel better Dudu.... hope it's not WCD (World Cup Despair) you are suffering from! :smirk:
You are right, the entries are great... I feel out of my league again.... :down:
But can someone point me to a tut about creating tears on skin? When I search "tears" in the forum I get hits that have to do with frustration or rips in materials!
Here's my old war vet in the Assembly Room. I just want a single tear or two to run down from either the inside or outside of his left eye. There is nothing on his face here.
I have tried making a tear shape, as a flat plane and bending it and as a bulb type shape, and half of a bulb... they all look like he's weeping milk! When I finally got something that looked sort of right, it was almost invisible and had no shine. And it froze Carrara!
Is there a clear oil shader around vs water or what should I be doing. I have one other idea but that would mean working with the skin texture in Photoshop.
ETA: Varsel, haven't applied the medals yet....
Cheers, :-) Silene
that's a great image SileneUK, it's showing lots of emotion.. keep at it by playing with the lighting, a rim light would look good on him.
The tear drop(s) can be a pain.. maybe use a vertex object ( a sphere ) and push and prod it into a tear shape and then add your water shader.. render with your GI turned on to see if that helps out ;-)
here is a quick example I have done showing a tear using the sphere object and also a tear done in photoshop elements
Using PSE11 & duplicating layers I added lense flair filters, radial & motion blur filters..
Stezza, you once again surprise and delight me with your entry. This image is just too much fun. Visually, semantically and technically. I absolutely love the vortex execution. Brilliant! How do you get these wonderful ideas and methods?
To all: I am rather late to the party and I am currently travelling, but I hope to have enough time when I come back to contribute an entry. Your WIPs are excellent and inspiring!
Philemo, great theme and hosting! :)
thanks Antara, happy that you like it..
It was just a thought that came to me .. was thinking of Back to the Future when it came into my head
'Where we're going we don't need a Delorean'
so between that thought and the Beverly Hillbillies I started getting these crazy images in my mind!! no need for weed lol
@headwax... why does your image take me back to 1972 in Form 2 doing tech drawing! ahhhhhhhhhhh!
I tried the Ivy Generator and couldn't get the look I wanted. I inserted an empty vertex object and opened it in the Assembly room. There I drew a poly line and wrapped it around a pillar. Then I drew a rough circle shape and extruded it along the poly line and smoothed it. I tweaked the position a bit and then selected various polys along the length and set made those a separate shading domain.
Once that was done, I inserted a plant and tweaked it so that I had a bendy, wispy little plant.
Next I inserted a surface replicator and used my vertex vine as the surface object and limited the surface replicator to the shading domain I had previously set up. I then loaded in my plant and set the random scale to 200% and the random rotation in the Z axis to 360º.
sorry I am so far behind commenting on the superb work appearing here !
DUDU_00001 the Hendricks image - that's a fine piece of work, and the hair is excellent.
kashyyyk - you've really captured the shape of that spacey car rear end. :)
stezza, who wooda thought ? amazing use of the tree plant thing - and the water splash - good to see somemodelling skills coming out,
evil - just loving the date palm, you know why they call them a 'date' palm....... it's the spiky things on the end poke into your bottom if you arent careful.... edit just say the vine - you are a master craftsman
Varsel, that really makes me want to pull out architools, I think you've nailed the concept perfectly
diomede64 ET :) :) realy great job you did of the modelling.
PS Stezza, I was trying to emulate some work I saw in cd3e mag by an amazing artist . I must have done a poor job because i put the image on fb and got asked what it was :) Stil it was a rush job while I was cooking dinner, cleaning the cat and throwing out the bathwater with the baby. Did you know you can dry off a cat in a microwave in about three minutes but it takes almost twenty minutes to clean up the mess they leave .....
edit went and looked him up it was Dennis Richter in cd3e issue 3
Here is my second WIP. I added some detail to the gardener robot and used a multichannel mixer to add some dirt to the shader. I added the planet Jupiter from my browser, but I'm not sure if it shipped with Carrara or if I picked it up somewhere. That is one thing I hate about loading new content directly into the Carrara folders. If anyone recognizes Jupiter (it isn't the one from Flipmode in the Daz store), I will give appropriate credit.
