Carrara Challenge #22: “Wild, Wild West” - WIP Thread

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  • MistaraMistara Posts: 38,675

    thanks.  i like to come away from these challenges learning something new. even better to pick up a new carrara skill smiley

  • MistaraMistara Posts: 38,675

    how do i bring 2 items into the vertex room?

    tried exporting both as one obj but it won't let me.

    is it cheating if i join the objs in wings and then bring it back into carrara?

  • ncampncamp Posts: 345
    MistyMist said:

    how do i bring 2 items into the vertex room?

    tried exporting both as one obj but it won't let me.

    is it cheating if i join the objs in wings and then bring it back into carrara?

    I think if you open one in the vertex room.  Select it, then copy it.  Get out of that opject and open the other in the vertex room and hit paste, it will add the other.

  • evilproducerevilproducer Posts: 9,050
    That is correct!
  • DartanbeckDartanbeck Posts: 21,533

    I think you might also be able to export them as a single obj if they've been grouped together, but I'm not positive on that.

    (Select both objects then Crtl G)

  • MistaraMistara Posts: 38,675

    thanks. smiley not giving up!

     

    did they have cotton candy in the old west?

     

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited January 2016
    MistyMist said:

    thanks. smiley not giving up!

     

    did they have cotton candy in the old west?

     

    According to Wikipedia (which as we all know, is always perfect and correct), it looks like hand-made cotton candy might have been, but probably not machine-spun unless you are setting your image very very late in the "American Frontier" period: 

    There are multiple claims for the origin of cotton candy, with some sources tracing it to a form of spun sugar found in Europe in the 19th century. At that time, spun sugar was an expensive, labor-intensive endeavor and was not generally available to the average person. Others suggest versions of spun sugar originated in Italy as early as the 15th century.

    Machine-spun cotton candy was invented in 1897 by the dentist William Morrison and confectioner John C. Wharton and first introduced to a wide audience at the 1904 World's Fair as "Fairy Floss" with great success, selling 68,655 boxes at 25¢ per box (equivalent to $7 per box today).

     - https://en.wikipedia.org/wiki/Cotton_candy

    Research aside, I'd say artistic license allows it in any case. laugh

    Post edited by MarkIsSleepy on
  • MistaraMistara Posts: 38,675
    MDO2010 said:
    MistyMist said:

    thanks. smiley not giving up!

     

    did they have cotton candy in the old west?

     

    According to Wikipedia (which as we all know, is always perfect and correct), it looks like hand-made cotton candy might have been, but probably not machine-spun unless you are setting your image very very late in the "American Frontier" period: 

    There are multiple claims for the origin of cotton candy, with some sources tracing it to a form of spun sugar found in Europe in the 19th century. At that time, spun sugar was an expensive, labor-intensive endeavor and was not generally available to the average person. Others suggest versions of spun sugar originated in Italy as early as the 15th century.

    Machine-spun cotton candy was invented in 1897 by the dentist William Morrison and confectioner John C. Wharton and first introduced to a wide audience at the 1904 World's Fair as "Fairy Floss" with great success, selling 68,655 boxes at 25¢ per box (equivalent to $7 per box today).

     - https://en.wikipedia.org/wiki/Cotton_candy

    Research aside, I'd say artistic license allows it in any case. laugh

     

    kewl. thanks.  tee hee, using volumetric cloud to make cotton candy

  • MistaraMistara Posts: 38,675

    the text effects firefly does is kewl.

     

    couldn't find the pure opening credits

  • chickenmanchickenman Posts: 1,202
    edited January 2016

    One more image of the street.

    I think I am about done with this one. Or not. We will see.

     

    wild wild west outdoor Final 2.jpg
    1920 x 1500 - 1M
    Post edited by chickenman on
  • DUDUDUDU Posts: 1,945

    Very nice !

    I think the shadows are a little bit to "hard", but I don't live in Texas...

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited January 2016

    I started on my second entry, building a robot cowboy from scratch and then converting Predatron's LoRez Horse to a robo-horse.  So far I have almost half a robot with the basic textures sort of roughly blocked in.  I need to work on the bump maps some and add a little more detail but I want to finish the lower body and legs first.  I'm modeling him to the same scale as the base G2M so I can use some of the clothes in my library (he'll need a hat and a gun belt at the least) once I get him posed.

    Robot Cowboy test render

    ScreenCap_RobotBuild_01.JPG
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    TestRender_RobotBuild_01.jpg
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    Post edited by MarkIsSleepy on
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited January 2016

    I finished the basic shape of my robo-cowboy, posed him, added a bit of western gear (boots from Cowboy for M4 and Hiro 4, duster, belt and hat from Western Outlaw for G2M), created a place for him to stand and started working on my composition.

    Composition Test

    Still to do:

    1. model some cacti (I'm thinking dynamic hair for the needles)
    2. model a gun for the cowboy
    3. roboticize the horse
    4. fix the poke-through on the cowboy and finish adding detail to him
    CompoTest_01.jpg
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    Post edited by MarkIsSleepy on
  • Nice.

