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Comments
dragon bones .... eeeerie awesome
the monk chomping at the bit to recite the dragon bones anthology from the library of the dead!
Is that the "Paris City Center" model by Matej Vodnik? How did you import it to Carrara? Collada?
As Stezza said, great perspective! Textures look great as well.
Not too shabby for a "quickie.: As usual, you have a whole story going. Eerie character, lighting and shadows.
Another intreresting perspective. Great giants there, Shlomi. I too am a fan of the Forest Primeval plants.
+1 I had never heard of it either, but it is very interesting to look at. :) Some wild modeling in there...
+1 Gotta echo DesertDude again. You put a lot of work into this Bunyip, and it shows. Nicely done. Thanks for all the process details!
An interesting Challenge theme. And also glad to hear that Daz is sponsoring once again.
"Is it just me, or did it suddenly get a LOT warmer in here?"
Best not to annoy the Warrior Princess.
I went old school on this one. No need for fancy Milliennium dragons 1-3, when the original Daz Dragon is still available.
And who needs genesis? It doesn't get much better than a sweaty V3, I hope you agree.
The outfit is a modifed version of Angeluz for V4. The flame and smoke were Jepe billboards, which I had never used before. Background was courtesy of MatCreator.
No postwork, but prework on the V3 body texture in PSE.
I just had to turn our aircon off... .and it's only 7c outside!
awesome render @unifiedbrain .... really good
just one detraction is the dragon's hands but other than that
Great render - love the perspective !!!
Excellent render - sweat on main character adds to the render !!!
Animation render done !!!
Compiled animation done in Pinnacle Studio !!!
Link to Vimeo video - https://vimeo.com/manage/videos/730568261
It's a bit slidy in a few places but I'm starting to get the hang of this animation work !
I assume that you mean the palms?
Since the dragon looked pretty cool right out of the box, and I didn't have to change much of anything, I "willfully ignored" how odd the palms looked. But you are right, they seemed a little weird to me as well. The original modeler must have thought that the nose texture (which looks great) would also look fine on the palms. Nope.
My options to improve the situation were: 1 - Change the original texture maps, 2 - Make the mesh in the palms more dense and less "planky", and 3 - In the modeling room, create separate domains for the palms and use the Carrara shader room to create more a more pleasing look. I picked #3, and changed it in the original post.
Thanks for the good words. I appreciate the constructive criticism. Please let me know if this is more satisfying to you.
Huge improvement UB. When I looked at the original render I was certain that the palms of the feet were a limitation of the original model mapping. Well done for updating them !!!
Looks like a fantastic garden party. I'll never cease to be amazed at how adept you are at modelling - just out of pure air they appear almost instantly!
I wonder what they are all talking about?
I like them both equally.
Nice foreboding sense of atmosphere. Mysterious.
Cool dino fight scene shlomi lazzlo, that little dinosaur is looking unhappy.
That's an intriguing trailer Steve K, thanks for sharing!
Ha, another clever picture from...Syezza.
My cat looks like that from time to time...
Looking forward to seeing where this leads. I'm sure whatever approach you take it will be cool.
This has a good night time feel already, and I like the dynamic perspective. Keep on experimenting!
This has some great lighting - I like those glints and shines. Is the dragon breath made of particles? Fire Primitive? Looks cool.
Nice composition as well.
It's great to see more poeple diving right into animation. I have little to no experience animating other than simple objects, nothing as complex or organic as you have tackled. Bravo!
Here is my first WIP, a dragon made of paper plates.
I had several bad starts on how to apprach those uniquitous ridges on paper plates. My first attempts involved dispalcement mapping and it looked...awful. So I modeled them creating a high poly plate. I started with only one quarter of the plate and fussed around until I got the grooves to look passable. I then dupliacted with symmetry, welded the two halves together, then duplicated with symmetry again to finish the plate. The result is not a perfect circle. I'm sure there was a more sane approach, but anyways, then I created a normal map from the high poly plate and applied that to a low poly disc.
I then used a regular Replicator and dialed in a single row along one axis, then gently tweaked the position and rotation% so they aren't perfectly aligned.
Experimenting creating the feathers using info from this thread: https://www.daz3d.com/forums/discussion/493341/can-i-create-feathers-with-the-hair-tool
He'll be much more decorated later. Right now I need to create his environment.
Thanks, another "trailer" for a video I never got around to. Just imagine your own plot ... and then send it to me ... the story is the hardest part of the 48 Hour Film contest. Gotta start with a random genre, plus a character (name & occupation), prop and line of dialogue ~7:30 PM Friday, then start filming/animating Saturday bright and early. As with a lot of commercial products, the directors get the credit, but I think the writer(s) can make or break a project. E.g. "The Princess Bride", nicely directed by Rob Reiner (who I've read begged William Goldman to do the screenplay based on his novel). But that screenplay is " ... cheerfully transformed by [Goldman's] wicked adult imagination. It is filled with good-hearted fun, with performances by actors who seem to be smacking their lips and by a certain true innocence that survives all of Reiner's satire ... " (Roger Ebert)
Buttercup: We'll never survive.
Westley: Nonsense. You're only saying that because no one ever has.
Thanks for the comments on Paris dragons, everyone. Steve K, the Paris tower loads directly from the content folder without having to convert to another format. Yes, the load time was very long. Also, in trying to open the shader room, I inadvertently entered the modeling room with the model selected. Took forever, but I was able to load the tower in the vertex modeler. I didn't do anything there, but good to know it can be opened.
The product is by Polish. https://www.daz3d.com/paris-city-center
Well, I wasn't in the mood for struggling with another program's user interface, so I put my sculpting idea on hold. I started modeling my Carrara figures for my animation idea. Some alliteration.
Here is the heroine and the hero.
Two minor workflow notes. (1) The skirt for the heroine is parented to the figure's hip, not attached to the same skeleton. The skirt's long front and back panels are rigged separately so I can try to animate without calculating a drape. (2) The wreath-hat for the heroine is just some custom leaves replicated on a band. The band has visibility turned off.
Now I just need a dragon and a setting.
And below are the base models and skeleton rigs that I start from.
Wow, that is crazy-creative-genius. I have some paper plates and may just assemble my own dragon. Brilliant.
Excellent, UB. The hands did not draw my attention until it was pointed out to me. Now that I have seen it, great to learn about how you address such things. Even better.
- sorry about the typo