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Great job so far! I use Carrara 7.2 Pro as well!
I think DOF would be useful to my scene...but I've never used it before. We'll see if I can figure it out in time.
I hear that! Fortunately, we have some time left.
To all. I like to see so many WIPs from artists who haven't participated before. The quality is fantastic. This will be an excellent challenge.
Since I have that bottle's reflective surface, I wanted a 360 degree setting. I've tried to create an appropriate background image by rendering a simple room with the spherical camera. I also made some changes to the sails, as per Kashyyyk's suggestions. I really appreciate the help and support.
I am now going to get away from this draft for a few days and return with fresh eyes. Gives me some time to think about my second idea, and to play with DOF - probably at the same time.
BTW - here is a Cripeman tutorial on DOF
http://carraracafe.com/tag/depth-of-field/
My idea is proving trickier to implement than first envisioned (ain't that the way!)...
Do you have Photoshop? I don't know what the minimum version is, I have CS2, you need Lens Blur to use it. I use the depth layer render in Carrara and then use photoshop to apply the depth. Let make up some how to images and I'll post how I do it.
Do you have Photoshop? I don't know what the minimum version is, I have CS2, you need Lens Blur to use it. I use the depth layer render in Carrara and then use photoshop to apply the depth. Let make up some how to images and I'll post how I do it.
You don't need to use the lens blur filter to apply DOF in Photoshop with a depth map. It's easier, but not required. Copy your image and paste, making a new layer. Then create a layer mask in the top layer. Copy your depth layer, and then option click your layer mask layer and paste the depth map into it. Next apply a Gaussian blur to the bottom layer. Try around 4 pixels to start. You may need to invert the color of the depth pass used in the layer mask.
Here is how I do it, I created a new thread so all the posts aren't here. I had to search around the internet before I could figure out how to do this. I hope it helps someone.
http://www.daz3d.com/forums/discussion/44272/
great tut thanks!
quickie from me
I hear that! Fortunately, we have some time left.
To all. I like to see so many WIPs from artists who haven't participated before. The quality is fantastic. This will be an excellent challenge.
Since I have that bottle's reflective surface, I wanted a 360 degree setting. I've tried to create an appropriate background image by rendering a simple room with the spherical camera. I also made some changes to the sails, as per Kashyyyk's suggestions. I really appreciate the help and support.
I am now going to get away from this draft for a few days and return with fresh eyes. Gives me some time to think about my second idea, and to play with DOF - probably at the same time.
You know, here's something to think about Diomede, but if you rendered a depth pass and followed kashyyk's mini tutorial about creating a DOF in Photoshop or other image editor and applied it to your spherical render, you could fake blurry reflections in the bottle, as the near part of the room would be in focus and the further away it got, it would be out of focus.
One other thing to consider, if you use the Skylight option in your final render, your spherical render will be treated like an HDRI in that Carrara will use it to calculate lighting based on the image. It won't be as good as an HDRI, but it can look really nice. This image uses a spherical render of the city in the background as a light source.
Eeewwww...!
Great job, really creepy looking!
The universe in the Hole of my scene...
I used some planets (pre made in Carrara) after I added some ligth (bulb) to create sun and ligthing stars. After I used volumetric clouds to create an effect like nebula and this in the final(?) effect ...
wow... really great WiPs appearing in here... the universe in the hole is wicked.. love it, can't wait to see the final image on that one..
A lot of really great and interesting WIP's and posts so far!!
Here is an update on my project. Edited a few shaders, posed the main figure, added the tree (which required increasing height, while reducing horizontal dimensions), and added/posed the little dragon.
Now I've got to start filling in the scene. I'll probably make a table/desk for my second Carrara item, and add some other stuff to the scene, then do some more work on the shaders/lighting.
I agree, that's a really neat idea!