I plan to add a garden in the foreground, and a forest in the background. I also plan to add a starfield outside the dome.
Some people lives in cooperative housings, while other prefer to keep a distance to their neighbours.
I'm just hoping that I have enough time to finish this.
Being summer, and living in a town that is famous for it's annual rainfall, and there as been no rain for weeks, it is difficult to find any excuse to spend time at the computer.
I don't know if the tear is visible enough... I wanted to show his hand on the cane. AND I wanted to change the background, but am not there yet.
I made the headstones as spline crosses to clone a cemetery in Normandy and tweaked the white marble (took the pink out). They still sort of glow a lot even though they are very white. Like at the link below.
THEN, doh? I found that the crosses are in the American Cemetery! So am trying to decide to leave or change. If I change, I'd have to do some kind of inscription. Hmmmm. They will still be very white as I think they clean them all the time.
I know I need to work on lighting more. But first I have to fix the M4 business suit. It doesn't like fitting at the cuffs on Genesis2 very well.The whit cuffs go all weird at the wrists. I made his cane out of a tree trunk in Plant Editor, but not much of it shows.
Varsel, I used your vertex models and changed the maps to British medals... I think it came out OK as I copied the medal array from an actual old veteran paratrooper who went to the 70th D-Day commemorations, which is what this is about.
Still lots to do..... but will have to do it as time allows if I can. In the meantime....back to work.
I don't know if the tear is visible enough... I wanted to show his hand on the cane. AND I wanted to change the background, but am not there yet.
I made the headstones as spline crosses to clone a cemetery in Normandy and tweaked the white marble (took the pink out). They still sort of glow a lot even though they are very white. Like at the link below.
THEN, doh? I found that the crosses are in the American Cemetery! So am trying to decide to leave or change. If I change, I'd have to do some kind of inscription. Hmmmm. They will still be very white as I think they clean them all the time.
I know I need to work on lighting more. But first I have to fix the M4 business suit. It doesn't like fitting at the cuffs on Genesis2 very well.The whit cuffs go all weird at the wrists. I made his cane out of a tree trunk in Plant Editor, but not much of it shows.
Varsel, I used your vertex models and changed the maps to British medals... I think it came out OK as I copied the medal array from an actual old veteran paratrooper who went to the 70th D-Day commemorations, which is what this is about.
Still lots to do..... but will have to do it as time allows if I can. In the meantime....back to work.
Cheers for all the help and suggestions!
xxx :) Silene
First off Silene, very moving subject matter. One of my Grandfathers (RIP) was in D-Day. Not sure which beach. He didn't talk about it much. My other Grandfather (also RIP) was in the Army in the Pacific. I think he said he was a pathfinder. He didn't talk about it until near the end, and even then he didn't say much.
Secondly, kudos for using the Spline modeler to make the headstones (even if it was for the bloody Americans, the blighters!) BTW, What did the Brits use as a marker for their war dead?
Lots of changes, so I'll try and document what I can.
I painted a distribution map on my terrain and used that to drive the placement of trees for my jungle. I start with a white terrain, so I can see the details of the mesh. I paint the areas where I want the trees (or whatever I'm replicating) to be placed. When I load the image map into Carrara, I select the Invert Color checkbox.
I used the same method to paint an area to distribute a different terrain texture onto my terrain.
I inserted two different terrains and used a mountain generator, a terrace filter and a zero edge filter on them and placed them to either side of the temple ruins. I then replicated some ferns and boulders on them. I manually placed trees onto these terrains, and these trees were then added to the jungle replicator.
I added more vines by duplicating and translating its orientation and position. I also made another vine which was also duplicated and translated.
I still need to work on my atmosphere and I still want to do some texture work.
Here is more of my second one. The grass, hedge and flowers I didn't make, they are from one our sponsor HowieFarkes sets. The trees are from the editor, plus there are more further back that is seen in the render.
I have a lot of debris in the grass from the garbage set, I'm going to thin out the grass and see if I can get some of it to show through. Plus you can't see the detail, but I added holes in the trunk where the emblems would have been.
Plus the original image I tried to make the car off of. It's a '59, the largest fins made on a car.
