O'boy.... I'm getting dizzy, trying to keep up with the speed of this tread.
I have started to work on my main element in my picture.
The Polar Bears http://www.daz3d.com/polar-bear-by-am.
They don't work in Carrara, straight from the shop, so I had to spend a couple of hours to tweak and rebuild the .cr2 file.
AM has told me that a fix for this is in is plans.
The sled and the harness on the bear is my own creation.
Still has to connect them with a chain.
The snow Queen is also not properly dressed. Has to make her a bit more regal.
OK, I turn my back for a minute and the thread explodes. Too much to comment on. There is a lot of great stuff going on here. :)
For some reason, Carrara wouldn't let me add guide hairs to the tops of my hat and collar models, so I had to use the hair shader to control the way the fur looked. There's a lot of frizz, kink and length variation going on there. :) In the end, it worked better than I was expecting.
Nice effect with the fur! :wow: I have something similar but will not be the main object in the scene. She was a WIP for another project I did not use at the time and will have to re-work her. See below for a demo shot as she was just an idea for my author friend's book and not refined.
What did you mean about not being able to add guide hairs? In the hair room you can REDUCE the size of the cursor down to a tiny size to both shade in the green area by holding down CTRL (on PC) and to place guide hairs in awkward places areas if that was a problem. Sorry if it isn't.
:-) Silene
Thanks, Silene. I know how to grow dynamic hair, but for some reason Carrara would not allow me to place any guide hairs on the top of the objects, only on the bottom. The entire object was chosen as a grow region, and hair grew on the object (obviously) but no guide hairs. Every guide hair I added to the top of the object would end up on the bottom. Frustrating, but not tragic since the hair shader ended up giving me the control I needed after all. :)
booksbydavid, That fur looks gorgeous. I can't wait to see it fully rendered. Are you going to use replicators to put some snow on it? :) If you do, please share the details. I have an image I need to rework with a similar effect, because I don't like how it worked in post. http://fav.me/d793g46
Pity we cannot use the dynamic hair for the surface replicator.
OK, you are now officially beyond evil. You are diabolical. grrrrr
I wasn't going to add snow but something I remembered last night just clicked with what you said. I may be possible to fake it pretty effectively. No promises. I'll get back to it tonight and see what happens.
Oh, and my first replicator experiments on this project worked great. I'll have images tonight of that as well. :)
OK, I turn my back for a minute and the thread explodes. Too much to comment on. There is a lot of great stuff going on here. :)
For some reason, Carrara wouldn't let me add guide hairs to the tops of my hat and collar models, so I had to use the hair shader to control the way the fur looked. There's a lot of frizz, kink and length variation going on there. :) In the end, it worked better than I was expecting.
Nice effect with the fur! :wow: I have something similar but will not be the main object in the scene. She was a WIP for another project I did not use at the time and will have to re-work her. See below for a demo shot as she was just an idea for my author friend's book and not refined.
What did you mean about not being able to add guide hairs? In the hair room you can REDUCE the size of the cursor down to a tiny size to both shade in the green area by holding down CTRL (on PC) and to place guide hairs in awkward places areas if that was a problem. Sorry if it isn't.
:-) Silene
Thanks, Silene. I know how to grow dynamic hair, but for some reason Carrara would not allow me to place any guide hairs on the top of the objects, only on the bottom. The entire object was chosen as a grow region, and hair grew on the object (obviously) but no guide hairs. Every guide hair I added to the top of the object would end up on the bottom. Frustrating, but not tragic since the hair shader ended up giving me the control I needed after all. :)
I've had something similar happen when I've made hair caps - not all the time, just some of the time. When I get this weird guide hair restriction, I can usually fix it by re-editing the uv map. Even though there are no overlapping uvs and the uv map works perfectly for textures, something odd occasionally happens if I apply hair to the model. Sometimes just revising the uvmap with a new projection has fixed the guide hair problem. Other times, I have been able to fix it by switching the setting in the hair zone where you choose geometry-based or uv-based.
