Thanks all for the kind words, after a long talk with UB I got missing Carrara a lot... maybe with initiatives like this one we can touch DAZ3D team to tell us about the future of Carrara, even an old piece it still brilliant in many ways. Thanks all for the support those years, and good luck to all
That explains it then... only played a handful or two of games... they were too addictive... had to learn something that might be took up less of my time so got into Art, CAD, DTP, DBase, 3D, Video, HTML, program scripts... when many of the script programs support disappeared replaced them by learning ARexx script programming then dabbling in C/C++.
[eit] My loss... should have learned to abait my fun gaming habit and only play occasioally.
The inspiration for this was Creepy magazine from back in the late 60's and early 70's. Done in a magazine format (to get around the Comics Code Authority), it was illustrated in black and white, and featured a who's-who of artists from that era - Steve Ditko (Spiderman), Frank Frazetta, Alex Toth, and Neal Adams (Batman) to name a few.
I used Anything Glows and Aura for the light globes. Carrara fire for the candle light. The scene was composited on a plane, with the UH character posed in the foreground. The wicker chair is a Carrara object.
No postwork.
This is the photorealistic version. I'll post an NPR version later.
Important note: No skeletons were harmed in the making of this image!
Just following the link from the Entry post, to this WIP, the included Car scene screenshot doesn't show how the reader in the circle was separated out without the use of post work. The entry post does say No Postwork, but the WIP doesn't explain or show it. Just saying.
In a "No Postwork" challenge situation, compositing over a backdrop of a render is, or is not considered postwork?
Anyway, with the addition of the skeleton reader somehow composited into the image, I'd prefer (as someone voting) to see this clarified better in the WIP links provided in the entry because, to me, that looks like postwork.
Just following the link from the Entry post, to this WIP, the included Car scene screenshot doesn't show how the reader in the circle was separated out without the use of post work. The entry post does say No Postwork, but the WIP doesn't explain or show it. Just saying.
Sorry Dart. I probably shouldn't have used the word "composited." It was all done inside Carrara. I rendered the background scene in Carrara, and loaded it on to a plane. I then posed the UH character, chair, etc., in front of the plane, and rendered it again. The cool thing is, at that stage it is a very low impact scene, and renders very quickly, even with the most extreme high end render settings.
I would post a pic right now of the plane and the UH character sitting in front of it, but my computer power supply died this morning, and I am working from a backup. But I will post it this week if there are still questions.
In the NPR render I did, it actually was heavily composited, but in the Carrara shader room.
Hope that was clearer! I really do appreciate you voicing your concerns.
I'll take that as a compliment! The "ring" around the character which makes it look inset is just two spheres, one red (outer) and one black (inner), and the black one has Carrara natural functions>fire applied in the texture room.
One last note (I promise). I could have loaded everything into one scene, but I already had 21 skeletons, 4 other critters and the architecture to deal with. The system was slowing down, so I split it up. Splitting it also gave me more freedom to tweak the UH character under a light load.
I rendered an NPR image of the vertex modeled "swinging star" text [edit WGD] I then inserted text with a fancy font for the date/location type stuff. I rendered this third using the toon III pro filter.
Ted and Dave, How did you two get the text to look so good? I notice in Swinging Star that when magnified there are lines within each text character. I see they look very solid in Going Nuts. Quite effective and yet confusinig in both images that were entered.
UnifiedBrainThank you for working with Marcelo to compile all the info on Page 11 !! And thank you for all your fresh and on-the-spot enthusiasm that goes along with mining and finding stuff I need to know... it's great. Am snowed under this month, but have some things I am working on. Keep on keeping on!!!
That goes for all you veteran, or not so veteran-Carrarians... I love coming here just to read the uplifting posts even if I am not working on anything! The ideas and suggestions do not go un-noticed!