Here is more of my second one. The grass, hedge and flowers I didn't make, they are from one our sponsor HowieFarkes sets. The trees are from the editor, plus there are more further back that is seen in the render.
I have a lot of debris in the grass from the garbage set, I'm going to thin out the grass and see if I can get some of it to show through.
Great job on that car texture! I've seen many a junker in the grass with that look!
Here's perhaps my final image before I render my full res image with fancy-pants AA settings. ;-)
The figure is V4 done up like the Tomb Raider. I forced a rim light to help her stand out from the rest of the image, which was going to be difficult due to the scale of the scene and the atmosphere and volumetric clouds. Basically the rim light is a spotlight that is restricted to the V4 model, the clothing's models, the personal props and the hair. I tried to aim it to match the sunlight and also set the color to match, but I had to take into account the effect of the lens flare for the light color.
Wow, awesome work from every one on this contest, EP, your scene is really intimidating, your WIP postings make it look like a walk in the park but your final scene looks amazing, can't wait to see the high-res-fancy-pants output. With what everyone is posting, I think this is already one heck of a contest!
evilproducer, Love your latest WIP! Absolutely gorgeous. One tiny thing: At least on my screen the palm leaves are way too brightly colored. I'd tone down the vividness of that green and it would tie better with the other side of the image - the atmospheric effects.
You could do it either in the shaders, or of you don't want to re-render, you can just apply a an adjustment layer in post with a bit of reduced opacity or an orange photo filter. (If you don't use Photoshop and the program you are using for post doesn't have adjustment layers, you can just duplicate your current image, apply the effects to it - color balance edit, plus reduced opacity, and then apply a mask to the new layer, placing a gradient into the mask, so that only the left hand side of the adjusted image - where the palm trees are- is showing. Or paint in the mask with a large soft-edge low-transparency brush, so it blends nicely without any rough edges.)
evilproducer, Love your latest WIP! Absolutely gorgeous. One tiny thing: At least on my screen the palm leaves are way too brightly colored. I'd tone down the vividness of that green and it would tie better with the other side of the image - the atmospheric effects.
You could do it either in the shaders, or of you don't want to re-render, you can just apply a an adjustment layer in post with a bit of reduced opacity or an orange photo filter. (If you don't use Photoshop and the program you are using for post doesn't have adjustment layers, you can just duplicate your current image, apply the effects to it - color balance edit, plus reduced opacity, and then apply a mask to the new layer, placing a gradient into the mask, so that only the left hand side of the adjusted image - where the palm trees are- is showing. Or paint in the mask with a large soft-edge low-transparency brush, so it blends nicely without any rough edges.)
Thanks for the feedback Antara. I seem to have a weird monitor as I've run into issues before with people viewing on different screens. It doesn't seem to matter what I do with the monitor calibration. I also notice a huge difference in gamma between my ancient Photoshop 7.x and my not-quite-as-ancient CS2 version of PS, even though the settings seem to be identical in the preferences..... I spent a couple days a few months ago working on it and became so damned frustrated I almost went to see if I had cataracts (I don't BTW).
Fortunately, I'm rendering a few different passes, including a depth pass, so it shouldn't be too hard to isolate the trouble spots and use an adjustment layer to knock those greens down a bit. You should have seen the neon green before I worked on the shaders! :gulp:
Thanks for the feedback Antara. I seem to have a weird monitor as I've run into issues before with people viewing on different screens. It doesn't seem to matter what I do with the monitor calibration. I also notice a huge difference in gamma between my ancient Photoshop 7.x and my not-quite-as-ancient CS2 version of PS, even though the settings seem to be identical in the preferences..... I spent a couple days a few months ago working on it and became so damned frustrated I almost went to see if I had cataracts (I don't BTW).
Fortunately, I'm rendering a few different passes, including a depth pass, so it shouldn't be too hard to isolate the trouble spots and use an adjustment layer to knock those greens down a bit. You should have seen the neon green before I worked on the shaders! :gulp:
I'm glad your vision is OK! But the calibration and different screen views is truly a PITA (pardon my expression). I've struggled with it many times. I seem to have an OK screen calibration now on my main graphics PC, but same images still look different on my phone and yet different on my work laptop. It makes working with graphics on those devices pretty much impossible.