OK, I turn my back for a minute and the thread explodes. Too much to comment on. There is a lot of great stuff going on here. :)
For some reason, Carrara wouldn't let me add guide hairs to the tops of my hat and collar models, so I had to use the hair shader to control the way the fur looked. There's a lot of frizz, kink and length variation going on there. :) In the end, it worked better than I was expecting.
Nice effect with the fur! :wow: I have something similar but will not be the main object in the scene. She was a WIP for another project I did not use at the time and will have to re-work her. See below for a demo shot as she was just an idea for my author friend's book and not refined.
What did you mean about not being able to add guide hairs? In the hair room you can REDUCE the size of the cursor down to a tiny size to both shade in the green area by holding down CTRL (on PC) and to place guide hairs in awkward places areas if that was a problem. Sorry if it isn't.
:-) Silene
Thanks, Silene. I know how to grow dynamic hair, but for some reason Carrara would not allow me to place any guide hairs on the top of the objects, only on the bottom. The entire object was chosen as a grow region, and hair grew on the object (obviously) but no guide hairs. Every guide hair I added to the top of the object would end up on the bottom. Frustrating, but not tragic since the hair shader ended up giving me the control I needed after all. :)
I've had something similar happen when I've made hair caps - not all the time, just some of the time. When I get this weird guide hair restriction, I can usually fix it by re-editing the uv map. Even though there are no overlapping uvs and the uv map works perfectly for textures, something odd occasionally happens if I apply hair to the model. Sometimes just revising the uvmap with a new projection has fixed the guide hair problem. Other times, I have been able to fix it by switching the setting in the hair zone where you choose geometry-based or uv-based.
That is probably what happened. I didn't bother making a new map, I just imported it into Carrara with Silo's default mapping. I know from experience that Silo's default is not very good, but I just forgot. :red:
O'boy.... I'm getting dizzy, trying to keep up with the speed of this tread.
I have started to work on my main element in my picture.
The Polar Bears http://www.daz3d.com/polar-bear-by-am.
They don't work in Carrara, straight from the shop, so I had to spend a couple of hours to tweak and rebuild the .cr2 file.
AM has told me that a fix for this is in is plans.
The sled and the harness on the bear is my own creation.
Still has to connect them with a chain.
The snow Queen is also not properly dressed. Has to make her a bit more regal.
I think I have most of the textures where I want them. Now I just need to work on replacing or fixing the people and then I can turn the fog and snow back on.
I added a few more little scene elements: some replicated grass, some signs (in the real world they'd say something boring like "No Dumping" or "No Fishing"... that's not what mine say. :) ) and some replicated multicolored lights around some of the windows - these don't show up at this resolution by I'm hoping they'll be visible enough to add a little bit to the final render.
booksbydavid, That fur looks gorgeous. I can't wait to see it fully rendered. Are you going to use replicators to put some snow on it? :) If you do, please share the details. I have an image I need to rework with a similar effect, because I don't like how it worked in post. http://fav.me/d793g46
Pity we cannot use the dynamic hair for the surface replicator.
OK, you are now officially beyond evil. You are diabolical. grrrrr
I wasn't going to add snow but something I remembered last night just clicked with what you said. I may be possible to fake it pretty effectively. No promises. I'll get back to it tonight and see what happens.
Oh, and my first replicator experiments on this project worked great. I'll have images tonight of that as well. :)
OK, Antara. My little experiment turned out pretty well. I'd remembered seeing this ages ago and forgotten about it. I used spheres for my test objects, but this should work with just about any replicated object (I think).
I created a large sphere to be the base for the dynamic hair. I just popped some dynamic hair on without doing anything much to it except adding length variation in the shader. I added a small sphere to stand in for snowflakes. When you add a replicator and then add the small sphere as the replicated object, it is scattered across the surface of the large sphere. The hair doesn't even notice there's anything there. What I did was move the hot point of the small sphere from the middle of the sphere to the bottom. This raises the replicated spheres above the main sphere. The result looks a bit like the small spheres are resting on the dynamic hair.
Not a perfect solution, but with the right adjustments, it just might work as snow on fur (or hair or whatever).
I included the last image to show that you can move the hot point even farther down and raise the small spheres even more. On a flat surface, you might be able to get the look of falling snow, or rain or anything.