@wgdjohn - the main text for my dance poster image was done in the vertex modeler ("Swining in..."). For each letter, I used the polyline tool (curved) to write in a cursive style. I had to make a few adjustments, for example if the line crossed itself as in "g." I then duplicated the polyline and lofted to get the letter in two dimensions, and added thickness to get the third dimension. Most of the other text started as simple text objects from the top menu, not vertex objects. In some cases I converted to the vertex modeler for further editing. Convert from text object to vertex object using the EDIT menu in the Assemble room. Thanks for the kind words.
Kewl, Thanks for the explanation. I just came up with something quick but using Path Sweep with a very tiny circle and a hand drawn S, using Curve. Not too bad... needs tinier circle. Can't remember how Loft works at the moment... will have to go to my Modeling Thread where I'm likely to find it... there is always The Manual, YouTube and past Carrara Challenges... I really should have left a 3rd additional empty page at the start to create a Table of Contents... ahh just realized I can create the index anywhere and have a BACK button to return to index... silly me. :)
First, it is good to remember that this sort of thing can often be done more easily in the spline modeler.
But I did the vertex polyline in case I wanted to edit changes to the letters later. Here is a W. Within the vertex modeler, click to use the TOP camera view. C;lick the polyline tool and choose the curve from the drop down menu. Click the end points for a W. (Sorry, hard to see the screenshot on the forum). Hit enter to accept. Click the camera view and change to Directors camera view. Select the polyline and duplicate. Move the duplicate up (z axis). Select both polylines and use CONSTRUCT : LOFT. The polygons will fill in. I then add thickness with a very very low number and adjust the result as desired. Add smoothing if desired and apply a texture.
kk01 draw a W in top camera view.JPG
1879 x 970 - 132K
kk20 duplicate and move vertical in director camera.JPG
UnifiedBrainThank you for working with Marcelo to compile all the info on Page 11 !! And thank you for all your fresh and on-the-spot enthusiasm that goes along with mining and finding stuff I need to know... it's great. Am snowed under this month, but have some things I am working on. Keep on keeping on!!!
Thank you, Silene! You are very kind, as usual. For me, this has been a great learning experience - as much about meeting established Carrara artists and learning the history of the Challenge, as it has been about learning new techniques in Carrara.
That goes for all you veteran, or not so veteran-Carrarians... I love coming here just to read the uplifting posts even if I am not working on anything! The ideas and suggestions do not go un-noticed!
Thanks again Ted, I just did it then found that I'd been using Ruled surface before so compared the two... except for the latter leaving the paths behind the result appears to be the same. I'll have to link this discussion to my Modeling thread. Yes... spline editor would be a lot easier... however I'm now wondering if I could instead use TypeTool3 which has perhaps easier, for me, handles... never tried an open ended single line font before but I could just design it to be very thin. Uuuuu.... I can import .ai or.eps into Spline modeler... cool.
I rendered an NPR image of the vertex modeled "swinging star" text [edit WGD] I then inserted text with a fancy font for the date/location type stuff. I rendered this third using the toon III pro filter.
Ted and Dave, How did you two get the text to look so good? I notice in Swinging Star that when magnified there are lines within each text character. I see they look very solid in Going Nuts. Quite effective and yet confusinig in both images that were entered.
@wgdjohn that is my handwriting done pre-work in PSE then in the shader room a glow channel is added to boost it.
You can also get pretty good text in Carrara by converting the text to a vertex model and crank up the smoothing on it
The text below is pretty much flattened and then duplicated and one is pushed back a bit and moved to the left or right in the modelling room and new textures applied.
Thanks Antara. I have been contemplating this for a couple years, but never got around to trying it until now. I have been considering seeing how it would animate...
I also must have posted the larger size render in the wrong thread. This is what rendered last night. I coud add morphs to the vertex object to move it, but actually a rig may be more flexible... Also, there are no shaders because it uses the fire primitive and some spot lights. The trick to animating the borealis is not only the movement of the wave ribbon, but also the movement of the fire primitive. I think that given time, it could work.
