Second Annual Kit Bashing Contest WINNERS ANNOUNCED

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  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    I like it to. I'm quite partial to harlequin.

  • scorpioscorpio Posts: 8,471
    edited January 2013

    Thank you barbult and Zawarkal.

    Post edited by scorpio on
  • CybersoxCybersox Posts: 9,082
    edited February 2013

    Getting PMP caused me to go a bit shader happy. After covering a lot of things with astroturf, I turned to something more serious; I THINK this qualifies for both the clothing and building contests, but you be the judge.

    It’s almost easier to say what isn’t covered by a shader here. Basically the girl’s face, hair, plus the drill bit, the glass of the visor and the front face of the yellowish building in the lower left corner are untouched. The costume began as Darkworld’s Cheetanah 2nd skin body suit, keeping the original fur glove and boot textures, but replacing the rest with kelvar from the Hardcore Utility Shaders (henceforth abbreviated as HUS.) The climbing gear consists of the baltric belt and knife sheath from Courageous, the garter belt from V4 Domino, the cat collar that came with Cat Girl for Genesis gloves and the facemask from Liquid Halo from Sky 16, all done up with #1 Black Latex and a variety of metal shaders from HUS. The drill is a prop that came packed with Poser Pro 2012, with new steel and aluminum shaders on the chuck and Hamered Gunmetal on the body, again from HUS.
    The buildings and street in the far background are a complete “install in one set” from the Poser 2012 “Spy kit,” which has some neat individual items but the some of the worst mixes of scales I’ve ever seen in a prebuilt environment. The Pimp My Prop shaders “Asphalt covered all the road surfaces, as well as the roof and patio of the yellow building,) which got rid of all the scale-breaking road markings. I also daubed concrete from PMP and Gunmetal from HUS on the building directly behind that one, and covered all the ground surfaces with Pavement from PMP to give it a more downtown urban feel. The piece de resistance is the “building” the cat burglar is hanging onto, which actually isn’t a building at all. I wanted something the character could actually hang on to, so that’s that’s the wooden yard table from the Dream Home Yard and Pool set, turned on its side, stretched disproportionately on X and Z axis and completely covered with a rough aluminum shader from HUS. You could never stretch a texture map like that without it looking awful, but shaders, wonderfully, don’t care. (There are also two white ground plane primitives positioned behind the table to bounce the light through the slats and to prevent those lights inside from spilling through onto the main set.) One final touch was to use a PMP concrete shader on a building that’s only seen reflected in the wall of the Yardtable Building, just behind the burglar. Originally this was a white and orange building, but the reflection in the aluminum shader was so clear and sharp in my test renders that it was actually a bit distracting, so I covered it with a more neutral concrete to take it down to a softer blur. With all the reflective surfaces it was hard to nail down the perfect exposure, with the final render being just a little bright for my taste, so I took it down in photoshop, but otherwise, that’s it. (Edit - oops, attached a test render the first time. fixxed now.)

    Eligible for:
    Clothing Kit Bash
    Building Kit Bash

    cat_3000_SM.jpg
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    Post edited by Cybersox on
  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    This early and competition already seems to be ramping up. Hmm, might have to rethink some things...

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    Very nice. Love the use of blues in this one.

    Rethink, what rethink. With the group of artists here at Daz, me thinks it is, Think Big or Stay Home. But in order to learn you have to try and with every try there is improvement. So I know I will do something even if it is wrong. Still working on it though. :)

  • JohnDelaquioxJohnDelaquiox Posts: 1,195
    edited December 1969

    You have to use shaders right

  • MarieahMarieah Posts: 518
    edited December 1969

    You have to use shaders right

    Right.

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    |:| Shades of Whimsy |:|

    Our fire dancer has lost her shoes and cannot seem to find them. So in the Whimsy of Madame Mimsy, she calls upon fire demons from another realm to show her where her shoes have gone.