Just a thought. :) Was this what you were looking for. (The image you linked to is pretty cool, btw.)
My first replicator hurdle went well on my image. I created a small object to shaded it in Carrara to look like a small candy crystal type thing. I wanted a crushed candy look on the figure's lips. I used the lip shading domain for a distribution map. After a few attempts to get the size, number and shader right, it worked out well.
I'm including a test render of what I've got so far. I don't know if I'm happy with the lighting yet.
I've still got a few more bits to model and another replicator experiment to try, but everything's working so far. :)
My first replicator hurdle went well on my image. I created a small object to shaded it in Carrara to look like a small candy crystal type thing. I wanted a crushed candy look on the figure's lips. I used the lip shading domain for a distribution map. After a few attempts to get the size, number and shader right, it worked out well.
I'm including a test render of what I've got so far. I don't know if I'm happy with the lighting yet.
I've still got a few more bits to model and another replicator experiment to try, but everything's working so far. :)
Just wanted to quickly show off some last tweaks to the texture on my seawall.
I exported the UV map and then opened it up in Photoshop. I painted some dirt and grime on the map using Ron's Concrete brushes and exported that as a jpg, then painted some cracks using Ron's Cracks and saved that as a jpg. Then in Carrara I added two basic layers to the wall texture. On one I put the dirt/grime in the color, bump and opacity, with the color multiplied by a dark green. On the other I put the cracks in the color, bump and opacity and then I changed the bump to -100. It's not very visible in my test renders but does add a little bit of realism to the base concrete texture.
Mark, I love the new shader for the seawall! And the scene is getting some great details in there.
David, oops! Was it my horns or my spiky tail that gave it away? :) But you must be no stranger to evil yourself, since now there is an image I want to do about this... But I will be completely unapologetic about my diabolical machinations, because of the great results they have yielded! :) Thank you for the Surface Replicator tips! I think with the right tweaks it will work for my image as well. You've got a very interesting effect on those lips! And I am excited about more replicators to come. Can't wait to see what you have in mind!
Stezza, that's shaping up to be one scorching hot winter! :) You've got so many wonderful elements prepared for it. I am looking forward to seeing the scene come together.
diomede64 Thank you for the mini terrain shading tutorial with the snow patches! And yes, the new foreground is great and makes the distance of the mountains very clear. Love the added animals! And I think with that addition you've nailed the concept of "striking at glance, but detailed enough to look at up close for a while" I was talking about. At first i just noticed the bear and it's got great contrast and attention pull to be make the image instantly readable at a glance, and then you stare at it for a while and notice the bison and the ducks, which give this image a lived-in complete rich world.
Varsel, Love those bears! Such great poses and I want to sink my fingers in that fur! Nice looking sled and the Queen looks ominous. This is shaping up to be a great dynamic image!
Now I need to allocate some time to doing my own images. I've got so many ideas after looking at all your work. But I think David pushed me over to the dark side, because every image idea I come up with seems to have a dark twist to it. I don't do dark imagery well, though, so it will be an extra personal challenge for me... If I get to it... Has anyone learned to bottle up extra time yet?
Creating something more for my picture.
The Autumn colors are created using Sparrowhawks Instance Randomizer.
I did "borrow" some trees from HowieFarkes, and added 2 more off the same leaf, to get something to randomize.
Then giving each leaf a different shader, (actually a copy of the original) and giving each randomiser a different seed.
The grass and leafs on the ground is also using the randomizer.
The grass and trees are replicated on a terrain, and the leafs are replicated on a copy of the terrain, that are adjusted and then hidden, and the leafs are "floating on top of the grass.
The Grisly Bear are just there for fun at the moment. Not sure if he will stay around when winter is coming.......
pimpy !!! :ohh: :wow: !!! That test render took my breath away. So beautiful!
Varsel Great forst beginning. You are the second person to mention Sparrowhawks Instance Randomizer - I'll have to give it a closer look. From what you are doing with it, it's an amazing feature!
Here is a start on a custom bear to replace the Poser 8 bear. Custom ducks to follow.
Beautiful UV Unwrap job, diomede!
