Carrara Challenge # 52 - Carrara Cryptids WIP thread--Entries Ended

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  • CbirdCbird Posts: 493
    Diomede said:

    Sunburn Cyclops!

    Here is my latest shader experiment for the Cyclops.  Still focused on experimenting with skin.  Here, I started with Black/White procedural shaders and then used the Baker plugin to generate grayscale texture maps for the whole cyclops.  Then I took the texture maps and used them in a blender to generate a sample diffuse channel.  A reason to bake maps is to edit them.  Ultimately, I intend to augment the maps by using the 3D paint tool on the model and in an image editor, but I thought this experiment was worth reporting.

    - Map 1 was intended as a base for an eventual highlight channel map and bump map.  It is based on a spots procedural combined with marble and cell, but the spots dominate.

    - Map 2 was intended as a base to supplement the color channel (diffuse).  It is a function of slope (face up toward the sun or down toward the ground).

    - In a test of the diffuse effect, I created a blender of a tannish color and a reddish color.  For the blend, I added 50% spot map and 50% slope map.

    I hope you see some potential in the result.  

    Sooo, cool! So maybe animating a character blushing would be possible? Or, the other direction? say, going pale with fear?

  • DesertDudeDesertDude Posts: 1,235

    Been away for a bit but also slowly toiling away at my image...

    Headwax - Great looking textural effects. I don't even know how you can go from the original render to achieve that final stage. yes

    Stezza - No problem, thanks for the info about your lighting, and thanks Bunyip for finding the link!
    The Drop Bear - great image! I also like the fox's expression, to me it reads something like "I made it...but what's that sound behind me?"

    Cbird - great dynamic image. I like how the post work creates sort of an atmosphere from which the figures emerage and fade. Nice.

    Diomede - Really awesome concepts for skin on your Sunburn Cyclops. Thanks for the explanations. Lookin' good!

  • DesertDudeDesertDude Posts: 1,235
    edited May 2020

    Here is that latest from me. I worked on the wings some more, still missing the alula, or "thumb". I wasted half a day trying to rig the webbed part of the wing...resorted to my overall 'brut force' appoach. A project for another time...

    Tree bark textures and ground texture come from some photos I took last week end - I know, a bit of pixelation showing, will fix. The 5 thick tree trunks in the foreground are simple vertex cylinders. I extruded some roots on the one on the left . Other trees were made in the Plant Editor. I experimented modeling my own leaf clusters. Trees in the far distance are billboards - seperate rendering of a tree then brought into an external 2D editor for color manipulation.

    Figures still need to be rigged. Girl's hair is just a stand-in simple hair mop on her head. I want to add more trees / vegetation so there isn't quite that precipitous drop off over the horizon there...wink

    Everything is still a WIP.

    Cheers

     

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  • DesertDudeDesertDude Posts: 1,235
    edited May 2020

    A little more research on the Woofus, many articles corroborate it's history. From this article:

    https://www.roadsideamerica.com/story/62008

    "In 1936 an artist named Lawrence Tenney Stevens created a sculpture for the Texas Centennial Exposition. He said it depicted the progeny of an Australian sheep that took a vacation in Texas and had friendly relations with all of the state's top livestock. The result -- the Woofus -- had the head of a sheep, the body of a pig, the tail of a turkey, the wings of a duck, a horse's neck, and chrome longhorns. Also, it was both male and female.

    Stevens' Woofus was removed in 1941 and never seen again. A popular theory is that the nine-foot-tall sculpture, made of cast concrete, was destroyed by Texas Christians, who saw the Woofus, with its indelicate backstory, as a pagan idol -- although no one really knows for sure what happened to it.

    Over 60 years passed before another artist recreated the Woofus from its original model -- only to have it destroyed when his studio burned to the ground. Undaunted, a third Woofus was created and placed outside the Swine Building on the Texas State Fairgrounds. It has become a popular photo-op, and has thus far survived unmolested."

    And one more, this:

     

     

    My Woofus isn't finsihed yet but may already need some alterations based on this new anatomical evidence. And the mysterious vanishing...

    Post edited by DesertDude on
  • Bunyip02Bunyip02 Posts: 8,588

    Stezza - great Dropbear - could have done with some very long teeth and claws !!!

    Diomede - excellent tip about the sunburn !!!

    DesertDude - awesome progress on the Woofus !!!

  • DiomedeDiomede Posts: 15,165
    edited May 2020

    Thank you for the latest comments on my cyclops, CBird, DesertDude and Bunyip.

    DesertDude - your latest cryptid is inspirational.  So much whimsy.  Great modeling.

    Speaking of modeling, I need a farm animal or two for my scene.  Here is a quick way to get a low res cow.  It is very similar to a low res horse I did for a prior challenge.

    - Find some pictures of the animal close to profile and close to straight on.  Doesn't have to be exact, just want general shape at this point.

    - In the vertex modeler, load the profile pic in the front view (or directional view of your choice).