However, when things look different on the same monitor and even the same screen when different versions of PS are used, the calibration of your screen is likely not the culprit. I suspect the issue is in the preview color profiles. I don't remember in which version of Photoshop they got introduced and to what extend, but I know that when I load rendered images into my Photoshop CS6 (and same was true when I was using CS4), they look very different from Carrara's render room, and the reason is that Carrara render room is using Monitor RGB color profile, while my default "Proof/preview color" profile in PS CS6 is a flavor of CMYK used for previewing documents for printing. When I switch the color profile to Monitor RGB and click on "Proof Colors", the image looks like it did in Carrara. Depending of the profile that is set as default, your colors might appear washed out (like they would with different Gamma), or duller, or darker/lighter. If your 2 Photoshops are using different color profiles as their defaults, you can end up with very drastic differences in the look of the same image when loaded into both programs. I hope setting them both to the same profile will solve the differences.
Also, could it be that the old version is using some obsolete color profile definitions? I don't know how often those conventions are updated and what profiles where shipped with what version of PS and whether they get dynamically updated in some way.
P.S. I'm really happy to hear that you are rendering passes :). Apparently it's not as widely used as I had expected, but I really can't see a reason why not, because it's such a huge time saver. With the passes fixing a specific object's color in post is the easiest thing.
However, when things look different on the same monitor and even the same screen when different versions of PS are used, the calibration of your screen is likely not the culprit. I suspect the issue is in the preview color profiles. I don't remember in which version of Photoshop they got introduced and to what extend, but I know that when I load rendered images into my Photoshop CS6 (and same was true when I was using CS4), they look very different from Carrara's render room, and the reason is that Carrara render room is using Monitor RGB color profile, while my default "Proof/preview color" profile in PS CS6 is a flavor of CMYK used for previewing documents for printing. When I switch the color profile to Monitor RGB and click on "Proof Colors", the image looks like it did in Carrara. Depending of the profile that is set as default, your colors might appear washed out (like they would with different Gamma), or duller, or darker/lighter. If your 2 Photoshops are using different color profiles as their defaults, you can end up with very drastic differences in the look of the same image when loaded into both programs. I hope setting them both to the same profile will solve the differences.
Also, could it be that the old version is using some obsolete color profile definitions? I don't know how often those conventions are updated and what profiles where shipped with what version of PS and whether they get dynamically updated in some way.
P.S. I'm really happy to hear that you are rendering passes :). Apparently it's not as widely used as I had expected, but I really can't see a reason why not, because it's such a huge time saver. With the passes fixing a specific object's color in post is the easiest thing.
I've not tried passes.... will have to swot up on that. Thanks. I love all these WIPs.... the talent here amazes and humbles me to despair!
Here's the Bayeaux British war cemetery. I think in WWI there are crosses, but this is the place I was thinking of.
Tell me about it.... I have a binder full of Adobe Colour Management documents going back 10 years. You can still go to their website and download them or Google them. This is their really old short one from 2004 which still has some good principles.
Every time we change presses or digital machines in the shop, I have to adjust my repeat artwork, but I keep my calibration to match the main digital machine we use. But in Carrara aren't we sort of at the mercy of the plant generator's shaders or textures? For textures I often go in and make another copy of the texture with the colour adjustments I want and keep it in the texture file for that product. Usually not as bright. If a shader, I just slide it towards a less vivid gamut then save that shader. I just have learned that if it looks too bright/rich, then it is not going to work in print unless you have the luxury of choosing a Pantone to add to the press mix.
Usually in PS I select items that are too glaring and tone them down or change the PSD to CMYK. I have to do that anyways for book covers. There has to be a decent match between a print cover and an e-book cover.
You can also make sort of the same changes in a macro way or by selecting items in the image and applying the HSL adjustment tool, but it can get skewed as well that way. I work on each item that needs adjustment when fiddly. And write everything down so I know what post-work I actually did!