Can't wait to see this bear turn out. Man, you've really taken to the Carrara VM, eh? Right from the start, you seemed to have been right at home with it. I must say, I have never felt it to be anything short of awesome, myself. I just don't find myself modeling as much cool stuff as you do... very nice to see! You definitely have me wanting to make some actual figures and rig them all up in Carrara's cool skeletal system. I do have a rather cool lo-res figure, made and rigged fully by me in Carrara with many shape-changing morphs. Was a really fun project!
pimpy !!! :ohh: :wow: !!! That test render took my breath away. So beautiful!
Varsel Great forst beginning. You are the second person to mention Sparrowhawks Instance Randomizer - I'll have to give it a closer look. From what you are doing with it, it's an amazing feature!
Yeah... I have to agree with Antara on her comments towards Pimpy and Varsel. So... ditto that from me, as well!
Thanks, Dart. I think the various Carrara modelers can be very effective. I'm really working hard on trying to be better at uvmapping. If I can get the uvmap correct, or close, then the 3D Paint tool also becomes very powerful. And with it, hair density maps and so much more. I have a very long way to go with this bear, as you will see with my yucky hair update. Fortunately, there is plenty of time to work on it.
O.k. time for me to enter one of these great challenges (since this one has a newbie category). My entry is called "Winter Powder is Here".
For the far mountains I'm using two terrain objects with the shader colors modified to mimic light from the sky. The lake is using a custom shader to try emulate that deep blue mountain lake look.
The slopes, ski's, pole, and jacket and pants are modeled. I start on the goggles tonight. The snow spray is using the fire volumetric object (which also makes an amazing waterfall). To get the look of the mountain sky I am using a gradient background with a square cloud as the horizon haze and another square cloud for the deep blue at the top of the image.
On the to do list: Replace the trees, model replacement rocks, texture the jacket pants and skis and work on lighting.
Thank's to Antara for such a cool theme and to all the Carrara artists who have generously shared so much of their knowledge on these and other forums :-)
There are some really great work going on in this thread!
I am going to have to change the lighting specs- this clip of a piece is only 21% of the actual finished render size and it's been 36 hours rendering now. I stopped it and will work on that later.
The terrain's shaders have been completely re-done. I followed EB's advice on changing the slope-worked Perfectly, as did the advice with the hot spot (thank you SO very much).
The two tree shader systems have been redone, as the models themselves (mostly the pine needles besides the trunk of the trees).
The fog has been worked on for a better, upswept sort of feel to them, and the sun light had been changed.
O.k. time for me to enter one of these great challenges (since this one has a newbie category). My entry is called "Winter Powder is Here".
The snow powder looks fantastic. Looks to be a great entry.
Thanks diomede64. Sometime it's really hard for me to tell. I seem to suffer from reality blindness. I'll labour long and hard on something and then show it to my wife and daughter (seperatly) and they'll be like "Um, yeah... that looks really fake" and I'll be like "Oh... ok... I thought it was looking like a photograph... :down:".
Done some work on the Winter Queen.
Not there yet, but getting closer.
The bears have been combed a little bit more.
When working with the autumn part, I had a Eureka moment.... Do they hurt
When texturing the leaves on a tree.
One thing is the color in the color channel, but any color in the translucency channel, will also affect the resulting color.
So the best thing ,especially when using the randomizer plugin, is to copy the settings in the color channel to the translucency channel.
Thanks, Dart. I think the various Carrara modelers can be very effective. I'm really working hard on trying to be better at uvmapping. If I can get the uvmap correct, or close, then the 3D Paint tool also becomes very powerful. And with it, hair density maps and so much more. I have a very long way to go with this bear, as you will see with my yucky hair update. Fortunately, there is plenty of time to work on it.
Love the 3D paint tools! But you're right. It's not going to work too well with a yucky UV. Yeah... starting a model from scratch for a render contest... whew... the pressure's on mate! ;)
Comments
O'boy.... I'm getting dizzy, trying to keep up with the speed of this tread.
I have started to work on my main element in my picture.
The Polar Bears http://www.daz3d.com/polar-bear-by-am.
