CARRARA CHALLENGE 53: Cartoons & Comics - WIP

Bunyip02Bunyip02 Posts: 8,558
edited August 2020 in Carrara Discussion

CARRARA CHALLENGE 53: Cartoons & Comics

 

The last few months have been all serious, time to let the hair down and have some fun !

Make up a Cartoon or Comic scene and render away.....

 

Wikipedia -

A cartoon is a type of illustration, sometimes animated, typically in a non-realistic or semi-realistic style. The specific meaning has evolved over time, but the modern usage usually refers to either: an image or series of images intended for satire, caricature, or humour; or a motion picture that relies on a sequence of illustrations for its animation. Someone who creates cartoons in the first sense is called a cartoonist, and in the second sense they are usually called an animator.

The concept originated in the Middle Ages, and first described a preparatory drawing for a piece of art, such as a painting, fresco, tapestry, or stained glass window. In the 19th century, beginning in Punch magazine in 1843, cartoon came to refer – ironically at first – to humorous illustrations in magazines and newspapers. In the early 20th century, it began to refer to animated films which resembled print cartoons.

https://en.wikipedia.org/wiki/Cartoon

 

Comics is a medium used to express narratives or other ideas through images, usually combined with text. It typically takes the form of a sequence of panels of images. Textual devices such as speech balloons, captions, and onomatopoeia can indicate dialogue, narration, sound effects, or other information. The size and arrangement of panels contribute to narrative pacing. Cartooning and other forms of illustration are the most common image-making means in comics; fumetti is a form which uses photographic images. Common forms include comic strips, editorial and gag cartoons, and comic books. Since the late 20th century, bound volumes such as graphic novels, comic albums, and tankobon have become increasingly common, while online webcomics have proliferated in the 21st century.

https://en.wikipedia.org/wiki/Comics

 

DA RULES -

  • YOU can do up to 4 Carrara renders or in an external renderer for which there is a Carrara plug-in (eg LuxRender, Octane) with your interpretation of the theme. Animation is welcome.

  • Post-work is welcome

  • Images must be new, unpublished before the start of this challenge. Welcome to update/rehash a previous item.

  • A WIP (work in progress) image must be posted to the WIP, work flows are welcome and encouraged.

 

Thank you to our generous sponsor DAZ3D for offering the following awards to the winners:

Best Artist Participation: $50 towards DAZ 3D owned item(s)

1st Place: $50.00 towards DAZ3D owned item(s)

2nd Place: $45.00 towards DAZ3D owned item(s)

Most Humourous: $50.00 Towards DAZ3D owned item(s)

(Can only Win Once)

 

DATES to Remember-

WIP Thread Opens: Saturday, 27 June 2020
Entry Thread Opens: Saturday, 18 July 2020
Entry Thread Closes/Voting Begins: Saturday, 8 15 August 2020 23:59:59 CST (GMT-6)
Voting Ends: Saturday, 15 22 August 2020 23:59:59 CST (GMT-6)

Post edited by Bunyip02 on
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Comments

  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Expanded Rules/FAQ-
    I'l try to clarify rules and collect the answers to any questions about the challenge in this post so people new to the thread can find it easily.

    Content Use
    Use of any and all content is allowed Subject to the Forum Terms of service.
    Used content should be credited in the Entry Thread.
    Participants are encouraged to create or modify content, but it is not required.

    Post-work
    Post-work is allowed and welcome.
    Entrants are encouraged, but not required, to explain their post-work in the WIP thread so that others can learn from it.
    At least a brief description of post-work done should be included with the final entry in the Entry Thread.

    Winners
    The winner of the Challenge gets to pick the theme for the next Challenge and to make changes to the rules if they wish.
    The winner of the Challenge will be the host for the next Challenge, but they may pass the hosting duties to any of the other winners if both agree, or to any other member of the forum if none of the winners is able or willing to host the next Challenge.

    Torquinox said:

    Are renders for the contest supposed to be cel-shaded? Are there restrictions on using actual characters from pop culture?

    Type of render does not matter, except that it meets the Forum TOS.

    Characters from Pop Culture may be restricted by copyright so you would need to determine if the copyright police will come chasing you if they are used. If in doubt I would recommend that they are not used.

