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not an entry just a video of my metaball cave converted to a vertex model so I could UV map it
more cave video
(Zremeshed and UV mastered in Zbrush)
This is my current wip, so it's not an entry. But it seemed appropriate - every dungeon adventure starts with an entrance . . .
Very cool, Wendy!
This looks really cool!
My original idea was not going very well so I started over. All the cave images inspired me to try something along those lines.
The cave is made up of three terrains (ceiling, floor and wall), a couple big vertex rocks, some replicated smaller vertex rocks, and a plane for the water. The torch is simple vertex object with a light bulb (with some effects added) and a fire primitive parented to it. The stone textures are from Filter Forge; I used some of the terrain functions in Carrara to mix them a bit and add some extra detail. The figure is Olympia 6.
Lighting right now is just two spot-lights, one from behind the character and one from in front, plus the bulb for the torch, which is adding most of the light to the scene.
Scene setup:
Test render (justa little bit of post to add some more detail to the fire, otherwise straight out of Carrara):
I need to add a few more little details to the cave and the character needs a lot of work on the textures and poke-through.
Pretty astounding Wendy!
So is this an upcoming product? Looks like another winner!
Very cool, UB!!!
Very nicely done, MDO. The only element that seems a little weak is the water. For me, at first glance, it is not obviously water. It needs something extra. Can't say what. A torch reflection maybe?
Thanks for all those working details!
Oh... when I said that I was referring to MDO's post! Sorry... my internet is being glitchy. Hard to navigate sometimes.
Here is the start for my cave.
The Fireflies are lightX bulbs with LightSphere enabled (Effects) It gives this green glow no matter what color the light is. These are only placeholders, and to light up the scene a bit.
https://www.daz3d.com/forums/discussion/187136/lightx-1-1-free-plugin-now-more-lights#latest
To build the cave :
I started with a teraine, converted to vertex model.
Applied a Bend and Twist deformer, wich cave me half of the cave.
Duplicated with Symmetry, rotated and aligned the new part and welded together. I did also rotate the resulting object a little bit, to hide the symmety.
Very well done, Varsel. The cave appears seamless despite having multiple parts. Bravo.
I am thinking about yet another way. I used photoshop to draw a black cricle and then drew a graduated height ring around the black circle. I loaded that as a heightmap in the terrain modeler, applied the terrace filter (any way to get more than 30 steps?), a rain filter, and another filter to roughen it up. The bottom has another terrain shaded for lava. I have some placeholders as shaders for the terrain and some people fighting along the steps, but none of these figures are the final plan. Don't think Pumpkin men attack the lava lands.
Here is a spiral trail down the lava shaft.
wow all the spiffing images - and double wow for the meatballs!
edit couldnt you just use Philemo texture gadget Triplanar plugin to get the cave textures Wendy?
not as such for Octane, I needed a non overlapping UV and Zbrush did clean the mesh up beautifully
Carrara native engine I could have used the metaball model and a UV projection in the shader room
there's a quick and dirty from me using Wendy's Meatballs converted to vertex then with Philemo's excellent Triplanar plugin - thanks to you both :)
@Varsel - very cool cave tunnel!
Maybe a second terrace filter right below the first one with the same settings? I haven't tried it, but I know you can have the same layer type more than once because I used multiple noise filters with different settings in my image.
water sparklies!!
Cool! Triplanar Meatballs! Love 'em!
Yeah Wendy, I really like your UV results. Looks great. What a wonderful technique to think up - metaballs interacting to carve out a cave... just splendid!
Here is a dark place by just creating a dome with the terrain editor. I made a standard mountain with a few addtional layer filters. I then used zero edge to get a dome with a rough top. I then used the inverse layer filter to create a bowl. I turned to terrain bowl upside down to make the cavern.
Wow, you guys are killing it! Sorry I was away for a few days, now playing catch up, and updating the Artzone thread (truthfully I didn't even realize there was an Artzone forum before now).
I know you said things weren't working out like you hoped on this one, so you moved to another idea, but I thought this looked terrific. Stylistically it's very cool, was keen to see where you were going with this. Looks like an abandoned laboratory with some collapsed walls, and I like the lighting, very effective.
Damn, that looks terrific Dart, a very realistic 'earthy' type cave. Those trees without leaves make for extremely good-looking roots, really sells the scene, and I'm a fan of the lighting approach, lends emphasis to the scene with the volumetric light coming down through the hole.
Metaballs.. ingenious! I never in a million years would have thought of using the metaball modeler, but it's a great idea, and gives a cool 'alien/organic cave' type look. Plus from the fly-though vids, looks like you were able to make a pretty extensive cave system. Also the water in the video looks terrific too.
(whoops, a double post because the forum software thought what I was saying was so important it needed to be told twice )
I agree, this set just cries out for a dungeon-themed render :)
Tango, that looks terrific already, it's fun to get a glimpse of a set that you're putting together, wonder what it will look like in the final stages when it comes to the store :) Yup, every dungeon needs an entrance, maybe a hellish glowing train lurking in the darkness just beyond the mouth of the tunnel... :)
Looks terrific so far. The fire texture for the torchlight looks great, and the volumetric effect on a bulb light I'm guessing? Also the little rocks on both the floor and ceiling, I'm guessing done with a surface replicator?
This is beautiful, I really like the little motes of light, maybe even make them glow a touch brighter. Also another very interesting way to put together a cave, and I can't see any seam between the two parts, very inventive way to do it and it looks very realistic to me. The dancing motes of light are the icing for me. Very pretty scene.