Sorry I am only on page 4 of the WIPs... is your northern lights rig available to download by any chance, as Antara asked... please pretty please? It's stunning!!! Silene
Stezza.... great looking family! Congrats. You changed your name, too (Misty as well) I get confused easily. Silene
Comments
I've added my text file to aid in voting to the Voting thread this time instead of the WIP thread... since I got it finished before any votes were placed. You can find it HERE in Carrara Challenge #32 The Only Come Out At Night - Entries Closed, VOTING NOW OPEN. I do hope that UB doesn't mind.
I'm going to relax a bit and then look again at all the great entries.
I wasn't able to submit anything... but last night's Rock N' Roll party was a real blast!
This month my Daughter #2 (of 3) is getting married, so next one might be rough to try and get in as well. One of these times....
Anyway, I'd just like to congratulate everyone for the great entires! Rock on and may the Force be With You!
Thanks all for the kind words, after a long talk with UB I got missing Carrara a lot... maybe with initiatives like this one we can touch DAZ3D team to tell us about the future of Carrara, even an old piece it still brilliant in many ways. Thanks all for the support those years, and good luck to all
Wondeful stuff, Dart. All my best to you and yours.
.
you never played it on the Amiga!... wow
I had an Amstrad
That explains it then... only played a handful or two of games... they were too addictive... had to learn something that might be took up less of my time so got into Art, CAD, DTP, DBase, 3D, Video, HTML, program scripts... when many of the script programs support disappeared replaced them by learning ARexx script programming then dabbling in C/C++.
[eit] My loss... should have learned to abait my fun gaming habit and only play occasioally.
Just following the link from the Entry post, to this WIP, the included Car scene screenshot doesn't show how the reader in the circle was separated out without the use of post work. The entry post does say No Postwork, but the WIP doesn't explain or show it. Just saying.
In a "No Postwork" challenge situation, compositing over a backdrop of a render is, or is not considered postwork?
Anyway, with the addition of the skeleton reader somehow composited into the image, I'd prefer (as someone voting) to see this clarified better in the WIP links provided in the entry because, to me, that looks like postwork.
Wow. There are some KILLER renders in this! Gonna take some time to pick the final four for the vote!
Sorry Dart. I probably shouldn't have used the word "composited." It was all done inside Carrara. I rendered the background scene in Carrara, and loaded it on to a plane. I then posed the UH character, chair, etc., in front of the plane, and rendered it again. The cool thing is, at that stage it is a very low impact scene, and renders very quickly, even with the most extreme high end render settings.
I would post a pic right now of the plane and the UH character sitting in front of it, but my computer power supply died this morning, and I am working from a backup. But I will post it this week if there are still questions.
In the NPR render I did, it actually was heavily composited, but in the Carrara shader room.
Hope that was clearer! I really do appreciate you voicing your concerns.
I'll take that as a compliment! The "ring" around the character which makes it look inset is just two spheres, one red (outer) and one black (inner), and the black one has Carrara natural functions>fire applied in the texture room.
One last note (I promise). I could have loaded everything into one scene, but I already had 21 skeletons, 4 other critters and the architecture to deal with. The system was slowing down, so I split it up. Splitting it also gave me more freedom to tweak the UH character under a light load.
Ted and Dave, How did you two get the text to look so good? I notice in Swinging Star that when magnified there are lines within each text character. I see they look very solid in Going Nuts. Quite effective and yet confusinig in both images that were entered.
UnifiedBrain Thank you for working with Marcelo to compile all the info on Page 11 !! And thank you for all your fresh and on-the-spot enthusiasm that goes along with mining and finding stuff I need to know... it's great. Am snowed under this month, but have some things I am working on. Keep on keeping on!!!
That goes for all you veteran, or not so veteran-Carrarians... I love coming here just to read the uplifting posts even if I am not working on anything! The ideas and suggestions do not go un-noticed!
