Game - Screen filled with moving objects. Player moves avatar on screen to catch moving objects, then carry objects to location, then go fetch more objects before old objects escape and run around again.
This version - Get off my lawn! - Player avatar is a grumpy toon old man gardening or cutting his lawn or something. Screen objects will be kids causing havoc by kicking piles of raked leaves and other things grumpy old man would not like. I increased ambient light to 50% to reinforce a toon feel even though I am not using the Carrara Toon Filter, nor YATon.
Here are some pics from my character creation. I keep a generic human shaped low poly vertex object that I made some time ago. I took that and increased the size of the hands, feet, and head. I then added detail and morphed to make it look like the figure was wearing casual clothes and gardening gloves. I added a baldin head and a beard. Then simple Carrara bone rigging.
The Carrara cars weren't suitable. I found a couple in my runtime that I had and hadn't used. Throw in some guns from a helicopter gun ship and exhaust from a biplane, and maybe a few more things tomorrow night...
I still need to work on the shaders for the cars and accessories, and then add some effects to bring them to life.
I put together a low poly little boy for the old curmudgeon to chase off of his lawn. Not really ready yet but I wanted to let people know I haven't given up on the project.
My new computer build from PC Specialist is delayed till next week...ack, bad time of year to order! But am enjoying the creations here.
Pimpy, good think you changed your model. I thought I read that Rome's officials said, no more Roman soldier or gladiator impersonators allowed to hang about the Colosseum posing for tourists and charging a lot of money!
My new computer build from PC Specialist is delayed till next week...ack, bad time of year to order! But am enjoying the creations here.
Pimpy, good think you changed your model. I thought I read that Rome's officials said, no more Roman soldier or gladiator impersonators allowed to hang about the Colosseum posing for tourists and charging a lot of money!
SileneUK
Hi Silene
I'm sorry for the new pc!
And yes I know ! No more Gladiators ... I hope they don't say ... and now no more cats!
Well I have an Idea just need to learn to model something.
It's easier than you think!
Just start with something simple (I wouldn't recommend jumping straight to clothes or animals for example), try to break it down into recognizable geometric shapes, and try not to add too much geometry (like don't use a cylinder with 100 sections when you only need 3 - which I did on my first couple models). Ask questions here if you get stuck.
I have made a start modelling a boat for my Orpheus game. The keel and then each plank was box modelled (so started with a scaled cube and extruded front and back faces, with move, scale and rotate) to get the shapes I wanted. One level of smoothing, with edge creasing to maintain the geometry as I wanted it. I only modelled the planks for one side and then duplicated with symmetry for the other side. Less than 1000 polys in all. I may tweak it a bit and add a little detailing but this is the basic shape.
Very cool boat, Phil! Oh, Chickenman, speaking of PhilW, his Advanced Carrara Techniques video course via Infinite Skills is absolutely jam packed with great instructions for modeling within Carrara as well as how to deal with important modeling considerations such as UV Mapping and Unwrapping, making shaders, 3d Paint, and much more. Just an FYI that I wanted to let you know about since I've found the whole series to be an invaluable part of my entire Carrara experience. His Realism Rendering and Basic Training courses are also just packed full of very, very good material no matter how much or how little you may already know. Very good stuff.
mmoir's Carrara Modeling Tutorials pack is another fantastic way to experience instruction from an absolute pro. Not sure if you've picked up any mmoir products, but one of the first things I did was to look deeply into how he's put his scenes and models together, even inspecting the texture and distribution maps that came with his products - only to discover that this man truly is a master of his craft - and that expertise shows well in his tutorials.
However, if you want to try a fun little experiment on your own, using the vertex modeler, try this:
Insert > Vertex Object
This will take you into the modeling room with absolutely nothing in it except a grid. It's waiting for a command from you.
Don't do anyting. Just close that window and then go back to the Assemble Room.
Select "Vertex Object"
In the upper left of the working window, click on the icon that looks like a wrench (hovering over it will say "Edit", I believe)
Now you've transformed the Assemble Room into the model room. All of the Vertex Model room functions have taken over the interface. The cool part about this is that you can still see everything that may already be in your scene, so you can easily model around things - using other things for perspective or other inspiration.
While in Edit mode, go to the menu above:
Construct > Insert 3D > Insert Cube - leave the default and click okay.
If it doesn't show right away, scroll back and forth quickly with your mouse wheel. You'll have a cube in the scene with all sides selected. Click anywhere except on the cube to deselect everything. Now select a single side. Not an edge or point, but a face. Now look at the icons along the top. Towards the center of the tool bar, you'll see a kind of shape that looks sort of like a bowl upside down on top of another bowl just like it. Or metal baking pan or something. Hovering over the tool will reveal it to be the "Dynamic Extrusion" tool. mmoir uses the keyboard shortcut "H", I think, but one of my many plugins has taken over that hotkey from me. I should really fix that under preferences.