    Mimsy as - Most Digital Creations Genesis Body Suit; clothing1, Daz's Magus Collar; c2, SickleYield's Fingerless Gloves; c3, & Daz V4 Fortune Teller Accessories; c4: hip scarf -- genesis elven hair
    Daz Moongate
    Jim Farris' Tarot Cards
    Daz Alchemy Chasm Platform
    IgnisSerpentus' Hexxus
    Crystal Ball Inset contains:
    Karanta's V4 High Heels
    Pippin as - KCTC Francemi's Pippin Basket; c1: shoes, Pokeydot's Pippin Swimwear; c2: bathing suit, & Pokeydot's Pippin Skirt and Top; c3: skirt
    Daz Eastern Dragon

    Following Shaders used: Zigraphix's Feng Shui Enamel Shaders, Walker of Shadows' Satin Shaders, Daz Human Surface Base Shader, Riveda72's Leather Shaders, GeorgeHaze's Ultimate Shader Pack, & Marianne's Super Shine Shaders

    used polygon selection tool to hide various parts; Thanks for the tutorial -- if I missed listing anything please let me know, this is my first time entering a contest like this and I'm not certain exactly what categories this image will fit within

    created in DS4.5Pro with PSPXI used for postwork

    whimsy.jpg
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  • CybersoxCybersox Posts: 9,082
    edited December 1969

    Psst! Is there a quick way to delete/turn off all the shaders you've used in a scene in order to do a before/after shot?

  • MarieahMarieah Posts: 518
    edited December 1969

    Psst! Is there a quick way to delete/turn off all the shaders you've used in a scene in order to do a before/after shot?


    Apart from "undo", not really. You really need to remember to render the "before" shot prior to applying the shaders.

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    Marieah said:
    Psst! Is there a quick way to delete/turn off all the shaders you've used in a scene in order to do a before/after shot?


    Apart from "undo", not really. You really need to remember to render the "before" shot prior to applying the shaders.

    While it may or may not be quick, depending upon how many elements your scene contains, you could insert every item in your scene again, keeping their default textures, and applying the translations, etc by using the copy/paste functions on the edit menu. Once in position with appropriate poses and morphs, all hopefully transferred by the paste commands available, you can then delete the shaded elements. Of course, if youv'e grouped items using null objects you will need to parent the new items to the nulls before applying the paste commands or your effects will not be quite the same. (at least I believe this would work)

  • srieschsriesch Posts: 4,241
    edited January 2013

    Here is my entry, "Sea of Dust", for the Prop Kit Bash part of the contest. It was rendered in Bryce using a custom shader created by combining elements in the Deep Texture Editor in Bryce's Materials Lab.


    In addition to numerous primitives and a few other items, the qualifying building parts used to modify the ship's original structure include:
    "Command Center.pp2" from the Nagarian Base building set, http://www.daz3d.com/nagarian-base (To create the wing-shaped air intake baffles on the rear deck superstructure)
    "Roof_Beams.pp2" from the Country Cottage building set, http://www.daz3d.com/country-cottage , rescaled smaller in the Y dimension (To create the frame on front deck)
    "NS3DCorner.pp2" from Sci-fi Barriers and Walls building set, http://www.daz3d.com/sci-fi-barriers-and-walls (To create the engine parts between the two rear and three side engine cylinders)
    "Comms.pp2" from the Olympus Mons building set, which I can no longer locate in the store; it's readme has Product Code ps_ac1272, it's by Redhouse Studios. (To create the bridge tower. I deleted comm1_glass and comm4 materials to make them transparent).
    "GSO_Strut.cr2" from the GIS_Orion building set, http://www.daz3d.com/gis-orion (Used on the front deck.)

    Prior to kit bashing with building parts and primitives, the ship started out as the Tramp Steamer http://www.daz3d.com/tramp-steamer .

    screenshot,_building_sets_used.jpg
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    sea_of_dust_1600x1121.jpg
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    Post edited by sriesch on
  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    Wow, amazing! This image definitly shows me where this kit bashing is a useful everyday artist tool. I hadn't even considered this direction when pondering if I might try the prop mix.

  • srieschsriesch Posts: 4,241
    edited December 1969

    Zawarkal said:
    Wow, amazing! This image definitly shows me where this kit bashing is a useful everyday artist tool. I hadn't even considered this direction when pondering if I might try the prop mix.

