-HOLY SMOKES! AN UPDATE!- Carrara Challenge V: Movie Night - Work In Progress (WIP) thread.

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Comments

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Varsel said:
    Some more spline models.

    The spline modeler was my first love .... ;-) back when Carrara didn't have any vertex modeler.

    I do still remember how it was...

    Really cool Varsel! I thought I did okay in the Spline modeler, but you are clearly a master!

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    I blame Stu for this idea... ;-)

    I'm working on a set for the climactic scene in Ray Harryhausen's, Sinbad and the Eye of the Tiger. The central stair feature is a spline model and the pedestal for the guardian/Sabertooth cat is a vertex cube that I displacement painted. Sgaders are a work in progress.

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  • MiloMilo Posts: 511
    edited December 1969

    stu sutcliffe

    Those WIP were great. Believe it or not seeing that process helps a lot. Grins still waiting for your 3dcoat training series ;) with the chapter on Carrara.

    Thanks for sharing
    Milo

  • DiomedeDiomede Posts: 15,173
    edited December 1969

    Varsel - those spline models are amazing. Great to see what can be done in the hands of a master.

    EP - if you go Sinbad, you better go strong. I think Stu set a pretty high bar.

    I finally got the screen of the second TV to glow. I "cheated" by making the flat screen frame in the spline modeler but made the central screen in the vertex modeler. It simplified using the glow channel for the screen. The following was a lighting test. The poltergeist TV render is applied as a texture map to the screen of the flatscreen tv. Anything glows is applied to the screen, with the glow channel as the light.

    The primitives are there to test the lighting. Seems to be working.

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  • stu sutcliffestu sutcliffe Posts: 274
    edited December 1969

    Thats gonna look impressive EP. Render it to look BIG! Not sure how to do that though? Maybe it is using a wider angle lens than the default. My "Ray" piccy you have seen looks like a little model. I have re done it a bit closer in and a bit lower to make the creatures look less toy like. I will save that for the finished thread. Wasnt there a big tiger in your temple scene? who did it fight ? Are you going to put them in....

  • CbirdCbird Posts: 493
    edited December 1969

    -_Milo_- said:
    stu sutcliffe

    Those WIP were great. Believe it or not seeing that process helps a lot. Grins still waiting for your 3dcoat training series ;) with the chapter on Carrara.

    Thanks for sharing
    Milo

    I would be happy to hand over my bank account for such a series from Stu!!!

  • wetcircuitwetcircuit Posts: 0
    edited December 1969

    Varsel said:

    and part of the movie projection equipment. All made with the spline modeler.

    TOTORIAL!! TUTORIAL!! :-)

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Thats gonna look impressive EP. Render it to look BIG! Not sure how to do that though? Maybe it is using a wider angle lens than the default. My "Ray" piccy you have seen looks like a little model. I have re done it a bit closer in and a bit lower to make the creatures look less toy like. I will save that for the finished thread. Wasnt there a big tiger in your temple scene? who did it fight ? Are you going to put them in....

    The tiger was a Saber-Tooth tiger. It fought a troglodyte first and then Sinbad. I don't know if I'll have time to design the troglodyte so I'm going to go for a shot of Sinbad fighting the Saber-Tooth.

    I'm going to be using lighting tricks and volumetric clouds to help sell the scale. I'm not above using a little forced perspective in my renders either. ;-)

    I'm going to render at a 16:9 ratio and go for a low angle so that will help the scale as well. I don't really want to switch to a wide angle camera, and I don't think I need to with the shot I have in mind, but if I need to I will.

  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    Varsel, diomede, evil, all wonderful work. Looks like a tough challenge already with all this superb work.

    Me. I have decided to model each one of the actors in Cecil Be DeMille's little know saga " War and Peace" Part 2 ;) using just the left hand side of the spline modeller and my nose attached to a three d controller ... ;) Ah, I will post an update soon! Charlestown Heston is going to be tough ...

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    head wax said:
    Varsel, diomede, evil, all wonderful work. Looks like a tough challenge already with all this superb work.

    Me. I have decided to model each one of the actors in Cecil Be DeMille's little know saga " War and Peace" Part 2 ;) using just the left hand side of the spline modeller and my nose attached to a three d controller ... ;) Ah, I will post an update soon! Charlestown Heston is going to be tough ...

    It's easy to get his likeness- just stick a big gun in ol' Charlie's hand, you damn, dirty ape! ;-)

  • DiomedeDiomede Posts: 15,173
    edited December 1969

    Here is the basic Poltergeist homage. I will be fiddling with various elements as time allows. I used some modifiers on sphere primitives then replicated them in a ball to create the popcorn. I'll probably replace that if I have time. I'll probably also replace the hair (Tatiana) on the K4 watching the flatscreen.