Ep, that's a an amazing render, congrats! Best one I have sen for a while
From me an extrapolation of my last ... Sort of gone off topic , ah well
There's something rather prophetically Michaelangelo about the primitive men all swarming below, it's great! But then I love paleolithic analigies. :lol:
Ep, that's a an amazing render, congrats! Best one I have sen for a while
From me an extrapolation of my last ... Sort of gone off topic , ah well
Thanks Andy! Yours is looking really good as well.
Regarding render passes, I almost always render a depth pass, and also one of the volume passes- the one that sees the dynamic hair. I can never remember which one that is when I'm setting up the render, so I just select them all. ;-)
Silene, don't be discouraged! Every time I see something new you post, it shows a good improvement!
I think this will be my final iteration for this image.
I combined the volume pass with the depth pass which I used to add a slight DOF.
I also used the depth pass and the magic wand selector to do a rough knock out of the two palm trees on the left side of the image, which I then used to create an adjustment layer using Hue and Saturation. I used it to de-saturate the leaf color on the palms. Thanks for the suggestion Antara! :)
I used the clone tool to clean up collision artifacts with the ferns and boulders.
The middle image is a screen capture of the depth pass combined with the volume pass.
The top image is the non-postworked image, straight out of Carrara and converted to .jpg for the forum.
The bottom image has the postwork described above.
P.S. To the forum software, thanks so much for not posting them in the order in which they were uploaded! :roll:
Comments
OK will try that... and you do know I was being sarcastic about WCD... France is in with a good chance! But I do hope you feel better soon.
xx :) Silene
Still thank you, but I'm not impassioned of footboal and I hope that it is finished soon !
For my health, it has been lost for five years, but I resist, and everyone on this forum is a help for me !
For the metaballs, it's very easy, you create some spheres which are agglomerated and after, in the assembly room , you crush them to make a flat object.
You can use to modifier “Curve and torsion” (in french) or to convert them into vertex object.
OK will try this tomorrow and look for a water shader that is the best for the tears and not too bright or like milk.
I hope Holland, your other neighbour, wins... England was awful!
xx Silene
Ah no, not François (Hollande) ! :P
Holland is only an area of the Netherland, but here also, we use to name all the country “Holland”…
Really nice stuff so far.
Stezza, as always your image is looking great.
head wax, I love the aged look of your work so far.
DUDU, yours will be very trippy I think!
Silene, yours looks to be very emotional. If you need help with the headstone texture, I spent a long time on trying to get the old marble look for mine a couple months ago, so if need be I can post my settings or shader if you need it.
Here's my latest WIP.
I altered the palm tree to make another jungle-like plant. I've altered the trunk settings to make it short and squat. I altered the leaf size and angle, I altered the trunk and leaf shaders. I wanted a very rough bark, and the best way I found to do this was by creating a very simple vertex object and then using a surface replicator confined to the palm's trunk domain to replicate my vertex bark on the palm.
Furthermore, I've been working on the textures for my building. I'm also going to play around with the Ivy generator to see if I can get some decent vine-like growth on the building. If I can't get it the way I want, then I will use poly lines, extrusion plus plants and replicators to get what I want.
that's a great image SileneUK, it's showing lots of emotion.. keep at it by playing with the lighting, a rim light would look good on him.
The tear drop(s) can be a pain.. maybe use a vertex object ( a sphere ) and push and prod it into a tear shape and then add your water shader.. render with your GI turned on to see if that helps out ;-)
here is a quick example I have done showing a tear using the sphere object and also a tear done in photoshop elements
look forward to seeing the finished image :-)
Stezza, you once again surprise and delight me with your entry. This image is just too much fun. Visually, semantically and technically. I absolutely love the vortex execution. Brilliant! How do you get these wonderful ideas and methods?
To all: I am rather late to the party and I am currently travelling, but I hope to have enough time when I come back to contribute an entry. Your WIPs are excellent and inspiring!
Philemo, great theme and hosting! :)
thanks Antara, happy that you like it..
It was just a thought that came to me .. was thinking of Back to the Future when it came into my head
'Where we're going we don't need a Delorean'
so between that thought and the Beverly Hillbillies I started getting these crazy images in my mind!! no need for weed lol
@headwax... why does your image take me back to 1972 in Form 2 doing tech drawing! ahhhhhhhhhhh!
@ep.. I love that palm tree thingy
Thanks Stezza!