     

    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Some IDEAS -

    Alberto Go Home Earthling.png
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    CatGarfieldOdie 1 TopazSimplify.png
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    Dog Hero 2 TopazSimplify 1600 FiltForg.png
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    Dragon Toon 1.png
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    Hulk mad 3 Topaz Simplify cartoon.png
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    Post edited by Bunyip02 on
  • MistaraMistara Posts: 38,675

    wheeee comics

    the big green guyheart

  • DiomedeDiomede Posts: 15,158
    edited June 2020

    I am looking forward to this one.  Carrara-ists have done some hilarious toons for the challenges.  "I am tomatocus!"

    Thanks for the links.  Very informative.

    4 entries?  Well then, at least one must have Brash and Moxie.

    Post edited by Diomede on
  • Bunyip02Bunyip02 Posts: 8,558
    Mystiarra said:

    wheeee comics

    the big green guyheart

    Hope your medical issues with those eyes don't stop you from joining in Misty. Trust that everything goes well !

  • Bunyip02Bunyip02 Posts: 8,558
    Diomede said:

    I am looking forward to this one.  Carrara-ists have done some hilarious toons for the challenges.  "I am tomatocus!"

    Thanks for the links.  Very informative.

    4 entries?  Well then, at least one must have Brash and Moxie.

    Looking forward to seeing Brash & Moxie in action !

  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Super Ribbet WIP 1

    Carrara 53 SuperRibbet WIP 1.png
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    Post edited by Bunyip02 on
  • CbirdCbird Posts: 493

    Much fun ahead! Love this theme, Bunyip!

  • DesertDudeDesertDude Posts: 1,235

    Looks like a cool theme, thanks for hosting Bunyip!

  • StezzaStezza Posts: 8,046

    toons! where am I going to get something for this!  cheeky

    great idea .. looking forward to the giggles that will be forthcoming  yes

  • HeadwaxHeadwax Posts: 9,983

    great stuff, should be tons of fun :)

    presently doing a teleconference... blah

  • StezzaStezza Posts: 8,046
    edited June 2020

    Got a chance today for a render

    Used the 3DU toons ( version 1 ) retextured with Carrara texture room and modeled Grimmace & the speaker and notes and used the burger from Carrara objects models. The black eyed suzans are from HW3D smiley

    Release the Forum Lurkers

    Release the Forum Lurkers .jpg
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    wip_hamburglarNgrimmace.jpg
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    Post edited by Stezza on
  • Bunyip02Bunyip02 Posts: 8,558
    Cbird said:

    Much fun ahead! Love this theme, Bunyip!

    Hope you have some ideas for joining in !

  • Bunyip02Bunyip02 Posts: 8,558

    Looks like a cool theme, thanks for hosting Bunyip!

    Looking forward to your ideas and the renders that follow !

  • Bunyip02Bunyip02 Posts: 8,558
    Stezza said:

    toons! where am I going to get something for this!  cheeky

    great idea .. looking forward to the giggles that will be forthcoming  yes

    Sure you will manage very well !

  • Bunyip02Bunyip02 Posts: 8,558
    Headwax said:

    great stuff, should be tons of fun :)

    presently doing a teleconference... blah

    Trust you will have some Phantom goodies for us !

  • Bunyip02Bunyip02 Posts: 8,558
    Stezza said:

    Got a chance today for a render

    Used the 3DU toons ( version 1 ) retextured with Carrara texture room and modeled Grimmace & the speaker and notes and used the burger from Carrara objects models. The black eyed suzans are from HW3D smiley

    Release the Forum Lurkers

    Great start - hope some of those lurkers join in the fun !

  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Super Ribbet WIP 2

    1. Opened previously saved in Carrara Bryce terrain

    2. Ensured the terrain was scaled so lots of peaks

    3. Applied Carrara Terrain shader

    4. Adjusted scale so Terrain was more flat

    5. Want to export the Terrain shader, went to Edit then clicked on Baking (Baker was a plugin made by Inagoni, is no longer vailable)

    6. Chose size of output

    7. Checked where output was going then clicked OK

    8. Ouput file I clicked on File, SaveAs, thennamed it so I could find it

    9. Opened the output file in PSP, went to Adjust, Blur, Gaussian Blur

    10. Chose a radius of 5, if you want more detail then use 2 or 3, clicked okay, then saved it with a 'gb' at the end of the name

     

     

     

     

