Carrara Challenge #23: “Fire And Water” - WIP Thread

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  • MistaraMistara Posts: 38,675

    lolll  rocketeer penguin goggles

  • DiomedeDiomede Posts: 15,165
    edited February 2016

    I just love the penguin airforce. 

     

    Well, I have never been shy about posting my failures.  I have a cliche that I would like to revisit for my second entry.  I am thinking about a vintage pinup witch in a cauldron surrounded by witch props and a black cat.  And mysterious skeleton arms would come out of the cauldron and hold her book (Occult Romance) to read and brush her hair.   The idea is to use the fire under the cauldron and the water in the cauldron.  I used replicators to scatter some bubbles on the water surface and down the legs and on the floor. 

    - but epic failure.  First, the shadow catcher does not seem to be behaving as I intended.  I mean, the cauldron's legs have really cool claws but they are obscured by a shadow .  My attempt to put a bulb light by the fire did not succeed in separating the legs from the shadow.  And the background shadows are yucky. The skeleton arms look like hers, instead of mysterious arms arising from the cauldron.  The hair turned a lighter color instead of looking wet.  The bubbles don't look right.  The book cover is hard to read.

    - Hmmm.  I thought it mght be fun to do the Occult Romance Pinup as a follow up to the western romance pinup.  The bubbles make doing test renders take forever.  I might abandon this idea.

    But don't worry, TOS, she is wearing Hongyu's bikini (hidden by replicated bubbles).

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  • Diomede, for the bulb/fire light, exclude the fire and the logs from the light, make sure the bulb is centered in the fire. Adjust the range and falloff for the fire to see if that helps. Since you are using a shadow catcher, you won't see the firelight caught, but it should reduce the deepness of the shadows.

    The logs could be lit by a bulb that only lights them. Actually I might do it with a spotlight pointed down on them. You could also play around with color gradient and cellular function in the glow channel to make the logs look like they are burning.

  • Oh yeah, as I mentioned in a post to Mark, at least lighten the yellow color so it is not such a saturated yellow. Move it more towards white, while still retaining a bit of yellow. It will look less cartoony. Also add a light sphere to the bulb that acts as the fire's light.
  • StezzaStezza Posts: 8,049

    Playing around & accidently took out the dinosaurs!

  • chickenmanchickenman Posts: 1,202

    Glad to see so much work on this.

    It seems to have been a good topic to get the creative thought processes flowing.

  • DiomedeDiomede Posts: 15,165
    edited February 2016

    Great job, Stezza.  And very educational.  A coffee mug had misled me (based on Far Side, I believe).

     

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  • DiomedeDiomede Posts: 15,165
    edited February 2016

    OK, so the whole cliche of the witch taking a bath in a cauldron is going to evolve to incorporate some RDNA stuff.  I have the unidwarf character.  So, some dwarves live in the woods, and take in a runaway.  She needs to get cleaned up. 

     

    Thank you for the advice on the fire, EP.  I toned down the yellow and the orange.  I think it is working much better.  Lots of newly modeled odds and ends. Other than G2F, the unidwarf, and unidwarf outfit, everything is custom.

     

     

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  • diomede said:

    Great job, Stezza.  And very educational.  A coffee mug had misled me (based on Far Side, I believe).

     

    Not based on, that is the classic Far Side cartoon.
  • StezzaStezza Posts: 8,049
    edited March 2016

    Using the free character 'Klaus' from CGbytes for this one

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  • SockrateaseSockratease Posts: 813
    edited March 2016

    The Quest For The Millennium Cow!

    We go wherever The Quest leads us, for The Quest Is The Quest! {Crew repeats loudly, while pointing at The Heavens "The Quest Is The Quest!"}

    It shall never end until it is over.

     

    Here we see Milkshake the Toon Cow sailing through the night hoping to find The Millennium Cow before The Emissaries of Evil can gather their forces for The Final Battle between Cows and All That Is Naughty in The Entire Universe!!

    Pray The Millennium Cow manifests itself in time!!  The Cows are our Only Hope!!!  Nothing short of Bovine Intervention can avert the impending Apocalypse!!!!

    And The Millennium Cow is the Mightiest of Cows!

     

    ...

    Oh.

    There you are.

     

    I'm trying to get back into doing art after some rough weeks.

    To have a bit of fun with the theme, the ocean is the fire primitive colored blue and scaled very large - while the fire on the torch is the ocean primitive with a custom shader scaled very small and with a Black Hole Modifier applied.

    I like role reversal I guess.

    The item modeled in Cowrarra may be the cow head from a free cow model which I modified to fit the ship better.  If that doesn't count, I modeled the torch all by myself!  Inserting that vertex object took Countless Millennia and may be the finest bit of modeling I have ever done.

    Oh yeah, the sail is a fractal image from Mutatorkammer with a mesh type image in the bump channel to make it look clothy.

    This is the first draft.  I'll add a starry sky of some kind and experiment with different settings to make the sea of blue fire look better, and try to clean up the edges of the flame ocean on the torch  (it kind of juts out to the rear a bit too far at the bottom).