I tried the Ivy Generator and couldn't get the look I wanted. I inserted an empty vertex object and opened it in the Assembly room. There I drew a poly line and wrapped it around a pillar. Then I drew a rough circle shape and extruded it along the poly line and smoothed it. I tweaked the position a bit and then selected various polys along the length and set made those a separate shading domain.
Once that was done, I inserted a plant and tweaked it so that I had a bendy, wispy little plant.
Next I inserted a surface replicator and used my vertex vine as the surface object and limited the surface replicator to the shading domain I had previously set up. I then loaded in my plant and set the random scale to 200% and the random rotation in the Z axis to 360º.
sorry I am so far behind commenting on the superb work appearing here !
DUDU_00001 the Hendricks image - that's a fine piece of work, and the hair is excellent.
kashyyyk - you've really captured the shape of that spacey car rear end. :)
stezza, who wooda thought ? amazing use of the tree plant thing - and the water splash - good to see somemodelling skills coming out,
evil - just loving the date palm, you know why they call them a 'date' palm....... it's the spiky things on the end poke into your bottom if you arent careful.... edit just say the vine - you are a master craftsman
silene - wonderful concept, very emotive
PS dart, thanks for your kind comment before
Varsel, that really makes me want to pull out architools, I think you've nailed the concept perfectly
diomede64 ET :) :) realy great job you did of the modelling.
PS Stezza, I was trying to emulate some work I saw in cd3e mag by an amazing artist . I must have done a poor job because i put the image on fb and got asked what it was :) Stil it was a rush job while I was cooking dinner, cleaning the cat and throwing out the bathwater with the baby. Did you know you can dry off a cat in a microwave in about three minutes but it takes almost twenty minutes to clean up the mess they leave .....
edit went and looked him up it was Dennis Richter in cd3e issue 3
Here is my second WIP. I added some detail to the gardener robot and used a multichannel mixer to add some dirt to the shader. I added the planet Jupiter from my browser, but I'm not sure if it shipped with Carrara or if I picked it up somewhere. That is one thing I hate about loading new content directly into the Carrara folders. If anyone recognizes Jupiter (it isn't the one from Flipmode in the Daz store), I will give appropriate credit.
I plan to add a garden in the foreground, and a forest in the background. I also plan to add a starfield outside the dome.
EDIT: Jupiter is from the solar system by Juice3D
Some people lives in cooperative housings, while other prefer to keep a distance to their neighbours.
I'm just hoping that I have enough time to finish this.
Being summer, and living in a town that is famous for it's annual rainfall, and there as been no rain for weeks, it is difficult to find any excuse to spend time at the computer.
Thanks EP and Stezza AND Varsel!
I don't know if the tear is visible enough... I wanted to show his hand on the cane. AND I wanted to change the background, but am not there yet.
I made the headstones as spline crosses to clone a cemetery in Normandy and tweaked the white marble (took the pink out). They still sort of glow a lot even though they are very white. Like at the link below.
http://www.travelfranceonline.com/wp-content/uploads/2013/06/Normandy-Coleville-sur-mer-American-cemetery.jpg
THEN, doh? I found that the crosses are in the American Cemetery! So am trying to decide to leave or change. If I change, I'd have to do some kind of inscription. Hmmmm. They will still be very white as I think they clean them all the time.
I know I need to work on lighting more. But first I have to fix the M4 business suit. It doesn't like fitting at the cuffs on Genesis2 very well.The whit cuffs go all weird at the wrists. I made his cane out of a tree trunk in Plant Editor, but not much of it shows.
Varsel, I used your vertex models and changed the maps to British medals... I think it came out OK as I copied the medal array from an actual old veteran paratrooper who went to the 70th D-Day commemorations, which is what this is about.
Still lots to do..... but will have to do it as time allows if I can. In the meantime....back to work.
Cheers for all the help and suggestions!
xxx :) Silene
First off Silene, very moving subject matter. One of my Grandfathers (RIP) was in D-Day. Not sure which beach. He didn't talk about it much. My other Grandfather (also RIP) was in the Army in the Pacific. I think he said he was a pathfinder. He didn't talk about it until near the end, and even then he didn't say much.