    Robot looks good, can't wait to see the horse smiley

  • MistaraMistara Posts: 38,675
    edited January 2016

    need sleep before trying lol  snorrrrre

     

    http://docs.daz3d.com/doku.php/artzone/pub/software/carrara/06_six/05_arranging_objects

    Changing an Object's Symmetry

    The Symmetry Plane

    The symmetry commands let you choose the plane across which objects are reflected or flipped.

    The attitude of the working box and the Local universe's Z coordinate are important for a successful Flip or Duplicate with Symmetry operation. Flip repositions or reorients the object, while Duplicate with Symmetry makes a second copy in a symmetrical attitude.

    • To flip an object in place, position the center of the object at Z=0 in the working box's coordinate system.

    • To create a mirrored duplicate precisely alongside the original, set the ground plane of the working box parallel to the plane that will be the center of the symmetrical object. (This will be parallel to one side of the object's bounding box). Move the working box to put working box Z=0 in contact with that side of the object's bounding box.

    To flip an object:

    1. Orient and position the working box to put the plane of symmetry where you want it.

    2. Select the object you want to flip.

    3. Choose Edit menu> Flip. The Flip dialog appears.

    The Flip dialog.

    1. Click to select the plane axis along which you want to flip the object.

    2. If you want to offset the plane along which the object flips, enter a value in the Plane Offset field.

    3. Click OK. Carrara flips the object across the plane of symmetry.

    To duplicate with symmetry:

    1. Orient and position the working box to put the plane of symmetry where you want it.

    2. Select the object.

    3. Choose Edit menu> Duplicate with Symmetry. The Duplicate with Symmetry dialog appears.

    The Duplicate with Symmetry dialog.

    1. Click to select the plane axis along which you want to duplicate the object.

    2. If you want to offset the plane along which the object duplicates, enter a value in the Plane Offset field.

    3. Click OK. Carrara 6 duplicates the object across the plane of symmetry.

     



    https://helpdaz.zendesk.com/hc/en-us/articles/207529143-How-do-you-use-Duplicate-with-the-Symmetry-Tool-in-the-Carrara-Vertex-Modeler-

    How do you use Duplicate with the Symmetry Tool in the Carrara Vertex Modeler?

    March 09, 2010 17:54

    Select all vertices on the portion or side of the object that will be the center of symmetry. Next, press the CTRL. Key and Mouse Click to move the Drawing Plane to the selected vertices.  Deselect and then re-select all vertices and polygons and lastly, apply the Duplicate with Symmetry command to create a mirror object on the opposite side of the Drawing Plane.   

    Post edited by Mistara on
  • DiomedeDiomede Posts: 15,165
    edited January 2016

    Misty, your pics are not showing on my screen (just an x in a box) - not sure if it is a problem on my end or the forum.  I finally loaded the second two screen shots (had to redo them) in my post on duplicate with symmetry on the 3rd page.  Hope it is more clear.

    Post edited by Diomede on
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited January 2016

    I started roboticizing the horse and modelled a few other little details, like a hi-tech compass and holstered blaster for the cowboy and some cacti to add a little detail to the scene.  I think I need to go watch some videos on horses moving because the robo-joints I added don't all look like they are in the right places now that I see it rendered - it's been years since I rode at all but something just looks off.  I also retextured the horse and added a few little tech items to it.

    Still to do:

    1. Fix the horses new robo-joints
    2. Finish adding tech details to the horse
    3. Model a robo-rattlesnake??
    4. Render at higher quality and do my final post-work.
    RoboHorse_testrender_03.jpg
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    Post edited by MarkIsSleepy on
  • MistaraMistara Posts: 38,675
    diomede said:

    Misty, your pics are not showing on my screen (just an x in a box) - not sure if it is a problem on my end or the forum.  I finally loaded the second two screen shots (had to redo them) in my post on duplicate with symmetry on the 3rd page.  Hope it is more clear.

     

    thanks.  the urls to the doku images seem to be broken.  i asked about it in the manuals stickie.  mebbe they moved to different server, or is just gone.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited January 2016

    Forgot to show off my cacti!  I took a cylinder, selected every other verticle line and scaled it inward, then tapered it a little bit.  The needles are dynamic hair on a small sphere, which is replicated using a map I painted quickly using the 3D paint tool.

    Here's a closer render of them in Carrara's built-in red desert scene:

    Cacti

    Cacti.jpg
    1000 x 750 - 96K
    Post edited by MarkIsSleepy on
  • evilproducerevilproducer Posts: 9,050
    Those look absolutely awesome Mark. What a great use of hair, as not hair!
  • DartanbeckDartanbeck Posts: 21,533

    Awesome stuff, Mark!

  • DiomedeDiomede Posts: 15,165
    edited January 2016

    Westworld?  No, now Michael Crichton's Delos corporation has created FrontierWorld.  How about western Pennsylvania or upstate New York around the time of the French and Indian War?  I plan to model a flintlock rifle and give it to a Yul Brenner robot who is wearing a fur trapper outfit instead of a cowboy outfit.  Probably going to change my mind again, but here is a start on the epic background.