They don't work in Carrara, straight from the shop, so I had to spend a couple of hours to tweak and rebuild the .cr2 file.
AM has told me that a fix for this is in is plans.
The sled and the harness on the bear is my own creation.
Still has to connect them with a chain.
The snow Queen is also not properly dressed. Has to make her a bit more regal.
Nice effect with the fur! :wow: I have something similar but will not be the main object in the scene. She was a WIP for another project I did not use at the time and will have to re-work her. See below for a demo shot as she was just an idea for my author friend's book and not refined.
What did you mean about not being able to add guide hairs? In the hair room you can REDUCE the size of the cursor down to a tiny size to both shade in the green area by holding down CTRL (on PC) and to place guide hairs in awkward places areas if that was a problem. Sorry if it isn't.
:-) Silene
Thanks, Silene. I know how to grow dynamic hair, but for some reason Carrara would not allow me to place any guide hairs on the top of the objects, only on the bottom. The entire object was chosen as a grow region, and hair grew on the object (obviously) but no guide hairs. Every guide hair I added to the top of the object would end up on the bottom. Frustrating, but not tragic since the hair shader ended up giving me the control I needed after all. :)
OK, you are now officially beyond evil. You are diabolical. grrrrr
I wasn't going to add snow but something I remembered last night just clicked with what you said. I may be possible to fake it pretty effectively. No promises. I'll get back to it tonight and see what happens.
Oh, and my first replicator experiments on this project worked great. I'll have images tonight of that as well. :)
Thanks, Silene. I know how to grow dynamic hair, but for some reason Carrara would not allow me to place any guide hairs on the top of the objects, only on the bottom. The entire object was chosen as a grow region, and hair grew on the object (obviously) but no guide hairs. Every guide hair I added to the top of the object would end up on the bottom. Frustrating, but not tragic since the hair shader ended up giving me the control I needed after all. :)
I've had something similar happen when I've made hair caps - not all the time, just some of the time. When I get this weird guide hair restriction, I can usually fix it by re-editing the uv map. Even though there are no overlapping uvs and the uv map works perfectly for textures, something odd occasionally happens if I apply hair to the model. Sometimes just revising the uvmap with a new projection has fixed the guide hair problem. Other times, I have been able to fix it by switching the setting in the hair zone where you choose geometry-based or uv-based.
Thanks, Silene. I know how to grow dynamic hair, but for some reason Carrara would not allow me to place any guide hairs on the top of the objects, only on the bottom. The entire object was chosen as a grow region, and hair grew on the object (obviously) but no guide hairs. Every guide hair I added to the top of the object would end up on the bottom. Frustrating, but not tragic since the hair shader ended up giving me the control I needed after all. :)
I've had something similar happen when I've made hair caps - not all the time, just some of the time. When I get this weird guide hair restriction, I can usually fix it by re-editing the uv map. Even though there are no overlapping uvs and the uv map works perfectly for textures, something odd occasionally happens if I apply hair to the model. Sometimes just revising the uvmap with a new projection has fixed the guide hair problem. Other times, I have been able to fix it by switching the setting in the hair zone where you choose geometry-based or uv-based.
That is probably what happened. I didn't bother making a new map, I just imported it into Carrara with Silo's default mapping. I know from experience that Silo's default is not very good, but I just forgot. :red:
Thanks for the reminder. :)
I had an issue with screwed up normals once that caused hair issues similar to what you described David.
I should have been more careful, but it worked out all right. :)
Here is an attempt at some mid ground elements. Hopefully, this helps make the snowy mountain look farther away
Edit: Added the Poser 8 bear, a herd of Daz Bison, and some migrating Noggins ducks. The bear is digging, now just need the start of the den.
Love the Polar bears!
I think I have most of the textures where I want them. Now I just need to work on replacing or fixing the people and then I can turn the fog and snow back on.
I added a few more little scene elements: some replicated grass, some signs (in the real world they'd say something boring like "No Dumping" or "No Fishing"... that's not what mine say. :) ) and some replicated multicolored lights around some of the windows - these don't show up at this resolution by I'm hoping they'll be visible enough to add a little bit to the final render.