     

     

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  • DiomedeDiomede Posts: 15,165

    Yay, Sockratease!  Very happy to see the quest for the millenium cow continue at sea.  Perhaps the elusive cow is    http://www.daz3d.com/sperm-whale

    Sending you positive thoughts. 

  • RoygeeRoygee Posts: 2,247

    It shall never end until it is over.

    ...or the FAT COW sings!

    Great to see you back with your innimitable style:) 

  • chickenmanchickenman Posts: 1,202

    The Quest For The Millennium Cow!

    We go wherever The Quest leads us, for The Quest Is The Quest! {Crew repeats loudly, while pointing at The Heavens "The Quest Is The Quest!"}

    It shall never end until it is over.

     

    Here we see Milkshake the Toon Cow sailing through the night hoping to find The Millennium Cow before The Emissaries of Evil can gather their forces for The Final Battle between Cows and All That Is Naughty in The Entire Universe!!

    Pray The Millennium Cow manifests itself in time!!  The Cows are our Only Hope!!!  Nothing short of Bovine Intervention can avert the impending Apocalypse!!!!

    And The Millennium Cow is the Mightiest of Cows!

     

    ...

    Oh.

    There you are.

     

    I'm trying to get back into doing art after some rough weeks.

    To have a bit of fun with the theme, the ocean is the fire primitive colored blue and scaled very large - while the fire on the torch is the ocean primitive with a custom shader scaled very small and with a Black Hole Modifier applied.

    I like role reversal I guess.

    The item modeled in Cowrarra may be the cow head from a free cow model which I modified to fit the ship better.  If that doesn't count, I modeled the torch all by myself!  Inserting that vertex object took Countless Millennia and may be the finest bit of modeling I have ever done.

    Oh yeah, the sail is a fractal image from Mutatorkammer with a mesh type image in the bump channel to make it look clothy.

    This is the first draft.  I'll add a starry sky of some kind and experiment with different settings to make the sea of blue fire look better, and try to clean up the edges of the flame ocean on the torch  (it kind of juts out to the rear a bit too far at the bottom).

     

     

     

     

    Love it, I see the theme is bringing out some wonderful creativity and getting more people involved than normal which is good.

  • stringtheory9stringtheory9 Posts: 411
    edited March 2016

    Love it, I see the theme is bringing out some wonderful creativity and getting more people involved than normal which is good.

    Chickenman, it's a great theme! I've been overloaded with work and other things for way to long but this is one I've got to make time for! 

    Post edited by stringtheory9 on
  • StezzaStezza Posts: 8,049

    @Sockratease ---- moooooving in the right direction... or in this case going left

     

    great to see you posting your cows again yes

  • SockrateaseSockratease Posts: 813

    Thanks folks!

     

    I'm going to have to peek at the deadlines for this again, still very overwhelmed with life being very annoying and making me have to find outside work to make ends meet.  It's not as hard to make the time for Art (I get up insanely early and have time before the day job) as it is to relax enough to do it

     

    But the cows were becoming restless and wanted to get out.  Hopefully the nice ocean voyage  (fire voyage?) will calm things down a bit...

  • HeadwaxHeadwax Posts: 9,985
    edited March 2016

    @Sockratease , that's an udderly wonderful start. Good to see someone taking the cow by the horns ...

    that reminds me , time for my Moosli :)

     

    Post edited by Headwax on
  • HeadwaxHeadwax Posts: 9,985
    Stezza said:

    Using the free character 'Klaus' from CGbytes for this one

    really nice work Stezza, cgbytes eh? is that a new kid on the block?

     

  • HeadwaxHeadwax Posts: 9,985
    diomede said:

    OK, so the whole cliche of the witch taking a bath in a cauldron is going to evolve to incorporate some RDNA stuff.  I have the unidwarf character.  So, some dwarves live in the woods, and take in a runaway.  She needs to get cleaned up. 

     

    Thank you for the advice on the fire, EP.  I toned down the yellow and the orange.  I think it is working much better.  Lots of newly modeled odds and ends. Other than G2F, the unidwarf, and unidwarf outfit, everything is custom.

     

    thanks for the heads up on the dwarf, nice work as usual

     

  • StezzaStezza Posts: 8,049
    head wax said:
    Stezza said:

    Using the free character 'Klaus' from CGbytes for this one

    really nice work Stezza, cgbytes eh? is that a new kid on the block?

     

    Thanks HW.. I retextured him and made the bucket :-)

    I'm thinking CGbytes started up for those from RDNA who don't wanna come to Daz.. but I'm probably wrong and have no idea lol

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited March 2016

    I did a little more work on my second entry today with my updated Rocket Penguin model (he's a work in progress in Blender - my first attempt at a full character, I just re-imported the latest version to Carrara for this). I've got him moving along and am using the wake model from PhilW's Realistic Seas plus some particles but it's still not looking enough like the spray effect I want.  Flying fast, that low over the water should be sending a spray of water up and behind him.  I'm sure I saw somewhere that someone had used Carrara's fire primitive (???) for water spray - does anyone know if that is possible and how to do it? I've been playing around a little and am not getting anywhere with it, so if someone could help me out with some rough settings to start out with that would be awesome. laugh

    Penguin Over Water

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  • DiomedeDiomede Posts: 15,165
    edited March 2016

    Great penguin character.  That is going t be a fantastic scene when completed.