With the Dynamic Extrusion tool selected, you may drag your selected polygon out (or in) into a taper. Holding down Ctrl will keep the polygon size the same as you drag. Holding Shift will make the extrusion within the same plane as the original polygon, either larger or smaller, depending on which direction you drag.
This tool can take you places! Here are some more things to know about it:
While anything is selected on the vertext object, you may turn on 'symmetry' in the panel on the right, and then choose which axis of symmetry you want. This can be Super Useful!
You'll also see the options for "Smoothing". This is what's known as Subdivision modeling. Smoothing of '1' will internally split each current polygon into four. '2' will split each of those created from a value of 1 into a further four, and so on. "Convert" will take the current smoothed look of the mesh and convert it to actual polygons to create that shape, and turn smoothing back off. You may now turn smoothing back on for further SubD, if you like. Note: You need to have something selected on the object for these options to become visible for use.
With the Dynamic Extrusion tool selected, the panel on the right will have some tool options for you, which alter how the tool behaves as you drag normally, as well as whether or not multiple selections of polygons will be linked together. If not, each selected polygon will extrude to a new set of polygons.
Playing around with polygons like this is excellent experience for modeling. Don't worry about screwing anything up. Just play around building a mesh or meshes to create shapes like clay, or building with paper or wood or stone or....
Not sure if I am going to continue on in this vein or not, this was mostly just a quick doodle. I may pull out the graph paper and try to plan out something a bit more involved this weekend.
Here's another work in progress which more shows the concept coming together - Orpheus is guiding his boat across a stormy river and must avoid the various hazards in the way, including rocks and monsters of the deep (not yet included!). This uses the boat I showed earlier plus an oar which I also modelled by simply deforming a cylinder in the vertex room. The figure is Michael 2 (!) with the old Changing Fantasy Suit, the sky is from one of Flink's Sky packs and the water is one of my own Carrara Seas products.
Comments
sorry, I saw that, good luck with the access ,
cheers from oz :)
wip - silly
Game - Screen filled with moving objects. Player moves avatar on screen to catch moving objects, then carry objects to location, then go fetch more objects before old objects escape and run around again.
This version - Get off my lawn! - Player avatar is a grumpy toon old man gardening or cutting his lawn or something. Screen objects will be kids causing havoc by kicking piles of raked leaves and other things grumpy old man would not like. I increased ambient light to 50% to reinforce a toon feel even though I am not using the Carrara Toon Filter, nor YATon.
Here are some pics from my character creation. I keep a generic human shaped low poly vertex object that I made some time ago. I took that and increased the size of the hands, feet, and head. I then added detail and morphed to make it look like the figure was wearing casual clothes and gardening gloves. I added a baldin head and a beard. Then simple Carrara bone rigging.
bigh, is that going to be, Mister Toad's Wild Game? ;-)
Diomede, looks like you're well on your way! Nice custom figure by the way!
Just a high quality test render of my Aiko 3 race starter. The figure use the Mullberry morph, and my A3 Procedural Skin.
http://www.sharecg.com/v/82693/view/7/Material-and-Shader/Carrara-A3-Procedural-Skin-Shaders
Wow! Great news and progress in these wip
Fantastic starts, all! ;)
You just like Mullberry! Admit it!
Final render before postwork
Image after postwork
The Carrara cars weren't suitable. I found a couple in my runtime that I had and hadn't used. Throw in some guns from a helicopter gun ship and exhaust from a biplane, and maybe a few more things tomorrow night...
I still need to work on the shaders for the cars and accessories, and then add some effects to bring them to life.
@ Diomede: great character.
@ Stezza: do you love aliens or ...are you one of them?
@ Evilproducer: beautiful ... start!
"Shadow Catcher"
this is my contribution to the contest as “not participant”. My first idea was about "Gladiators".... but I changed...
( see also this useful post about "Shadow Catcher" by Evilproducer)
http://www.daz3d.com/forums/discussion/comment/730398/#Comment_730398
I put together a low poly little boy for the old curmudgeon to chase off of his lawn. Not really ready yet but I wanted to let people know I haven't given up on the project.
I'm in on this one too, this time. I just haven't had the time yet either, except to think up ideas.
You'll see soon.
Hi guys, I remind you that there is still a lot of time...
wip - teck b
My new computer build from PC Specialist is delayed till next week...ack, bad time of year to order! But am enjoying the creations here.
Pimpy, good think you changed your model. I thought I read that Rome's officials said, no more Roman soldier or gladiator impersonators allowed to hang about the Colosseum posing for tourists and charging a lot of money!
SileneUK
Hi Silene
I'm sorry for the new pc!
And yes I know ! No more Gladiators ... I hope they don't say ... and now no more cats!
Silene
I was wondering how the new PC was but now I guess I know.
Well I have an Idea just need to learn to model something.
It's easier than you think!
Just start with something simple (I wouldn't recommend jumping straight to clothes or animals for example), try to break it down into recognizable geometric shapes, and try not to add too much geometry (like don't use a cylinder with 100 sections when you only need 3 - which I did on my first couple models). Ask questions here if you get stuck.