    Thanks!

    Yeah, for some scenes it would be hard for me to NOT use shaders this way. You can take a basic object and easily add minor details without having to modify the entire object; when the same shader is used on everything (if chosen correctly) the objects can blend in just like they are one single object. If you have multiple different textured objects from different vendors, you might have to go through quite a bit of effort to modify all the textures to look similar, but if you have a material that is appropriate for all of them, you can just eliminate some of those image textures altogether and use the shader material instead.

    It's great for lots of distant objects as well; for example, if you have a terrain emulating forest in the background, you can slap a few rocks or spheres onto it here and there and apply the shader used for the terrain onto them without having to actually have resource-hogging trees that would be too tiny to see anyway.

  • PendraiaPendraia Posts: 3,598
    edited January 2013

    Please let me know if this doesn't meet requirements...

    Genesis wearing SFGothicHorrorGownG
    Lace turned off on yoke and also the collar and collar lace.
    The Dress Hood converted from V3 to genesis
    Renaissance by Fredrik Slitted puff sleeves and long sleeve converted from A3 to genesis
    Circlet from Morphing Gown from RDNA for V3 converted to genesis
    Elven Slippers
    David Bard Cloak converted to Genesis
    Two primitive spheres for buttons.

    Shaders are from Fisty's Sparkle Shaders and one that I've created in shadermixer
    Lace on Skirt and wrists is from Marieah's Lacemaker with a mauve diffuse applied

    DLD Metallic shaders on the crown.

    Isle of Andromeda and Lantios Daylight Light 2

    kitbash1_shadersa.jpg
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    Post edited by Pendraia on
  • CybersoxCybersox Posts: 9,082
    edited February 2013

    Here is my entry, "Sea of Dust", for the Prop Kit Bash part of the contest. It was rendered in Bryce using a custom shader created by combining elements in the Deep Texture Editor in Bryce's Materials Lab..

    Hmm. I forgot that Bryce renders were eligible... very nice. May have to pull my copy out of mothballs...

    Here's a quickie I knocked together while going through the odds and ends in the dark corners of my runtimes. The smaller pic shows all the items used: From the old Daz Free library (remember that?) I pulled the Aphrodite bodysuit and the rogue goggles (for V3 and V2, IIRC.) From the Poser Pro 2012 extras there's a helmet for Ryan and the Snub Fighter, then from Daz there's the leggings and boots from Magus, the shoulder pouch from Courageous, the gloves from Octavius and the belt from Smay's Bad Guy. Tying it all together are six shaders from the Hardcore Utility Shader pack: Nylon 1, Weave Metalic, Green Army latex, Shiny Brass-M, Hammered Gunmetal R andExpanded Brass. In addition, the snub fighter has a second layer of shaders from the Grime-Inizer and Rust-Icator from Hybrid Grunge Bundle, and the ground surface is plain old Ground Rocky from Pimp My Prop.

    Eligible for:
    Clothing Kit Bash

    X_-_items_used_in_shader_pilot_render.jpg
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    Post edited by Cybersox on
  • DaWaterRatDaWaterRat Posts: 2,885
    edited December 1969

    A quick question about "previously/elsewhere displayed"

    I'm doing some worldbuilding, and was planning on creating a picture for this using some of the characters I've used for said worldbuilding. the picture itself would be new and created for the contest, but the kitbashed clothing that the characters were wearing (with shaders) would be visible in some pictures I'm planning to upload to Deviant art.

    Does that count as previously displayed or not? I wouldn't think so, but I want to be sure. I can wait on the DA uploads, if they would.

  • MarieahMarieah Posts: 518
    edited December 1969

    A quick question about "previously/elsewhere displayed"

    I'm doing some worldbuilding, and was planning on creating a picture for this using some of the characters I've used for said worldbuilding. the picture itself would be new and created for the contest, but the kitbashed clothing that the characters were wearing (with shaders) would be visible in some pictures I'm planning to upload to Deviant art.

    Does that count as previously displayed or not? I wouldn't think so, but I want to be sure. I can wait on the DA uploads, if they would.

    That's fine as long as it's a different image.

  • DaWaterRatDaWaterRat Posts: 2,885
    edited January 2013

    Okay, here we go (click for bigger)

    Picture rendered in DS 4.5pro, with some minor corrective postwork in GIMP

    The Orc is wearing: Pants and boots from Raquel, the shawl from Kameez, The shoulders, necklace, and staff from Tribal Priestess, the sash from Dragon Lord, and the bracers from the Genesis Ranger.

    The Elf is wearing: Robe, belt, crown and shoulders from Royal Elf, the shirt from Timeless Fantasy, and Xena's Wicked Future boots. (Also worn, but not visible, the pants from Elven Warrior)

    The Dwarf is wearing: The undershirt and breastplate from Caput Caseum, the pants and boots from Desert Paladin, the Super Cape, and the shoulder guards and bracers from Defiant

    The Girl is wearing: the breastplate, belt bracers and dress from Svana, the pants from Alruna, and the boots from Caput Caseum

    Shaders: Leathers are from Mariah's Leatherize (though some suedes use tiles from PD-Into Leather), fabrics were set up using the Fabricator (either Kimber's Minikits, or else Atenais Medieval Fantasy, if not straight from Silkessence), and metals are either the Hardcore Utility or the shaders from Jeweled Finery, as are the gems on the elf.

    Title: Lost Mentor

    Heroes-_The_lost_mentor.png
    1920 x 1080 - 3M
    Post edited by DaWaterRat on
  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    |:| Merman Patrol |:|

    The Hammerhead Mer Clan are about their daily patrol activities and it would appear that all is calm in the harbor.

    image created using DS4.5pro and pspXI

    Used George Haze's Ultimate Shader Pack; fast metals tungsten carbide to pull together dberyart's The serpent shield, the GIS Skyway Track & the Anarane Bridge prop into a walkway draw bridge

    The Hammerhead Mermen use the WOS Satin Shader copper2midgloss and GH's Ultimate Shader Pack's clothFX eel skin and fast metals copper pan to combine the journeyer scout wrist guards, sickleyield's fingerless gloves, & the divine darcubis torso guard into an outfit (merman in man form on boat is also wearing essence pants but they cannot be seen due to pose)

    additional items in scene include the steampunk airship and the jet twins hover bike (while not count did use shaders on the hover bike as well)

    merman.jpg
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  • OdaaOdaa Posts: 1,548
    edited January 2013

    Submitted to Division: Clothing Kitbash
    Title: Fashionably Late
    Clothing used: dress and flounce from Jan19's free Circa_1930 outfit, sash from Jan19's free Chanelle outfit, sleeves and necklace from the Medusa outfit here at Daz, and the chitons from the Olympian Goddess also from here at Daz. I also used the earrings that came with Hadara Hair, but they are not very visible. Not counting towards the clothing total, but also used and shader-covered was the clutch purse from Cosmopolitan Accessories. all are for V4.
    Shaders used: Brass shaders from Fabricator Mach Pack; just about everything else came from Fisty's Sparkle Shaders.

    NeoGrecian.jpg
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    Post edited by Odaa on
  • KickAir 8PKickAir 8P Posts: 1,865
    edited December 1969

    Shaders used: Leatherize (Black Suede and Black New), MachPack (the white Flannel), and DzFire's Real Metals (Old Gold Ratraced), which is not a fabric shader.

    Clothes used: Genesis Supersuit, Quickwind, Anime Dress fG (the pants), Boudoir Bliss fGf (the garter), and Trekkers fG.

    DS4.5Pro render, postwork in GIMP. Larger version in my deviantART gallery here.

    Not an entry because I'm posting it elsewhere, but:

    MonicaRambeau-CConcept01-x2000.jpg
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  • scorpioscorpio Posts: 8,471
    edited December 1969

    Shaders used: Leatherize (Black Suede and Black New), MachPack (the white Flannel), and DzFire's Real Metals (Old Gold Ratraced), which is not a fabric shader.

    Clothes used: Genesis Supersuit, Quickwind, Anime Dress fG (the pants), Boudoir Bliss fGf (the garter), and Trekkers fG.

    DS4.5Pro render, postwork in GIMP. Larger version in my deviantART gallery here.

    Not an entry because I'm posting it elsewhere, but:

    Nice.

  • scorpioscorpio Posts: 8,471
    edited December 1969

    Clothing items

    Sicklyields Trench Coat.
    GIS Pants
    Luthbel's Highlander Hood
    Forest Scout Boots and Fantasy Basic Boots.
    Percy Belt
    Defiant Sash
    Onyx Vest
    Octavius T Shirt.
    Midnight Hunter Gloves
    Sleeves from Xurges V4 Fantasy Ranger (you can't really see them)

    Shaders Used
    Supersuit Marieah, RL, Le File.
    Calida Shaders.

    The Staff is from the Rex set by 3D Universe and I used the DLD Marble Shaders on it.

    Kitbash-Mage.jpg
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  • Harry DresdenHarry Dresden Posts: 376
    edited January 2013

    Removed and posted an updated version.

    Post edited by Harry Dresden on
  • KickAir 8PKickAir 8P Posts: 1,865
    edited December 1969

    Shaders used: Leatherize (Black Suede and Black New), MachPack (the white Flannel), and DzFire's Real Metals (Old Gold Ratraced), which is not a fabric shader.

    Clothes used: Genesis Supersuit, Quickwind, Anime Dress fG (the pants), Boudoir Bliss fGf (the garter), and Trekkers fG.

    DS4.5Pro render, postwork in GIMP. Larger version in my deviantART gallery here.

    Not an entry because I'm posting it elsewhere, but:


    Nice.
    Thanks -- yours too!
  • Harry DresdenHarry Dresden Posts: 376
    edited December 1969

    Girls are better than boys when it comes to this sort of thing I think but I did manage to come up with an idea that was not too hard to do. Give a guy shaders and he's bound to make a trophy! Hehe...

    Title: Trophy
    Figure Used: Genesis (Default Shape)
    Clothing Items Used: Shirt - Gossip Shirt, Pants - G-Suit, Socks - Casual 50's Male, Shoes - Genesis Sports Trainers
    Shaders Used: Real Metal Shaders by DzFire (Bright Gold), Metalized Glass by AoA (Diamond), Pimp My Prop by Marieah (Marble) and Hardcore Utility (Charcoal) by Fisty and Shadowhawk1.

    Rendered in DAZ Studio 4.5 - Hope you enjoy.

    P.S. - Someone gave me some tips and as a result I reworked the scene a bit. I hope it looks better now. Thanks.

    trophy.jpg
    1782 x 945 - 793K
  • KickAir 8PKickAir 8P Posts: 1,865
    edited December 1969


    Title: Trophy
    . . . I reworked the scene a bit . . .

    Snazzy!
  • Harry DresdenHarry Dresden Posts: 376
    edited December 1969

    Thanks KickAir. :cheese:

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    |:| The Five Elements |:|

    Earth, Air, Fire, Water, and Spirit which contains them All.

    I have been wanting to do an image of the Five Elements like foreverrrr. And, now Thanks to this contest and the use of shaders I have finally determined how I was going to address my issue of representing each element. A special Thank You goes out to Dollygirl for providing her Blinn Shaders!

    Clothing consists of:
    gothic club jacket
    bladerune thong/skirt
    lady of the light sleeves
    Mechanismo's weird wings (link n/a)
    magus leggings
    guderun sandals
    elven armband
    rune object


    Shaders used:
    dollygirl blinn shaders (on clothing and nails for four elements), tweaked green color
    wos satin shaders (on clothing and nails for spirit element)
    george haze ultimate shader pack, fast metals (shiny gold) on all metals
    riveda72 black leather shader on lace sleeves and legging ties
    Daz Human Surface Base Shader used on skin

    image created using ds4.5pro & psp xi
    If I am correct this image fits into the following categories:
    1) Clothing Kit Bash through use of satin and leather shaders
    2) Non-Clothing Kit Bash through use of Blinn Shaders
    3) First time clothing kit bash as my first year
    4) and possibly the Poses category

    TheFiveElements.jpg
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