    Credits - there are two The Kids 4 and one of the kids currently has Tatiana hair (which will probably be replaced with strand hair from the hair room). Everything else was made in Carrara. Splines include - the old TV and its components, the frame of the new TV, the wavy blanket (which I replicated similar to the sea that FD made in a prior contest), the door and walls, and the bowl for the popcorn.

    Now I will return to the spline Tin Man. I think I want to play up the smoke coming out of the top of his hat, but I'm not exactly sure how I will do that.

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  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    head wax said:
    Varsel, diomede, evil, all wonderful work. Looks like a tough challenge already with all this superb work.

    Me. I have decided to model each one of the actors in Cecil Be DeMille's little know saga " War and Peace" Part 2 ;) using just the left hand side of the spline modeller and my nose attached to a three d controller ... ;) Ah, I will post an update soon! Charlestown Heston is going to be tough ...

    It's easy to get his likeness- just stick a big gun in ol' Charlie's hand, you damn, dirty ape! ;-)

    haha great idea :)

    diomede64, that image has a lot of presence and scariness - :)

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    diomede64 said:
    Here is the basic Poltergeist homage. I will be fiddling with various elements as time allows. I used some modifiers on sphere primitives then replicated them in a ball to create the popcorn. I'll probably replace that if I have time. I'll probably also replace the hair (Tatiana) on the K4 watching the flatscreen.

    Credits - there are two The Kids 4 and one of the kids currently has Tatiana hair (which will probably be replaced with strand hair from the hair room). Everything else was made in Carrara. Splines include - the old TV and its components, the frame of the new TV, the wavy blanket (which I replicated similar to the sea that FD made in a prior contest), the door and walls, and the bowl for the popcorn.

    Now I will return to the spline Tin Man. I think I want to play up the smoke coming out of the top of his hat, but I'm not exactly sure how I will do that.

    That's looking really good. I would suggest a dim light coming from the left side to illuminate the girl a bit so that you can see her better. You could make it look like moonlight from a window perhaps. I just think there needs to be a bit of separation. If that's already on your to do list, then just ignore me! ;-)

  • DiomedeDiomede Posts: 15,173
    edited December 1969

    diomede64 said:
    Here is the basic Poltergeist homage. I will be fiddling with various elements as time allows. I used some modifiers on sphere primitives then replicated them in a ball to create the popcorn. I'll probably replace that if I have time. I'll probably also replace the hair (Tatiana) on the K4 watching the flatscreen.

    Credits - there are two The Kids 4 and one of the kids currently has Tatiana hair (which will probably be replaced with strand hair from the hair room). Everything else was made in Carrara. Splines include - the old TV and its components, the frame of the new TV, the wavy blanket (which I replicated similar to the sea that FD made in a prior contest), the door and walls, and the bowl for the popcorn.

    Now I will return to the spline Tin Man. I think I want to play up the smoke coming out of the top of his hat, but I'm not exactly sure how I will do that.

    That's looking really good. I would suggest a dim light coming from the left side to illuminate the girl a bit so that you can see her better. You could make it look like moonlight from a window perhaps. I just think there needs to be a bit of separation. If that's already on your to do list, then just ignore me! ;-)

    I'll try that, and I'll put a spotlight on the TV screen as previously suggested. I might move the girl into the light coming from the open door - although I have another idea that might shake up the scene (ominous music). Please keep the tips coming.

  • DiomedeDiomede Posts: 15,173
    edited December 1969

    diomede64 said:
    diomede64 said:
    Here is the basic Poltergeist homage. I will be fiddling with various elements as time allows. I used some modifiers on sphere primitives then replicated them in a ball to create the popcorn. I'll probably replace that if I have time. I'll probably also replace the hair (Tatiana) on the K4 watching the flatscreen.

    Credits - there are two The Kids 4 and one of the kids currently has Tatiana hair (which will probably be replaced with strand hair from the hair room). Everything else was made in Carrara. Splines include - the old TV and its components, the frame of the new TV, the wavy blanket (which I replicated similar to the sea that FD made in a prior contest), the door and walls, and the bowl for the popcorn.

    Now I will return to the spline Tin Man. I think I want to play up the smoke coming out of the top of his hat, but I'm not exactly sure how I will do that.

    That's looking really good. I would suggest a dim light coming from the left side to illuminate the girl a bit so that you can see her better. You could make it look like moonlight from a window perhaps. I just think there needs to be a bit of separation. If that's already on your to do list, then just ignore me! ;-)

    I'll try that, and I'll put a spotlight on the TV screen as previously suggested. I might move the girl into the light coming from the open door - although I have another idea that might shake up the scene (ominous music). Please keep the tips coming.

    I've added some lights on the left to show the girl a little better and added a spot light on the TV screen (and added an ominous greenish poltergeist arm). What do you think?

