Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
lolll rocketeer penguin goggles
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).
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.
Playing around & accidently took out the dinosaurs!
Glad to see so much work on this.
It seems to have been a good topic to get the creative thought processes flowing.
Great job, Stezza. And very educational. A coffee mug had misled me (based on Far Side, I believe).
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.
Using the free character 'Klaus' from CGbytes for this one
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).
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.
...or the FAT COW sings!
Great to see you back with your innimitable style:)
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!
@Sockratease ---- moooooving in the right direction... or in this case going left
great to see you posting your cows again
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...
@Sockratease , that's an udderly wonderful start. Good to see someone taking the cow by the horns ...
that reminds me , time for my Moosli :)
really nice work Stezza, cgbytes eh? is that a new kid on the block?
thanks for the heads up on the dwarf, nice work as usual
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
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.
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
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.
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.
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.
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):
OK, I'm done now - sorry to spam the thread.
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.
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.
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.