I was looking at trying to make a metaball person to start with. It seems simple enough I think.
My Game will be a childrens math game.
The BAD Guy is the Denominator who is the metaball person.
The good guy the Enumerator played by non other than Chickenman.
I have the Mike Moir's modeling tutorial so I need to break into that and go from there.
I have made a start modelling a boat for my Orpheus game. The keel and then each plank was box modelled (so started with a scaled cube and extruded front and back faces, with move, scale and rotate) to get the shapes I wanted. One level of smoothing, with edge creasing to maintain the geometry as I wanted it. I only modelled the planks for one side and then duplicated with symmetry for the other side. Less than 1000 polys in all. I may tweak it a bit and add a little detailing but this is the basic shape.
@ Chickenman: I'm really curious to see your idea in 3D
@ PhillW: Beautiful example of Modelling. Really a good start!
Very cool boat, Phil! Oh, Chickenman, speaking of PhilW, his Advanced Carrara Techniques video course via Infinite Skills is absolutely jam packed with great instructions for modeling within Carrara as well as how to deal with important modeling considerations such as UV Mapping and Unwrapping, making shaders, 3d Paint, and much more. Just an FYI that I wanted to let you know about since I've found the whole series to be an invaluable part of my entire Carrara experience. His Realism Rendering and Basic Training courses are also just packed full of very, very good material no matter how much or how little you may already know. Very good stuff.
mmoir's Carrara Modeling Tutorials pack is another fantastic way to experience instruction from an absolute pro. Not sure if you've picked up any mmoir products, but one of the first things I did was to look deeply into how he's put his scenes and models together, even inspecting the texture and distribution maps that came with his products - only to discover that this man truly is a master of his craft - and that expertise shows well in his tutorials.
However, if you want to try a fun little experiment on your own, using the vertex modeler, try this:
Insert > Vertex Object
This will take you into the modeling room with absolutely nothing in it except a grid. It's waiting for a command from you.
Don't do anyting. Just close that window and then go back to the Assemble Room.
Select "Vertex Object"
In the upper left of the working window, click on the icon that looks like a wrench (hovering over it will say "Edit", I believe)
Now you've transformed the Assemble Room into the model room. All of the Vertex Model room functions have taken over the interface. The cool part about this is that you can still see everything that may already be in your scene, so you can easily model around things - using other things for perspective or other inspiration.
While in Edit mode, go to the menu above:
Construct > Insert 3D > Insert Cube - leave the default and click okay.
If it doesn't show right away, scroll back and forth quickly with your mouse wheel. You'll have a cube in the scene with all sides selected. Click anywhere except on the cube to deselect everything. Now select a single side. Not an edge or point, but a face. Now look at the icons along the top. Towards the center of the tool bar, you'll see a kind of shape that looks sort of like a bowl upside down on top of another bowl just like it. Or metal baking pan or something. Hovering over the tool will reveal it to be the "Dynamic Extrusion" tool. mmoir uses the keyboard shortcut "H", I think, but one of my many plugins has taken over that hotkey from me. I should really fix that under preferences.
With the Dynamic Extrusion tool selected, you may drag your selected polygon out (or in) into a taper. Holding down Ctrl will keep the polygon size the same as you drag. Holding Shift will make the extrusion within the same plane as the original polygon, either larger or smaller, depending on which direction you drag.
This tool can take you places! Here are some more things to know about it:
While anything is selected on the vertext object, you may turn on 'symmetry' in the panel on the right, and then choose which axis of symmetry you want. This can be Super Useful!
You'll also see the options for "Smoothing". This is what's known as Subdivision modeling. Smoothing of '1' will internally split each current polygon into four. '2' will split each of those created from a value of 1 into a further four, and so on. "Convert" will take the current smoothed look of the mesh and convert it to actual polygons to create that shape, and turn smoothing back off. You may now turn smoothing back on for further SubD, if you like. Note: You need to have something selected on the object for these options to become visible for use.
With the Dynamic Extrusion tool selected, the panel on the right will have some tool options for you, which alter how the tool behaves as you drag normally, as well as whether or not multiple selections of polygons will be linked together. If not, each selected polygon will extrude to a new set of polygons.
=========================================================================================
Playing around with polygons like this is excellent experience for modeling. Don't worry about screwing anything up. Just play around building a mesh or meshes to create shapes like clay, or building with paper or wood or stone or....
Not sure if I am going to continue on in this vein or not, this was mostly just a quick doodle. I may pull out the graph paper and try to plan out something a bit more involved this weekend.
Here's another work in progress which more shows the concept coming together - Orpheus is guiding his boat across a stormy river and must avoid the various hazards in the way, including rocks and monsters of the deep (not yet included!). This uses the boat I showed earlier plus an oar which I also modelled by simply deforming a cylinder in the vertex room. The figure is Michael 2 (!) with the old Changing Fantasy Suit, the sky is from one of Flink's Sky packs and the water is one of my own Carrara Seas products.