Mark
Took a lot of work to get the terrain texture to somewhere near what I was after..
may do some more tweaking before the final image is rendered will see how it all comes together..
Used the height map I made in Bryce then exported out as a TIFF then imported into Carrara and fiddled with it.
Set up the lights to near what I like
and made a rock, textured it and then made an egg and some sausages to fry on it.
getting there slowly!!
OK, you are now officially beyond evil. You are diabolical. grrrrr
I wasn't going to add snow but something I remembered last night just clicked with what you said. I may be possible to fake it pretty effectively. No promises. I'll get back to it tonight and see what happens.
Oh, and my first replicator experiments on this project worked great. I'll have images tonight of that as well. :)
OK, Antara. My little experiment turned out pretty well. I'd remembered seeing this ages ago and forgotten about it. I used spheres for my test objects, but this should work with just about any replicated object (I think).
I created a large sphere to be the base for the dynamic hair. I just popped some dynamic hair on without doing anything much to it except adding length variation in the shader. I added a small sphere to stand in for snowflakes. When you add a replicator and then add the small sphere as the replicated object, it is scattered across the surface of the large sphere. The hair doesn't even notice there's anything there. What I did was move the hot point of the small sphere from the middle of the sphere to the bottom. This raises the replicated spheres above the main sphere. The result looks a bit like the small spheres are resting on the dynamic hair.
Not a perfect solution, but with the right adjustments, it just might work as snow on fur (or hair or whatever).
I included the last image to show that you can move the hot point even farther down and raise the small spheres even more. On a flat surface, you might be able to get the look of falling snow, or rain or anything.
Just a thought. :) Was this what you were looking for. (The image you linked to is pretty cool, btw.)
My first replicator hurdle went well on my image. I created a small object to shaded it in Carrara to look like a small candy crystal type thing. I wanted a crushed candy look on the figure's lips. I used the lip shading domain for a distribution map. After a few attempts to get the size, number and shader right, it worked out well.
I'm including a test render of what I've got so far. I don't know if I'm happy with the lighting yet.
I've still got a few more bits to model and another replicator experiment to try, but everything's working so far. :)
That's a very cool effect!
Just wanted to quickly show off some last tweaks to the texture on my seawall.
I exported the UV map and then opened it up in Photoshop. I painted some dirt and grime on the map using Ron's Concrete brushes and exported that as a jpg, then painted some cracks using Ron's Cracks and saved that as a jpg. Then in Carrara I added two basic layers to the wall texture. On one I put the dirt/grime in the color, bump and opacity, with the color multiplied by a dark green. On the other I put the cracks in the color, bump and opacity and then I changed the bump to -100. It's not very visible in my test renders but does add a little bit of realism to the base concrete texture.
Mark
Mark, I love the new shader for the seawall! And the scene is getting some great details in there.
David, oops! Was it my horns or my spiky tail that gave it away? :) But you must be no stranger to evil yourself, since now there is an image I want to do about this... But I will be completely unapologetic about my diabolical machinations, because of the great results they have yielded! :) Thank you for the Surface Replicator tips! I think with the right tweaks it will work for my image as well. You've got a very interesting effect on those lips! And I am excited about more replicators to come. Can't wait to see what you have in mind!
Stezza, that's shaping up to be one scorching hot winter! :) You've got so many wonderful elements prepared for it. I am looking forward to seeing the scene come together.
diomede64 Thank you for the mini terrain shading tutorial with the snow patches! And yes, the new foreground is great and makes the distance of the mountains very clear. Love the added animals! And I think with that addition you've nailed the concept of "striking at glance, but detailed enough to look at up close for a while" I was talking about. At first i just noticed the bear and it's got great contrast and attention pull to be make the image instantly readable at a glance, and then you stare at it for a while and notice the bison and the ducks, which give this image a lived-in complete rich world.
Varsel, Love those bears! Such great poses and I want to sink my fingers in that fur! Nice looking sled and the Queen looks ominous. This is shaping up to be a great dynamic image!