    Carrara 53 SuperRibbet WIP 2a.png
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    Carrara 53 SuperRibbet WIP 2b2.png
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    Carrara 53 SuperRibbet WIP 2d2.png
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    Carrara 53 SuperRibbet WIP 2f2.png
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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Super Ribbet WIP 3A

    1. Loaded the Surface Replicator into the scene

    2. After clicking on the Surface Replicator and going to the Model Room, selected the Terrain

    3. Loaded Diomede's wonderful Toon Grass

    4. Set the rotation at 45 degrees

    5. Set the Random Scale

    6. Initially I did not have Aligned objects, but went for Aligned later on

    7. Clicked on Use Shader, then Edit Shader

    8. With the Distribution Shader open in the Texture room, set about doing a few changes

    9. Changed to Multi Channel

    10. Opened the Carrara Terrain shader into the Texture room

    11. Looked for the Grass section of the shader, Copied the Distribution Custom channel

    12. Pasted it into the Distribution shader in the Color channel

    13. Back in the Assemble room, applied the Distribution shader to the terrain.

    14. Want to get the Distribution shader as Output, went to Edit, Baking

    15. Selected size

    16. OK

    17. File, SaveAs, named it as a Distribution.png

    Carrara 53 SuperRibbet WIP 3a.png
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    Carrara 53 SuperRibbet WIP 3b.png
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    Carrara 53 SuperRibbet WIP 3c.png
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    Carrara 53 SuperRibbet WIP 3d.png
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    Carrara 53 SuperRibbet WIP 3e2.png
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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Super Ribbet WIP 3B

    18. Opened the Distribution.png in PSP, went to Effects.

    19. Applied Black And White Film, to get rid of all the greys

    20. Part 2 of the Black conversion, went to Adjust

    21. Applied Brightness/Contrast, saved as bw.png

    22. Just in case it's needed, I also created a negative image of the bw.png, saved as neg.png

    23. Back to the texture room and the Distribution shader

    24. In the Color channel chose Texture Map

    25/26. Loaded the bw.png

    27. Back to the Assemble Room for a test render, not what I was after for the grass distribution

    Carrara 53 SuperRibbet WIP 3g.png
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    Carrara 53 SuperRibbet WIP 3h.png
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    Carrara 53 SuperRibbet WIP 3i.png
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    Carrara 53 SuperRibbet WIP 3j.png
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    Carrara 53 SuperRibbet WIP 3k.png
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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Super Ribbet WIP 3C

    28/29. Back to the Texture room and the Distribution shader, load the neg.png file

    30. Click on the Surface Replicator to go back to the model room, hit the Shuffle button

    31. Apply the Carrara Terrain shader to the Terrain again.

    32. Do a test render, note it's all blocky

    33. Back to the texture room, and the Carrara Terrain shader

    34. Make it multi-channel

    35. Color channel make it Texture Map

    36. Load the Gaussian Blur image that was created in WIP2 - Step 10

    37. Back to the Assemble room, click on the Terrain

    38. If required Edit, Smooth Objects

    39. Test render

    Carrara 53 SuperRibbet WIP 3l.png
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    Carrara 53 SuperRibbet WIP 3m.png
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    Carrara 53 SuperRibbet WIP 3n.png
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    Carrara 53 SuperRibbet WIP 3o.png
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    Carrara 53 SuperRibbet WIP 3p.png
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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Super Ribbet WIP 4

    1. Two Genesis Chibis added to the scene

    2. After the render, taken into Topaz Adjust for some Colour enhancement

    3. Next into Topaz Studio Simplify for some cartoon type look

    4. Back to PSP where voice bubble was added

    Carrara 53 SuperRibbet WIP 4.png
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    Carrara 53 SuperRibbet WIP 4a.png
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    Carrara 53 SuperRibbet WIP 4b.png
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    Carrara 53 SuperRibbet 1b.png
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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,558
    edited June 2020

    Super Ribbet WIP 5

    1. Scene 2 WIP

    2. Voice bubble added

    Carrara 53 SuperRibbet WIP 5.png
    2267 x 1033 - 687K
    Carrara 53 SuperRibbet 2b.png
    1600 x 1200 - 2M
    Post edited by Bunyip02 on
  • DiomedeDiomede Posts: 15,158

    Stezza - wow, what a start!  Set an incredibly high bar for us all.  Great modeling job and funny idea.  Lurkers, get out here and join us! 