Secondly, kudos for using the Spline modeler to make the headstones (even if it was for the bloody Americans, the blighters!) BTW, What did the Brits use as a marker for their war dead?
Lots of changes, so I'll try and document what I can.
I painted a distribution map on my terrain and used that to drive the placement of trees for my jungle. I start with a white terrain, so I can see the details of the mesh. I paint the areas where I want the trees (or whatever I'm replicating) to be placed. When I load the image map into Carrara, I select the Invert Color checkbox.
I used the same method to paint an area to distribute a different terrain texture onto my terrain.
I inserted two different terrains and used a mountain generator, a terrace filter and a zero edge filter on them and placed them to either side of the temple ruins. I then replicated some ferns and boulders on them. I manually placed trees onto these terrains, and these trees were then added to the jungle replicator.
I added more vines by duplicating and translating its orientation and position. I also made another vine which was also duplicated and translated.
I still need to work on my atmosphere and I still want to do some texture work.
Worked on my atmosphere and added some clouds. I'm trying a figure with Carrara hair, so we'll see how that goes over. ;-)
If the volumetric clouds don't play nice with the hair, I'll have to find something else. ;-)
Ooooh! That's an awesome scene!
Here is more of my second one. The grass, hedge and flowers I didn't make, they are from one our sponsor HowieFarkes sets. The trees are from the editor, plus there are more further back that is seen in the render.
I have a lot of debris in the grass from the garbage set, I'm going to thin out the grass and see if I can get some of it to show through. Plus you can't see the detail, but I added holes in the trunk where the emblems would have been.
Plus the original image I tried to make the car off of. It's a '59, the largest fins made on a car.
Great job on that car texture! I've seen many a junker in the grass with that look!
Here's perhaps my final image before I render my full res image with fancy-pants AA settings. ;-)
The figure is V4 done up like the Tomb Raider. I forced a rim light to help her stand out from the rest of the image, which was going to be difficult due to the scale of the scene and the atmosphere and volumetric clouds. Basically the rim light is a spotlight that is restricted to the V4 model, the clothing's models, the personal props and the hair. I tried to aim it to match the sunlight and also set the color to match, but I had to take into account the effect of the lens flare for the light color.
Wow, awesome work from every one on this contest, EP, your scene is really intimidating, your WIP postings make it look like a walk in the park but your final scene looks amazing, can't wait to see the high-res-fancy-pants output. With what everyone is posting, I think this is already one heck of a contest!
Wow, the quality of these WIPs has me excited to the final artworks!
evilproducer, Love your latest WIP! Absolutely gorgeous. One tiny thing: At least on my screen the palm leaves are way too brightly colored. I'd tone down the vividness of that green and it would tie better with the other side of the image - the atmospheric effects.
You could do it either in the shaders, or of you don't want to re-render, you can just apply a an adjustment layer in post with a bit of reduced opacity or an orange photo filter. (If you don't use Photoshop and the program you are using for post doesn't have adjustment layers, you can just duplicate your current image, apply the effects to it - color balance edit, plus reduced opacity, and then apply a mask to the new layer, placing a gradient into the mask, so that only the left hand side of the adjusted image - where the palm trees are- is showing. Or paint in the mask with a large soft-edge low-transparency brush, so it blends nicely without any rough edges.)
Thanks for the feedback Antara. I seem to have a weird monitor as I've run into issues before with people viewing on different screens. It doesn't seem to matter what I do with the monitor calibration. I also notice a huge difference in gamma between my ancient Photoshop 7.x and my not-quite-as-ancient CS2 version of PS, even though the settings seem to be identical in the preferences..... I spent a couple days a few months ago working on it and became so damned frustrated I almost went to see if I had cataracts (I don't BTW).
Fortunately, I'm rendering a few different passes, including a depth pass, so it shouldn't be too hard to isolate the trouble spots and use an adjustment layer to knock those greens down a bit. You should have seen the neon green before I worked on the shaders! :gulp:
I'm glad your vision is OK! But the calibration and different screen views is truly a PITA (pardon my expression). I've struggled with it many times. I seem to have an OK screen calibration now on my main graphics PC, but same images still look different on my phone and yet different on my work laptop. It makes working with graphics on those devices pretty much impossible.