    -started a large size scene and inserted a terrain.  Replaced the default generator with Valley and Mountain.  Increased the detail to 1025x1025.  Added a terrace filter and increased the number of terraces and adjusted the plain strength and terrace sharpness.  I aso added an erosion filter with rainfall, but decreased rain strength to 25%. 

    - applied a custom terrain shader that uses some of Flink's ground cover images.

    - used a hardwood tree from Dartanbeck's woodland realms product (adjusted size of tree to fit large scene). 

    - added a surface replicator applying trees to the terraced terrain.  I restricted the replicator by shader, then used a mixer of white and black in the color channel.  I used the environment functions to make sure the replicated trees (where shader applied is white) were high enough not to be in the river and were not on relatively steep slopes.

    - Inserted two more terrains and moved them back in the scene as distant mountains.  Applied another shader and adjusted their snow settings so that only the highest portions had snow.

    - used infinite planes to create a water surface

    - Inserted a vertex grid to create the terrain for the river shoreline and the lowlans on the right.  Created material zones for the shoreline and grassy area.  Then inserted more trees and replicated them on the grass area of the lowlands.

    - Also used a realistic sky and global illumination.

    I plan to use an image similar to this as the background.  I think a burning log cabin or something should be added to the lowland area on the right.  Then the robot/trapper can be stalking someone in the foreground.

    yyyy test render.jpg
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    yyyy terrain modeler.JPG
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    yyyy assemble room.JPG
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,165
    edited January 2016

    And here is the start of my flintlock rifle, along with a reference pick.  Lots of little pieces to model.

    yyyy b rifle start.jpg
    1693 x 853 - 208K
    yyyyyyyy zzz gun_parts_muzzleloader_flintlock.jpg
    520 x 563 - 49K
    Post edited by Diomede on
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    diomede said:

    And here is the start of my flintlock rifle, along with a reference pick.  Lots of little pieces to model.

    Nice!  Love the scene and the rifle - I was going to try and give my guy a rifle but just couldn't get it looking right - great work.

  • DiomedeDiomede Posts: 15,165

    Thanks, Mark.  I have a long way to go.

     

    I could definitely see your robo-cowboy with a rifle, probably a repeating rifle that they used in the late 1800s.  See http://www.imfdb.org/wiki/Winchester_Model_1873  for reference picks.  But you don't need to model a rifle yourself.  There are a bunch of free firearm models on sharecg if you don't have any of the prop sets from the various stores. 

  • chickenmanchickenman Posts: 1,202
    edited January 2016

    I have modeled my first spline object. A shot glass for my second scene

     

     

    Shot glass utilizing a Glass shader Clear with light bump and has a cylindar in the center with an alcohol shader modified for color.

     

    Shot glass 1.jpg
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    Shot glass 2.jpg
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    Post edited by chickenman on
  • MistaraMistara Posts: 38,675

    you'all make it look so easy. omg

    put in a few more hours on the deputy badge, 

    did the copy paste trick on the half star  -  THANKS!

    deleted the faces where i want to join the objs.
    using weld to connect the verts around the edge of both models
    trying to ctrl click drawing plane to halfbadge, is being weird.
    ​okay, think cuz i was selecting edge, edge's normal is angled, reset working box
    this time selected face.
    made sure badge is z = 0
    model, flatten on the 3 faces along the symmetry side
    deleting the 3 faces

    duplicate with symmetry, it didn't ask me if i wanted it to weld? cant tell if it's welded
    (forgot to check the normals)

    model, subdivide (regretting it now looks lumpy)
    marqueed one side - model, flatten
    scaled down 

    >.< i did something wrong, i exported as obj and imported back in, it's rotated a bit when i bring it back to vertex room.
    don't know how to flatten it to the drawing plane

    1 z is 0.JPG
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    2 say what.JPG
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    2a reset working box.JPG
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    3 duplicate with symmetry.JPG
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    4 flatten.JPG
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    5 export to obj and bring back in orientation changes.JPG
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  • MistaraMistara Posts: 38,675

    wonderin if i can boolean text primitive to 'etch'  'deputy sheriff' into the badge mesh, but would have to curve the text first ...

  • DiomedeDiomede Posts: 15,165
    edited January 2016

    Way to go Chickenman.  The spline modeler is an under-utilized resource.  It looks like it gave you the shape you want.  Good job.

     

    Misty.  There are several ways to model your badge so I don't want to imply that my following suggestion is best.  However, I think that you could avoid some frustration by drawing what you want using the polyline tool, filling the polygon shape, and then adding thickness.  In this case, it might be two shapes (a star and an outer band.)

    aaaa 2 polyline empty star.JPG
    1049 x 852 - 50K
    aaaa 4 badge outline.JPG
    1065 x 813 - 49K
    aaaa 5 badge extrude.JPG
    1273 x 1023 - 86K
    aaaa 6 delete interior.JPG
    1173 x 1016 - 79K
    aaaa 7 add thickness.JPG
    1084 x 941 - 103K
    Post edited by Diomede on
  • wgdjohnwgdjohn Posts: 2,634

    Nice looking outlaw... like that wanted poster.

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