    Bunyip - thanks for the detailed explanations.  Always appreciate tips and tricks.  Super Ribbit to the rescue, inside out briefs and all!  Good one.

     

  • DiomedeDiomede Posts: 15,158
    edited June 2020

    Personal Challenge #1 - creating a specific hair item for G2F.  Jetta.

    The artist for Archie, Josie and the Pussycats, etc. was Dan DeCarlo.  He had a futuristic high school comic based on the nitrogen-cool teenager Jetta and her comet-sparking boyfriend Arky.  Jetta had very distinctive hair.  My goal is to create a conforming vertex model of Jetta's hair style for G2F.

    Cover for Jetta #5 found at Bunyip's link for comics in the first thread.

    https://comicbookplus.com/?dlid=65099

     

    81n5AVzKVjL.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,158
    edited June 2020

    First, I put together a conforming Jetta outfit for G2F using the transfer utility in the free Carrara plugin called Daz Studio.

    Haven't created any JCMs to address the shoulders or skirt because not sure yet if will use VWD.

     

    jetta outfit wip.jpg
    1435 x 987 - 216K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,158
    edited June 2020

    Some WIP for creating the hair.

    - loaded a Jetta reference pic in the assemble room backdrop 

    - loaded the Carrara hair cap for G2F and dragged a dynamic hair object on its actor level

    - planning to pull back the body of the hair and have different for bangs and back, so three hair domains

    - after completing the hair main body, I created a new hair domain in upper right of dynamic hair modeler and named it back

    - the main body turns blue and I selected the back polygons which turned green.  I tried to curl the back up.

    - I created a new domain for the bangs and tried to have symmetric curls away from the center

    - DYNAMIC DRAPE - For each hair region, in the dynamic tab, I increased the root and hair stiffness and air drag and then draped

    - remember to click the convert button when you like it!

    aa01 carrara hair cap for g2f and a reference image loaded in backdrop.jpg
    1903 x 1022 - 342K
    aa02 first hair group.jpg
    1886 x 984 - 232K
    aa05 new hair group.jpg
    1160 x 819 - 164K
    aa06 back hair select.jpg
    1188 x 863 - 87K
    aa07 back settings.jpg
    1502 x 992 - 163K
    aa08 bangs.jpg
    1263 x 984 - 208K
    aa09 hair style against reference and save.jpg
    1458 x 960 - 291K
    aa11 set dynamic root hair shape and damp settings and drape and convert.jpg
    1357 x 853 - 191K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,158
    edited June 2020

    Philemo's Mesh to Hair Plugin - Multiple Shader Domains

    - Philemo's hair to mesh plugin is found in the Edit Tab of the Assemble room.

    - Before using it, remember to reduce the display percentage of each hair domain

    - Experiment - I am applying Philemo's plugin TWICE - first time with very low display percentage and very low strand width in his plugin choices

    - This first time, I chose TWO shader domains for the hair mesh.  When complete, I changed the names of the shader domains to A and B in the vertex modeler

    - second time with higher display percentage and wider strand width (not much wider).  When complete, I changed the shader domain name to C

    - I inserted a new vertex object so its hot point would be at zero zero zero (zed, zed, zed).  I copy and pasted the hair meshes to this new vertex object.

    - Oh no!  The meshes are way too big and way off in the Z axis.  I selected then and fit them back to G2F without moving the hot point

    - UVMapping - Philemo's plugin is great.  It creates square uvmap for each strand with the furthest end of the strand at the bottom of the uvmap.

    - But I want more variety, so I moved and scaled the UVMap for domain A to the upp left quadrant of the UVMap, domain B to lower left, and domain C to upper right.

    - The lower right is reserved for the UVs of the bigger pieces I will model for the base hair shape.

    aa10 display percentage reduced does for all.jpg
    367 x 472 - 39K
    aa12 inserted new vertex object and copy paste hair see way too high but want hot point at zero zero zero.jpg
    1655 x 1007 - 311K
    aa13 resized.jpg
    1200 x 793 - 186K
    aa15 select narrow and change uvmap to upper left.jpg
    1266 x 726 - 91K
    aa16 strands model and uvmap 3 quadrants for 3 strand shading domains then a cap and big pieces.jpg
    1409 x 860 - 188K
    Post edited by Diomede on
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