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there's a great uv tut in pdf form on sharecg, somewhere, just found it the other day, cant find it now!! teapot is the obj
here it is, brilliant stuff :)
http://www.sharecg.com/v/42005/browse/3/PDF-Tutorial/3D-Painting-for-Carrara
LOL, you Americans and your changed meanings! ;) It just means to make something quickly. It also means to wake someone up by knocking on their door (in Victorian times and earlier, before alarm clocks were generally available, Knocker-Upper was a respected profession, and involved banging on upstairs windows with a long pole...)
First render, still got more work to do:-
First WIP, Angel Fish added. Boat is stock Carrara obj, turned upside down and given a rust shader.
Yet to decide if I will add to the wreck or add some rocks.
I am very happy with your decision but why dont you try Carrara for the UV?
About Blender... no comment ! I try it a lot of time and I agree with you. I love Wings3d and of course Exagon (that I still use sometime on my old pc win XP)
...well isn't the UV wrapping only usable in Carrara?
great viewpoint :)
...well isn't the UV wrapping only usable in Carrara?
uvees are uvees - export as obj with materials
...well isn't the UV wrapping only usable in Carrara?
uvees are uvees - export as obj with materials
Hi Kyoto
I confirm the Headwax answer . You can model in Carrara or another modeler and create UV maps in Carrara then export the model that you made (.obj or another) with the UV map and materials that you have created
Great work Tim!
I love it
uvees are uvees - export as obj with materials
Hi Kyoto
I confirm the Headwax answer . You can model in Carrara or another modeler and create UV maps in Carrara then export the model that you made (.obj or another) with the UV map and materials that you have created
...thank you.
LOL, you Americans and your changed meanings! ;) It just means to make something quickly. It also means to wake someone up by knocking on their door (in Victorian times and earlier, before alarm clocks were generally available, Knocker-Upper was a respected profession, and involved banging on upstairs windows with a long pole...)
What Dart was referring to would also need a pole. The longer the better, or so I hear. ;-P
Don't forget light gels. They're a great way to fake caustic effects.
I have some evidence now regarding how formula and vertex objects are treated in rendering calculations. Using a very crude vertex tree/limbs as a base, I replicated and rendered several cherry blossom trees on a simple plane with a blank background, default lighting, and default render settings. I believe that the formula objects are much more resource intensive when it comes time to interact with light and do renders. Each tree had 300 blossoms. I replicated 20 trees. The vertex scene rendered in 5 seconds, while the formula scene rendered in 98 seconds.
So, I'd say if you are worried about file size as you manipulate the objects or saving to the hard drive, the formula approach can be resource efficient. However, when it comes time to light the scene and render, the formula objects take much, much longer. And that was with very simple lighting.
I have some evidence now regarding how formula and vertex objects are treated in rendering calculations. Using a very crude vertex tree/limbs as a base, I replicated and rendered a several cherry blossom trees on a simple plane with a blank background, default lighting, and default rende rsettings. I believe that the formula objects are much more resource intensive when it comes time to interact with light and do renders. Each tree had 300 blossoms. I replicated 20 trees. The vertex scene rendered in 5 seconds, while the formula scene rendered in 98 seconds.
So, I'd say if you are worried about file size as you manipulate the objects or saving to the hard drive, the formula approach can be resource efficient. However, when it comes time to light the scene and render, the formula objects take much, much longer. And that was with very simple lighting.
Maybe the math is more complicated?
I am working on my WIP. I needed a space shuttle model, and the one that came with the Carrara Native content was not nearly high enough of a resolution. I found one on the Foundation 3D site that is still lower poly, but reasonable. Unfortunately it's an.lwo object and must have had lots of N-gons, because the mesh imported with lots of them and they tend to cause the mesh to be rather less than airtight.
;-)
Anyway, I've been working on repairing the mesh, which tends to collapse the UVs, so I can't use the included image maps. I'm building them procedurally. The model was never going to be immediately front and center anyway, so some of the warts won't be that visible.
I'm not sure if it's any better than what you are using but NASA has a hi-res model of the Space Shuttle in .3DS format on their website: http://nasa3d.arc.nasa.gov/detail/shuttle-hi-res
They have a few other versions here: http://nasa3d.arc.nasa.gov/models
EDIT: I just downloaded that hi-res one and tried it out and it looks OK with just a few issues - the texture maps all seem to have different names than what it looks for on import so you'll probably have to manually assign them with a bit of guess work and the doors need to be imported separately and come in at a different scale.
Thanks, I'll look into those.
WIP No.2 - Scene elements almost completed.
Rocks are from Bryce but with Carrara shader.
Lion Fish & Moray Eel added as well.
My first WIP for this challenge.
I am going for the epic fjords of Norway. One of the wonders of nature.
And the epic journeys one took when you wanted to travel along the west-coast of Norway.
The ship in the picture is just a place-holder, although it is one of the ships that was before the one that I am modelling for this challenge.
The picture is also just a sketch.
This is the one that I am going to use.. and model.
http://www.skaanevik.no/kulturferja/mf_skaanevik.htm
My first time checking into this thread. Some really nice work in-th-works.
More modelling.
Still a long way to go with this.
And I have to make a decision about how to do the doors and windows. Modelling or texture.
I suppose it will depend on how close you want to get the camera and how you want to use the model in any future scenes you want to create.
So, here's the concept I'm working on.
The earth images are from NASA. If I can track down their location again, I'll post it, as my original bookmark gives me a 404 error.
For the atmospheric glow, I'm using a sphere a hair larger than the cloud layer. I have the alpha set to 1% and a glow in the glow channel with a 3D aura applied to the sphere. I'll post the settings for that as well.
I tried displacement on the cloud layer, and the maps are very high res, but the displacement didn't look good close up, and the clouds still look fuzzy and 2D. I'm thinking about trying to use a surface replicator to replicate clouds on the cloud layer, using the alpha image map as the distribution map to see how that works.
...that is really nice. "Hey, I can see my old hometown from here". :cheese:
I picked up Luxus this morning and started playing a bit.
Attached is my image slightly revised and rendered via Luxus. I don't think I'm going to keep playing with it for this image since the render times are crazy - 15 minutes for this scene in Carrara's native rendered and over an hour for a grainy LuxRender version.
Still, lots of fun to mess with and once I figure it out I'll probably add it to my tool set.
Quick question for anyone who uses Luxus... is there a way to preview the materials in the Shader Room? Whenever I change anything to a Lux Surface and set it to any Lux Material it immediately turns jet black in both the Shader room and the Assembly room, but the promo images for Luxus show images appearing in the Shader room. Is there a setting I am missing somewhere? Because right now it's kind of annoying to have to do constant test renders just to tweak a material a little bit and it makes it pretty much impossible to create any kind of complex procedural shader with no preview.
Lovely work there Tim.
I love the approach you took to the challenge and the process with which you made the image. As per Luxus, before buying Luxus, perhaps you should have played with the Luxcore for Carrara beta being developed by Spheric Labs and being discussed at this thread: http://www.daz3d.com/forums/discussion/50130/P300/#812423 and then maybe you might have waited for the release version instead since Luxcore is an improvement on the Lux render engine in Luxus.
I know nothing of Luxus, but I know Luxcore has an IPR render window which can be opened via the edit tab. There is also a Luxcore for Carrara manual which you might find useful being compiled at http://carraracafe.com/plugins/luxuscore-for-carrara-plugin-unofficial-manual-2015-02-15/
New WIP
Upper temple and preliminary scene settings...
@ Varsel - Great model!
@ EP - Incredible view! I like it
love the full view effect
love the full view effect
Thank you !