Now I need to allocate some time to doing my own images. I've got so many ideas after looking at all your work. But I think David pushed me over to the dark side, because every image idea I come up with seems to have a dark twist to it. I don't do dark imagery well, though, so it will be an extra personal challenge for me... If I get to it... Has anyone learned to bottle up extra time yet?
Creating something more for my picture.
The Autumn colors are created using Sparrowhawks Instance Randomizer.
I did "borrow" some trees from HowieFarkes, and added 2 more off the same leaf, to get something to randomize.
Then giving each leaf a different shader, (actually a copy of the original) and giving each randomiser a different seed.
The grass and leafs on the ground is also using the randomizer.
The grass and trees are replicated on a terrain, and the leafs are replicated on a copy of the terrain, that are adjusted and then hidden, and the leafs are "floating on top of the grass.
The Grisly Bear are just there for fun at the moment. Not sure if he will stay around when winter is coming.......
I created my scene using different terrains.
Here the scene setting and a preliminary test render.....
Very cool WIPs!!! All of you!
pimpy !!! :ohh: :wow: !!! That test render took my breath away. So beautiful!
Varsel Great forst beginning. You are the second person to mention Sparrowhawks Instance Randomizer - I'll have to give it a closer look. From what you are doing with it, it's an amazing feature!
Here is a start on a custom bear to replace the Poser 8 bear. Custom ducks to follow.
Edit:
- basic vertex model
- uvmap unfolding
- use of 3D paint tool to paint hair distribution and length maps
- first attempt at actually applying the fur
Yuck! - but a promising start. I'll get there.
Yeah... I have to agree with Antara on her comments towards Pimpy and Varsel. So... ditto that from me, as well!
Thanks, Dart. I think the various Carrara modelers can be very effective. I'm really working hard on trying to be better at uvmapping. If I can get the uvmap correct, or close, then the 3D Paint tool also becomes very powerful. And with it, hair density maps and so much more. I have a very long way to go with this bear, as you will see with my yucky hair update. Fortunately, there is plenty of time to work on it.
O.k. time for me to enter one of these great challenges (since this one has a newbie category). My entry is called "Winter Powder is Here".
For the far mountains I'm using two terrain objects with the shader colors modified to mimic light from the sky. The lake is using a custom shader to try emulate that deep blue mountain lake look.
The slopes, ski's, pole, and jacket and pants are modeled. I start on the goggles tonight. The snow spray is using the fire volumetric object (which also makes an amazing waterfall). To get the look of the mountain sky I am using a gradient background with a square cloud as the horizon haze and another square cloud for the deep blue at the top of the image.
On the to do list: Replace the trees, model replacement rocks, texture the jacket pants and skis and work on lighting.
Thank's to Antara for such a cool theme and to all the Carrara artists who have generously shared so much of their knowledge on these and other forums :-)
Adding the wireframe setup and object list.
Plus, never underestimate the value of nice trees!
The snow powder looks fantastic. Looks to be a great entry.
There are some really great work going on in this thread!
I am going to have to change the lighting specs- this clip of a piece is only 21% of the actual finished render size and it's been 36 hours rendering now. I stopped it and will work on that later.
The terrain's shaders have been completely re-done. I followed EB's advice on changing the slope-worked Perfectly, as did the advice with the hot spot (thank you SO very much).
The two tree shader systems have been redone, as the models themselves (mostly the pine needles besides the trunk of the trees).
The fog has been worked on for a better, upswept sort of feel to them, and the sun light had been changed.
I'll keep working.
The snow powder looks fantastic. Looks to be a great entry.
Thanks diomede64. Sometime it's really hard for me to tell. I seem to suffer from reality blindness. I'll labour long and hard on something and then show it to my wife and daughter (seperatly) and they'll be like "Um, yeah... that looks really fake" and I'll be like "Oh... ok... I thought it was looking like a photograph... :down:".
Done some work on the Winter Queen.
Not there yet, but getting closer.
The bears have been combed a little bit more.
When working with the autumn part, I had a Eureka moment.... Do they hurt
When texturing the leaves on a tree.
One thing is the color in the color channel, but any color in the translucency channel, will also affect the resulting color.
So the best thing ,especially when using the randomizer plugin, is to copy the settings in the color channel to the translucency channel.