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  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    I’ve added some lights on the left to show the girl a little better and added a spot light on the TV screen (and added an ominous greenish poltergeist arm). What do you think

    Looking much better. I'd be inclined to add a rim light for the girl via drop a bulb directly behind her, make it so it only illumitaes the girl light source say 125 percent slightly blue or green maybe, then see how it goes. The idea would be to get just a tad of light on her right hand side but very right. If the bulb doesn't work make it a spot.

    other thing is to do an object index render when you render - that way you can change the lighting in post for each element of the render - a big time saver, thanks to whoever put me onto that!!!

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Here's a WIP image of my set showing one of the possible camera angles I'm looking at, and and some of the lighting and cloud effects I'm experimenting with. I'm still working on the textures, but since a lot of what makes a texture work is the lighting I want to nail that down the lighting before I finalize the shaders.

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  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Here's some work on the Sinbad character. Still playing with the hair a bit, but to be honest, he's not going to be so close to the camera as to need hyper detail.

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  • PhilWPhilW Posts: 5,145
    edited December 1969

    Looks good - nice hair and beard.

  • DiomedeDiomede Posts: 15,173
    edited December 1969

    Here's some work on the Sinbad character. Still playing with the hair a bit, but to be honest, he's not going to be so close to the camera as to need hyper detail.

    Very believable Sinbad character. Nice job.

    Here is yet another try to light my Poltergeist scene. I've included the light assembly and a test render. The two bulbs and the spot are set to light the K4 only. Thanks for your suggestions and your patience.

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  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    diomede64 said:
    Here's some work on the Sinbad character. Still playing with the hair a bit, but to be honest, he's not going to be so close to the camera as to need hyper detail.

    Very believable Sinbad character. Nice job.

    Here is yet another try to light my Poltergeist scene. I've included the light assembly and a test render. The two bulbs and the spot are set to light the K4 only. Thanks for your suggestions and your patience.

    looks much better ,!

  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    Here's a WIP image of my set showing one of the possible camera angles I'm looking at, and and some of the lighting and cloud effects I'm experimenting with. I'm still working on the textures, but since a lot of what makes a texture work is the lighting I want to nail that down the lighting before I finalize the shaders.

    top image has a superb feel to it, very dramatic, thanks for explaining how you did it too,

    PS his arms look a little stiff :)

  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    Here's some work on the Sinbad character. Still playing with the hair a bit, but to be honest, he's not going to be so close to the camera as to need hyper detail.

    is that Carrara hair evil? the beard looks very good

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    head wax said:
    Here's some work on the Sinbad character. Still playing with the hair a bit, but to be honest, he's not going to be so close to the camera as to need hyper detail.

    is that Carrara hair evil? the beard looks very good

    Yup! It's all Carrara hair. I still have some fussing to do with it as there are a couple thin spots and Sinbad shouldn't look mangy. :lol:

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    diomede64 said:
    Here's some work on the Sinbad character. Still playing with the hair a bit, but to be honest, he's not going to be so close to the camera as to need hyper detail.

    Very believable Sinbad character. Nice job.

    Here is yet another try to light my Poltergeist scene. I've included the light assembly and a test render. The two bulbs and the spot are set to light the K4 only. Thanks for your suggestions and your patience.

    That looks so much better! Great job!

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    I have Sinbad's hair the way I want it, so I decided to work on the Sabertooth Tiger's hair.

    I created several hair groups for it, so that I could have more control for length and brushing.

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  • DiomedeDiomede Posts: 15,173
    edited December 1969

    Wow, EP - great job on the tiger. Can't wait to see what you do with it.

    Here is a WIP for my other entry with the Tin Man. I call it Metropol-Oz. I still need to make some wires and plugs. The face and the underlying tin man body are from the Carrara object browser. The Tin Man's body parts and all of the props are spline models.

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  • StezzaStezza Posts: 8,069
    edited December 1969

    Some great work being done..

    EP.. I have now got that Katy perry song in my head again!!

    This little bit of work I have done here is based on a movie from the sixties.. where they had to miniaturize a sub and some people to get inside a body and destroy the spline modeller which had attached itself to the brain stem..

    It worked!! no spline models at all in this one ;)

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  • PhilWPhilW Posts: 5,145
    edited December 1969

    Stezza said:
    Some great work being done..

    EP.. I have now got that Katy perry song in my head again!!

    This little bit of work I have done here is based on a movie from the sixties.. where they had to miniaturize a sub and some people to get inside a body and destroy the spline modeller which had attached itself to the brain stem..

    It worked!! no spline models at all in this one ;)

    There's only one word for this - Fantastic! And having a spline in your spine doesn't sound good.

  • wetcircuitwetcircuit Posts: 0
    edited December 1969

    OMGosh so many great entries coming up!!!

    Great Beard! We should have done a Movember Challenge, :D

    That tinman in Maria's chair - I spit out my coffee! :lol:

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