     

    My first entry is still going to be a river valley with buildings burning upstream.  However, I started fresh.  I used photoshop to create the basic heightmap of a valley surrounded by hills.  I then used layers to create a river in black on a white background (and a third map with white inverted).  The idea is to use the ability of Carrara to load more than one heightmap to create the river.  I inserted a terrain object and loaded the base map,  I used the modeler's options to increase the terrain scale rather than using the scale tool.  I then loaded the second heightmap with the river in black.  This raised the terrain everywhere except where I wanted the river.  I then used an erosion filter to apply rain (just 1 or 2%) and wind (also very low) for my personal preference.  I then duplicated the terrain.  On the second terrain, I deleted the river map.  Then I raised this second terrain, which only affects the river channel.  I applied a water shader to the second terrain, which only appears in the river channel. 

     

    I am still assembling the scene, but I am pleased with these initial results for the river.  If anyone wants to use this technique, just make sure in your editing program that you don't have an upward sloping river.   Still working out the rest of the scene.  The burning town needs some larger buildings (town hall, temple, military tower,...). 

    EDIT:  Many people might prefer to transfer a Bryce terrain to Carrara, which Cripeman explains here.  https://www.youtube.com/watch?v=5b9c4CW2c18

     

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  • stringtheory9stringtheory9 Posts: 411
    edited March 2016

    Neptune vs. the Volcano. I'd love to make this a cloudy night scene with lightning but haven't managed to figure out the lighting. This render has all the basic elements in place but there's a lot of detailing and texture work still needed... and smoke and steam and lava pouring into the ocean.

     

     

     

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  • starboardstarboard Posts: 452

    I'm not sure that I can get this entry ready in time as there is still a lot of work to do and I am committed in other projects. The entry will be a frame from an HD movie clip. The project is a small topsail schooner underway.  The ship is still being built in Carrara and the crew have yet to be shanghaied- low life M4s likely. I am playing around also with the wake on the ocean primitive which is causing another problem as illustrated below. 

    I am bringing in a wake movie which has been made in photoshop and after effects.  It is on an alpha channel at a resolution of 2000 x 2000 pixels and takes about ten seconds to run.  The problem seems to be that Carrara does not seem to want to play the movie  at anything like a consistant frame rate. I have tried many variations in a trial by error manner..but the resulting movie from Carrara showing the ship and its trailing wake make no sense. The wake in the movie or timeline shoots ahead of where it should be and then slows to a stop. Sometimes it shoots ahead then moves backwards..not matching where it should be in time .  The best way to illustrate this are the following stills. 

    If Carrara could play a synchronized texture movie on the ocean surface, then a lot of possibilities open up such as white caps and trailing foam. Something Evil has been working on. However I am begining to wonder if the slider in the texture window  just may be for locating a frame in a movie to be used in a still.  I really hope I am wrong on  this.

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  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited March 2016

    I abandoned my original fire mage concept and started over from scratch on this one.  Here's where I'm at right now:

    The original was a bit pin-up-y for my tastes so now I'm going for something more dramatic and elemental.  Fire at the feet is the fire primitive with a small bulb adding some glow, the hair is Carrara dynamic hair with a two bulbs adding glow and light to the hair and face/upper torso.  The lava field/ground is the ocean primitive. Most of the base textures are combinations of multiple textures out of FilterForge.

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  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited March 2016

    This one is more or less final - I just need to figure out something to model for the scene; maybe I will replace one of the DM props (the arches and chains) with something homemade, not sure yet.

    Scene Setup:

    Final Composition (render straight from Carrara):

    Composition Render

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  • MarkIsSleepyMarkIsSleepy Posts: 1,496

    OK, I'm done now - sorry to spam the thread. laugh

    I modeled a couple quick buildings and some minarets in the Vertex Room, added a gradient to the background, dropped in some volumetric clouds in the distance.  Here's my final scene setup, raw render and final post-worked version.

     

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  • VarselVarsel Posts: 574

    I thought I should put my Toon Navy in work.

    The Dreadnought is based loosly on the original Dreadnougt. All made in the Vertex modeller.

    There is a lot of work yet to be done. I think I got the water bit in place, but there is still the fire part to add.

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  • DiomedeDiomede Posts: 15,165

    Really impressive, folks.  I have modeled a low res young lady to bathe in front of the fireplace.  I had used the displacement painting tool in the vertex modeler set to the "smooth" mode to clean up the face a little.  I discovered that once I use the displacement tool I can't add any more vertexes.  Didn't know that.  The figure needs more work so I may have to back up a few steps then do the smoothing again after I get the model close to complete.

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