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he lookin tough.
not lookin so tough here.
thinkin i could uv map him to mil3 skins. here i'se trying sylfie face.
scaling and translating the whole face easy enough.
not really sure how to move the middle bits, like lip edges, without stretchy artifacts
guess i hazta move em 1 vert at a time
Misty, I've been lurking here with nothng to say. Keep up the great work you have accomplished on G3 to Carrara... I'm looking forward to a positive wrap-up. :) I sent DAZ support a note quite awhile ago about how they should not realease new generations until they are compatible with the other programs they sell.
Kewl work on anims etc... you never cease to amaze.
+1
ty
i feel like i'm close to finishing this project
The problem with that is that they got all manner of flak about "wasting their time" on an upgrade (Carrara 8.5) that did nothing but make it compatible with their figures. They cannot win no matter what they do! LOL
+1
cant believe it's done. didnt realize til now how high the anxiety was
gave the final betas to wendy, to do her magic.
is it true cripeman lost interest in carrara?
Cripeman still does the occasional video, he has had a lot of health issues, so that may be affecting things.
yeah, i hope he's feeling better.
when i apply a ds material preset based on aoa shader, turns the figure very dark gray in carrara.
dunno exactly where in the shader tree to turn the lights back on for the skin.
sometimes the iray shader doesn't look half bad, other times is dark again.
don't understand what is making the difference.
some skin, beyond the bump map, come with sss texture map. can't think where to put it in the carrara shader.
remembering to set the mippee mappees to sampled
particle theory for the day,
so if a particle is a foot long confetti, does it appear all at once, or does it show the confetti string emerge bit by bit
SSS in Carrara's native renderer is not that great to be honest, so I'm not sure that I would bother to use any maps for it.
Not sure without trying it but I strongly suspect that it would appear all at once.
was trying to think how to do like spidey shooting the webs from his wrists lol
has a color swatch under sss.
there no really any place to put it.
oh, just remembered the Holly tutorial with the sparkles skin highlights
How about modelling a web and then using move and scale to have it emerge from the wrists and expand - it's going to be pretty quick anyway, so it is creating the impression rather than getting too detailed.
whaaat? omg, this whooole time i couldve assigned a keyboard shortcut to remove unused shaders?
i added another camera to zoom out to see the handle bars to drag a terrain around. was there another way to bring the handles within view?
thanks
I usually use the perspective view for that sort of thing. It is just a view into your scene, not a camera, so there is no risk of messing up a camera view or animation. Select the terrain and press "0" to frame the whole terrain (or whatever you have selected).
Nevermind... here it is!!! Silene
and another one gone. another bites the dust
was gonna say, but it said page not found.
lots of nice advice in commons thread about promo art.
woww like there's 15 witcher episodes on the tubes i have to catch up on.
what will Geralt do when he meets olgierd and master of mirrors at the crossroads ?
tryin to remember what i was doing before the sidetrack
zollydoom
oh yeah, dollycam helper prop for panning mystic gorge
was tryin to make a master dolly so i could make all the dollies invisible with the master
seems like hair strands has it's own shading and lighting
like, using color gradient to make rainbow strands
sigh
wonder if the ik bootie trick from the walk cycle tutt wold help any
anythng glows is not an emissive light, don't know why thought it was,
cornelia box confused me
well it is
not in the iray/Octane sense but it makes the object it is applied to or it's glow channel a light emitter
it needs to have the exact model name and it must be unique so if its just model you must rename the model if more than one
seeing the anything glow object brightly, doesn't seem to shed light on anything near it
don't have a link handy, saw a utoob particles from emitter were lit, was pretty
or is it like poser, needs idl turned on ...
If you set the glow channel to a higher than 100% value (like 1000%) and turn Indirect Lighting on, that gives a good illumination effect - particularly if using Gamma Correction of 2.2 as I keep banging on about (!). Anything Glows can work in simple situations but I prefer the Glow channel route.
Thanks.
wanted to put some of these guys in the apple orchard.
For a small light like that you could consider parenting a bulb light to the insect and excluding the insect itself from the light, then setting the glow channel separately. That way you wouldn't necessarily need to use Full Indirect Lighting if this was too slow. Decisions, decisions...