However, when things look different on the same monitor and even the same screen when different versions of PS are used, the calibration of your screen is likely not the culprit. I suspect the issue is in the preview color profiles. I don't remember in which version of Photoshop they got introduced and to what extend, but I know that when I load rendered images into my Photoshop CS6 (and same was true when I was using CS4), they look very different from Carrara's render room, and the reason is that Carrara render room is using Monitor RGB color profile, while my default "Proof/preview color" profile in PS CS6 is a flavor of CMYK used for previewing documents for printing. When I switch the color profile to Monitor RGB and click on "Proof Colors", the image looks like it did in Carrara. Depending of the profile that is set as default, your colors might appear washed out (like they would with different Gamma), or duller, or darker/lighter. If your 2 Photoshops are using different color profiles as their defaults, you can end up with very drastic differences in the look of the same image when loaded into both programs. I hope setting them both to the same profile will solve the differences.
Also, could it be that the old version is using some obsolete color profile definitions? I don't know how often those conventions are updated and what profiles where shipped with what version of PS and whether they get dynamically updated in some way.
P.S. I'm really happy to hear that you are rendering passes :). Apparently it's not as widely used as I had expected, but I really can't see a reason why not, because it's such a huge time saver. With the passes fixing a specific object's color in post is the easiest thing.
I've not tried passes.... will have to swot up on that. Thanks. I love all these WIPs.... the talent here amazes and humbles me to despair!
Here's the Bayeaux British war cemetery. I think in WWI there are crosses, but this is the place I was thinking of.
http://cdn.european-traveler.com/wp-content/uploads/2013/11/Bayeux-War-Cemetery.jpg
Tell me about it.... I have a binder full of Adobe Colour Management documents going back 10 years. You can still go to their website and download them or Google them. This is their really old short one from 2004 which still has some good principles.
http://www.adobe.com/digitalimag/pdfs/color_managed_raw_workflow.pdf
Every time we change presses or digital machines in the shop, I have to adjust my repeat artwork, but I keep my calibration to match the main digital machine we use. But in Carrara aren't we sort of at the mercy of the plant generator's shaders or textures? For textures I often go in and make another copy of the texture with the colour adjustments I want and keep it in the texture file for that product. Usually not as bright. If a shader, I just slide it towards a less vivid gamut then save that shader. I just have learned that if it looks too bright/rich, then it is not going to work in print unless you have the luxury of choosing a Pantone to add to the press mix.
Usually in PS I select items that are too glaring and tone them down or change the PSD to CMYK. I have to do that anyways for book covers. There has to be a decent match between a print cover and an e-book cover.
You can also make sort of the same changes in a macro way or by selecting items in the image and applying the HSL adjustment tool, but it can get skewed as well that way. I work on each item that needs adjustment when fiddly. And write everything down so I know what post-work I actually did!
:) Silene
Ep, that's a an amazing render, congrats! Best one I have sen for a while
From me an extrapolation of my last ... Sort of gone off topic , ah well
There's something rather prophetically Michaelangelo about the primitive men all swarming below, it's great! But then I love paleolithic analigies. :lol:
:) Silene
Thanks Andy! Yours is looking really good as well.
Regarding render passes, I almost always render a depth pass, and also one of the volume passes- the one that sees the dynamic hair. I can never remember which one that is when I'm setting up the render, so I just select them all. ;-)
Silene, don't be discouraged! Every time I see something new you post, it shows a good improvement!
I think this will be my final iteration for this image.
I combined the volume pass with the depth pass which I used to add a slight DOF.
I also used the depth pass and the magic wand selector to do a rough knock out of the two palm trees on the left side of the image, which I then used to create an adjustment layer using Hue and Saturation. I used it to de-saturate the leaf color on the palms. Thanks for the suggestion Antara! :)
I used the clone tool to clean up collision artifacts with the ferns and boulders.
The middle image is a screen capture of the depth pass combined with the volume pass.
The top image is the non-postworked image, straight out of Carrara and converted to .jpg for the forum.
The bottom image has the postwork described above.
P.S. To the forum software, thanks so much for not posting them in the order in which they were uploaded! :roll: