Show Us Your Bryce Renders! Part 4

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Comments

  • TrishTrish Posts: 2,625
    edited December 1969

    Michael ;Just wanted to say thanks again I have really learned a lot and will continue to experiment....how are you and ZBrush getting along?? Is it easy to model in?? Is it like sculptris and you have to make things out of a ball of clay??

  • M1chaelFrankM1chaelFrank Posts: 0
    edited December 1969

    Michael ;Just wanted to say thanks again I have really learned a lot and will continue to experiment....how are you and ZBrush getting along?? Is it easy to model in?? Is it like sculptris and you have to make things out of a ball of clay??

    It's my pleasure, I'm glad to help!
    I'm really enjoying Zbrush a great deal! Sculptris is an extremely slimmed-down version of Zbrush; Zbrush offers the capability to mold from a ball of clay, but it also allows armatures, and an incredibly complex array of functions that really blow my mind. I still feel like such a beginner with it! Sometimes it's quite daunting, but I do love it. Here's a recent image, one that I'm very happy with. The environment and plants are all Bryce.

    Zbrush doesn't have the multi-replicate function that I'm so fond of in Bryce. Multi-replicating is such a perfect tool for building plants!

    CVDR1z.jpg
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  • HoroHoro Posts: 10,646
    edited December 1969

    That stag beetle looks incredible, the ants as well. The leaves on the plants seem just a bit thick, but that is nitpicking. Great composition and colours, too.

  • TLBKlausTLBKlaus Posts: 70
    edited July 2013

    I've been meaning to try Zbrush myself, that is simply an awesome render...


    Here are a couple of new ones, one Aikobot and one abstract...

    asymmetries15dev.jpg
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    aikocitydev.jpg
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    Post edited by TLBKlaus on
  • HoroHoro Posts: 10,646
    edited December 1969

    Nice renders, TLBKlaus.

  • M1chaelFrankM1chaelFrank Posts: 0
    edited December 1969

    Horo said:
    That stag beetle looks incredible, the ants as well. The leaves on the plants seem just a bit thick, but that is nitpicking. Great composition and colours, too.

    Thanks, Horo! And the nitpicking is quite ok, lol. Admittedly, those leaves are not perfectly refined. It's an older model. I wish there were some kind of effect that would allow me to "ruffle" an object. I've tried it in the terrain lab with some nice effects, but not quite to my liking yet. It's on my list of challenges!

  • M1chaelFrankM1chaelFrank Posts: 0
    edited December 1969

    TLBKlaus said:
    I've been meaning to try Zbrush myself, that is simply an awesome render...


    Here are a couple of new ones, one Aikobot and one abstract...

    These are beautiful images! Well done.

  • TrishTrish Posts: 2,625
    edited July 2013

    Michael; OMG that bug looks real....WOW!! I started to get ZBrush awhile back but I was scared it would be way over my head. and I didn't want to risk the money...will it work with a graphics tablet?

    TLBKlaus; really nice renders!

    Come on you guys......Beating the heat render challenge theres only 3 weeks left....and its only me,Jay and Dave so far......get in gear!!!

    Post edited by Trish on
  • M1chaelFrankM1chaelFrank Posts: 0
    edited December 1969

    Michael; OMG that bug looks real....WOW!! I started to get ZBrush awhile back but I was scared it would be way over my head. and I didn't want to risk the money...will it work with a graphics tablet?

    TLBKlaus; really nice renders!

    Thank you! this one was a lot of fun to make. This program is definitely worth the money, and yes, a tablet is a good idea. It's practically a requirement for this program.

  • ChoholeChohole Posts: 33,604
    edited December 1969

    That is terrific Michael.

  • M1chaelFrankM1chaelFrank Posts: 0
    edited December 1969

    chohole said:
    That is terrific Michael.

    Thank you very much!

  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    Still a newbie, but behold my first submission. Any tips, tricks or things to add some pizzaz is greatly appreciated!


    Just a simple window for a stone structure.

    Window_For_Stone_Structure.jpg
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  • TrishTrish Posts: 2,625
    edited December 1969

    poetman75; I would say make the round thing in front smaller.....other than that it looks really good!!! nice model!!!

    Ok I really messed this up I noticed 3hrs into the render I screwed up the terrain matching but I am going to try it again I had it with the ground off and at an extreme angle to get the sky in....so since I am above the ground plane how do I get shadows in??......thanks in advance Trish

    messed_up2.jpg
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  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    poetman75; I would say make the round thing in front smaller.....other than that it looks really good!!! nice model!!!

    Ok I really messed this up I noticed 3hrs into the render I screwed up the terrain matching but I am going to try it again I had it with the ground off and at an extreme angle to get the sky in....so since I am above the ground plane how do I get shadows in??......thanks in advance Trish


    yeah I tried that but the proportions don't line up well with the vert/horz bars. I also noticed Bryce brought in my image a little crooked. Oddly it kind of gives it a dilapidated look to it.

    On the flip-side I fixed my off-center window panes on my original window design. This one isn't finished but, what I got so far.

    Second_Stone_Window.jpg
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  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    Here's an example of the window used in a stone structure wall that I created from segment I also created.

    Window_In_Action.jpg
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  • TrishTrish Posts: 2,625
    edited July 2013

    poetman75; The window looks a lot better now...Put one of your shields on your wall that would be cool....Did you know you can make the window so you can see through it??? Its all done with positive and neg. grouping....I am trying to find you an example.........................digging through files........sorry

    Post edited by Trish on
  • TrishTrish Posts: 2,625
    edited December 1969

    Hey all I just watched a video where cripeman takes textures out of Bryce to use in Carrara is it possible to do in reverse???? like those pretty shaders for example????

  • TrishTrish Posts: 2,625
    edited December 1969

    ok here it is in pictures.....1,2,3

    3.jpg
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    2.jpg
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    1.jpg
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  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    ok here it is in pictures.....1,2,3

    Actually it is already that way. There just isn't any light behind the window. The wall behind the window is normally solid. but I use a saved object similar to what you did above to cut a hole into the rock (you need to make sure all the rocks are set to positive unless you want a jaggedly look). Then I placed the window in front and slightly inside the hole. On the other side is an opening to look out of. I did the same with the door. The door you see in the pic is actually placed inside a cutout in the wall. I make all the models so they can be both used in distance scenes as well as interactive world scenes. This way once a model is built very little changes need to be made to go from scene to scene.

    In a way, this is how I think video games should be built. Maybe a dozen or so modular maps that you just input models into a grid to change it from say a dungeon scene to a beach scene. If done properly, you can just stick pieces onto a template and shove it onto the model. Nothing, not even down to a shoelace in my opinion open, in a game world, should be static outside of the textures themselves. Unfortunately we don't have the proper technology yet to fully handle it. :)

    At any rate, I am usually a much simpler concept for my images. :)

  • RarethRareth Posts: 1,462
    edited December 1969

    Booleans are fun, and you can get some interesting effects

    In-Jail.jpg
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  • RarethRareth Posts: 1,462
    edited December 1969

    Hey all I just watched a video where cripeman takes textures out of Bryce to use in Carrara is it possible to do in reverse???? like those pretty shaders for example????

    I did not now you could import Bryce Textures into Carrara... link to this video please?

  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    Ok similar image as I posted earlier but with 2 windows and lights added for a nighttime scene. This one took 1 hour and 25 minutes to render.

    Outside_Castle_Drammel.jpg
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  • TrishTrish Posts: 2,625
    edited July 2013

    http://www.youtube.com/watch?v=5b9c4CW2c18 there you go rareth. That's the one about terrains from Bryce to carrara I am looking for the other one.....although its on you tube under his name cripeman.....found it http://www.youtube.com/watch?v=2jw5m_aAO4c

    Post edited by Trish on
  • mermaid010mermaid010 Posts: 5,492
    edited December 1969

    Michael – another magnificent render

    TLBKlaus – both your renders are awesome

    Inspired by Trish’s renders, I played with metaballs and give it a premium TA render using one of Horo’s Hdri.

    Thanks Dave and Michael for your tips. Now to do some breezy ones.

    replicatingmetaballs.jpg
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  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    I see Michael's amazing artworks has inspired experimenting with multi-replication - excellent!

    Just continued with my material experiments, and given the chance, and I got the chance this morning, thought I would share with you some of my findings. Here the out of range procedural output has yielded another weird effect.

    Super metallic effect - making impossible materials - by David Brinnen

    Super_metal4.jpg
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  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    Michael – another magnificent render

    TLBKlaus – both your renders are awesome

    Inspired by Trish’s renders, I played with metaballs and give it a premium TA render using one of Horo’s Hdri.

    Thanks Dave and Michael for your tips. Now to do some breezy ones.


    Very nice! Can't wait to see the breezy ones!

  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    I see Michael's amazing artworks has inspired experimenting with multi-replication - excellent!

    Just continued with my material experiments, and given the chance, and I got the chance this morning, thought I would share with you some of my findings. Here the out of range procedural output has yielded another weird effect.

    Super metallic effect - making impossible materials - by David Brinnen


    Pretty cool effect. When you mean out of range, you mean above/below the normal limits?

  • HoroHoro Posts: 10,646
    edited December 1969

    @poetman75 - you're making progreass.

    ....so since I am above the ground plane how do I get shadows in??......thanks in advance Trish

    Not clear, what you mean. The camera above the ground plane most of the time. You get shadows if there is some prominent light, provided Sun/Moon Shadow intensity in the Sky Lab is at 100.

    @Rareth - nicely done.

    @mermaid010 - nice flowers.

    @David Brinnen - interesting look.

    Here's an interesting oddity, which I haven't had the time to fully investigate. The plane is a mirror. The objects at right are corrently mirrored, the Utah Teapot is offset by 90° in the mirror, which is really odd.

    Test2Obj02.jpg
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  • Mattkire75Mattkire75 Posts: 77
    edited December 1969

    Horo said:
    @poetman75 - you're making progreass.

    ....so since I am above the ground plane how do I get shadows in??......thanks in advance Trish

    Not clear, what you mean. The camera above the ground plane most of the time. You get shadows if there is some prominent light, provided Sun/Moon Shadow intensity in the Sky Lab is at 100.

    @Rareth - nicely done.

    @mermaid010 - nice flowers.

    @David Brinnen - interesting look.

    Here's an interesting oddity, which I haven't had the time to fully investigate. The plane is a mirror. The objects at right are corrently mirrored, the Utah Teapot is offset by 90° in the mirror, which is really odd.

    very cool effects!

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    poetman75 said:
    I see Michael's amazing artworks has inspired experimenting with multi-replication - excellent!

    Just continued with my material experiments, and given the chance, and I got the chance this morning, thought I would share with you some of my findings. Here the out of range procedural output has yielded another weird effect.

    Super metallic effect - making impossible materials - by David Brinnen


    Pretty cool effect. When you mean out of range, you mean above/below the normal limits?

    Thanks, yes, exactly so. Normal limits for metallicity and reflection is in the range 0 to 100. Using this "trick" that can be extended dramatically in either direction. There are a few video's on this newly discovered effect here.

    Bryce Made Easy - Velvet bump recipe - by David Brinnen
    Bryce 7.1 Pro Advanced - very high power ambient recipe - by David Brinnen
    Bryce 7.1 Pro Advanced - high energy gel light and hue shift trick - by David Brinnen
    Bryce 7.1 Pro Experiments - Extreme diffuse response - by David Brinnen

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