Silene
@wgdjohn - the main text for my dance poster image was done in the vertex modeler ("Swining in..."). For each letter, I used the polyline tool (curved) to write in a cursive style. I had to make a few adjustments, for example if the line crossed itself as in "g." I then duplicated the polyline and lofted to get the letter in two dimensions, and added thickness to get the third dimension. Most of the other text started as simple text objects from the top menu, not vertex objects. In some cases I converted to the vertex modeler for further editing. Convert from text object to vertex object using the EDIT menu in the Assemble room. Thanks for the kind words.
Kewl, Thanks for the explanation. I just came up with something quick but using Path Sweep with a very tiny circle and a hand drawn S, using Curve. Not too bad... needs tinier circle. Can't remember how Loft works at the moment... will have to go to my Modeling Thread where I'm likely to find it... there is always The Manual, YouTube and past Carrara Challenges... I really should have left a 3rd additional empty page at the start to create a Table of Contents... ahh just realized I can create the index anywhere and have a BACK button to return to index... silly me. :)
First, it is good to remember that this sort of thing can often be done more easily in the spline modeler.
But I did the vertex polyline in case I wanted to edit changes to the letters later. Here is a W. Within the vertex modeler, click to use the TOP camera view. C;lick the polyline tool and choose the curve from the drop down menu. Click the end points for a W. (Sorry, hard to see the screenshot on the forum). Hit enter to accept. Click the camera view and change to Directors camera view. Select the polyline and duplicate. Move the duplicate up (z axis). Select both polylines and use CONSTRUCT : LOFT. The polygons will fill in. I then add thickness with a very very low number and adjust the result as desired. Add smoothing if desired and apply a texture.
Thank you, Silene! You are very kind, as usual. For me, this has been a great learning experience - as much about meeting established Carrara artists and learning the history of the Challenge, as it has been about learning new techniques in Carrara.
Thanks again Ted, I just did it then found that I'd been using Ruled surface before so compared the two... except for the latter leaving the paths behind the result appears to be the same. I'll have to link this discussion to my Modeling thread. Yes... spline editor would be a lot easier... however I'm now wondering if I could instead use TypeTool3 which has perhaps easier, for me, handles... never tried an open ended single line font before but I could just design it to be very thin. Uuuuu.... I can import .ai or.eps into Spline modeler... cool.
@wgdjohn that is my handwriting done pre-work in PSE then in the shader room a glow channel is added to boost it.
You can also get pretty good text in Carrara by converting the text to a vertex model and crank up the smoothing on it
The text below is pretty much flattened and then duplicated and one is pushed back a bit and moved to the left or right in the modelling room and new textures applied.
Thanks, your handwriting is very nice... flamboyant like your humor. :)
thanks, the missus makes me write out all the birthday & Christmas cards each year as well... it has its down side lol
Congratulations - I'm sure you will all have a wonderful time!
I missed out entering in March when my son got married...
here is a short snippet of his wedding day.. and my new DiL
Good luck @dartanbeck
Sorry I am only on page 4 of the WIPs... is your northern lights rig available to download by any chance, as Antara asked... please pretty please? It's stunning!!! Silene
Stezza.... great looking family! Congrats. You changed your name, too (Misty as well) I get confused easily. Silene
Thanks!
Wow! They're both adorable! Your son has a very good Australian accent - he could even pass as an Australian! ;)
Oh Cool... That was you I just saw dancing wasn't it?!!! Awesome!
Thanks! You know how these things are... the wedding is next week, yet it feels like it's been going on for months already! LOL Much fun though!
I want an Australian Accent. Where do I get one of those?
We kid because we love.
Aussie of the day.
And we Americans need more explanation
LOL!!!
Study ... Practice... Get ya learn on mate! Or you could go on vacation. Hmm would't that be a walkabout??
It's coming
#33
SOON!