That's looking really awesome! That's a really nice job on making a complete scene in such a constricted space.
just wow!! :-)
A leisurely Sunday arvo here.. got stuck into the challenge..
the topic was a challenge for me to think of something let alone doing the challenge
anyways, here are a couple of WiPs before I feed the pigeons ;-)
Wow!
I didn't have time to read anything or even see all of the images. But glancing at the pictures on the first three pages of this thread is proving to be most awesome! Keep it up!
I hope I'll have some time to join in. I'll have to go back and see the rules dates, etc.,
Should be able to find some Carrara time in about a week, I think.
Rules are pretty simple. You still need two things either created in, or heavily modified in Carrara, but I leave it up to the artist to decide what they want to do to fulfill that requirement. Creating and modifying shaders counts, so does kit-bashing as Kyoto Kid asked about.
Nice job on the scene so far Stezza!
I hope to start putting elements of mine together today as well.
Been working on my scene.
I built a new tree in the VM and shaded and textured it. I basically drew a shape on the floor and extruded upwards. I rotated the poly a little each time I extruded. When I reached the point where I wanted the shape to divide, I linked the edge vertices and added vertices to create a a rough grid, then I extruded each branch upwards.
I created the vine the same way as I did in the previous challenge, in that I made a polyline with the interpolated curve line tool, drew a shape, filled it and extruded it along the poly line. I then defined a shading domain for the points along the vine that I wanted to replicate branches. I used the same plant as I did in last months challenge to populate the replicator.
I'm still working on shading for the vine trunk.
Here is my airport of the city. A couple Sharecg items and carrara default items and the map is something I made up in photoshop, combining and editing a couple images into one.
Some great looking progress from all.
Another test render and a shot showing the (very basic) modelling for the columns and background building. I'm trying to get used to Carrara's modeller.
Another update.
I added a desk I modeled in Carrara, shown here in both the assembly room and the modeling room. I could have used a simple plane instead, but since I had the whole desk (made it about a month ago), I thought I'd just use it. Due to the camera angle, the edges of the desk didn't look quite right, so I added a couple of cylinder primitives with wood shaders to better define the edges (see rendered image).
I also "removed" the leaves on the tree, they weren't needed for the image, and the trans maps just weren't working inside the glass dome. The tree and the leaves were all on the same UV map/object so I couldn't delete them without losing the uv mapping for the rest of the tree. I selected the leaf poly's and scaled them to 0% - problem solved.
There are also some minor pose and shader adjustments in this version.
Some thoughts for my second entry. Just a concept sketch.
I'm thinking of the construction of a colossus of Rhodes, except not Rhodes. Just a bunch of placeholders right now. I want to make it look like the natural landscape rises to his knees or so, and the artisans carved his shins and feet from the cliff. then built a statue from the knees up for the colossus. I want a city by a river in the distance beyond the harbor entrance. Some ships going through the harbor entrance to depict some scale. Also, some scaffolding with tiny workers working on the upper arms. Probably some seagulls. The colossus is M4 with his forearms and hands hidden.
Everything needs to be swapped out, but this is my initial thinking.
Here is my final set up. I'm going to start my render now!
@dustrider: That is coming along very, very nicely. I mentioned it before, but I like that you were able to get a complete scene under the jar. Nice job on the desk.
@diomede: One of the concepts I had thought about was the scene where Talos attacks Jason's ship in the Ray Harryhausen classic, Jason and the Argonauts. I think this one could be really cool when it is complete.
@kashyyk: That is really going to be an immersive world when it's rendered! PhilW may want to ask you if he can use it as promo image for his cool city product!
@mhossack: Your scene is progressing well. Like what you're doing with the ruins/temple in the background. Nice DOF as well.
Very nice theme.
I'll try to enter bot small and big world, if time allows.
Anyway, here are my first studies for the small size render.
These are two items I created for the challenge..
a prehistoric magnifying glass and a prehistoric palm thingy...
neither of which have ever been discovered by modern man!
making use of Genesis ... this is the rendered image before composition of my previous WiPs