    - Use the polyline tool to outline the animal.  In addition to placing points at major features, consider placing point across from them for ease of maintaining quads.

    - For the cow, my initial outline actually has the bottom of the torso higher than the profile so the stomach can hang lower.

    - Fill the polygon and match the point to create quads.

    - Add thickness and duplicate. 

    - Delete some interior points for the torso.  They should face each other.

    - Use the bridge to join the legs and create the torso.  Use plus until the torso has three rows (midpoints and point near the legs).

    - Select the bottom midpoints of the torso and move them down to match the profile.  The legs are on outside.

    - Make minor adjustments to make more round

    - Add some details like the udders, tail, the ears, etc.

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  • UnifiedBrainUnifiedBrain Posts: 3,588

    HW, thanks for the grim comment.  Uh, well, you know what I mean...

    Speaking of grim, that is a pretty dark tooth fairy. :)  Awesome textures as usual.

    Headwax said:
     

     

     

     

    Cbird said:
     

    --

    Cbird, what a humongous wolf!  Great lighting.  Hope you can mute the line.

     

     

    Stezza said:
    the Drop Bear

    Wow Stezza, this is a different style.  I like it!

     

     

     

    DesertDude, it just keeps getting better.  Your cartoon models and shaders are very cool.

     

     

    Diomede said:
     

    - Find some pictures of the animal close to profile and close to straight on.  Doesn't have to be exact, just want general shape at this point.

    - In the vertex modeler, load the profile pic in the front view (or directional view of your choice).

    - Use the polyline tool to outline the animal.  In addition to placing points at major features, consider placing point across from them for ease of maintaining quads.

    - For the cow, my initial outline actually has the bottom of the torso higher than the profile so the stomach can hang lower.

    - Fill the polygon and match the point to create quads.

    - Add thickness and duplicate. 

    - Delete some interior points for the torso.  They should face each other.

    - Use the bridge to join the legs and create the torso.  Use plus until the torso has three rows (midpoints and point near the legs).

    - Select the bottom midpoints of the torso and move them down to match the profile.  The legs are on outside.

    - Make minor adjustments to make more round

    - Add some details like the udders, tail, the ears, etc.

    Diomede, nice cow and nice instructions, thanks!  I'm starting to follow your descriptions a little better.  This will look great with the Cyclops.

     

  • StezzaStezza Posts: 8,050

    udderly awesome cow @diomede  yes

    thanks UB... but I can't remember the process I used ... frown

    @bunyip02 I did enlarge the teeth by a long way but it doesn't show ... didn't think of the claws lol.... good tip for next one yes

  • ed3Ded3D Posts: 2,180
    Stezza said:

    udderly awesome cow @diomede  yes

    thanks UB... but I can't remember the process I used ... frown

    @bunyip02 I did enlarge the teeth by a long way but it doesn't show ... didn't think of the claws lol.... good tip for next one yes

    + 1

  • Bunyip02Bunyip02 Posts: 8,588
    Diomede said:

    Thank you for the latest comments on my cyclops, CBird, DesertDude and Bunyip.

    DesertDude - your latest cryptid is inspirational.  So much whimsy.  Great modeling.

    Speaking of modeling, I need a farm animal or two for my scene.  Here is a quick way to get a low res cow.  It is very similar to a low res horse I did for a prior challenge.

    - Find some pictures of the animal close to profile and close to straight on.  Doesn't have to be exact, just want general shape at this point.

    - In the vertex modeler, load the profile pic in the front view (or directional view of your choice).

    - Use the polyline tool to outline the animal.  In addition to placing points at major features, consider placing point across from them for ease of maintaining quads.

    - For the cow, my initial outline actually has the bottom of the torso higher than the profile so the stomach can hang lower.

    - Fill the polygon and match the point to create quads.

    - Add thickness and duplicate. 

    - Delete some interior points for the torso.  They should face each other.

    - Use the bridge to join the legs and create the torso.  Use plus until the torso has three rows (midpoints and point near the legs).

    - Select the bottom midpoints of the torso and move them down to match the profile.  The legs are on outside.

    - Make minor adjustments to make more round

    - Add some details like the udders, tail, the ears, etc.

    Excellent modelling !!!

  • Bunyip02Bunyip02 Posts: 8,588
    Stezza said:

    udderly awesome cow @diomede  yes

    thanks UB... but I can't remember the process I used ... frown

    @bunyip02 I did enlarge the teeth by a long way but it doesn't show ... didn't think of the claws lol.... good tip for next one yes

    I'm sure you will be able to add the required morphs !!!

  • VarselVarsel Posts: 574
    edited May 2020

    The Flying Monkeys - or Apes as they prefers to be called.

    They can be found everywhere in the country, but normally in a distance from cities or villages, and are quite shy creatures. They are normally peacefully creatures, unless they feel cornered or are being provoked.

    Despite their animalistic look, they are quite intelligent, and does sometimes seek work as henchmen for the various witches in the land.

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  • UnifiedBrainUnifiedBrain Posts: 3,588
    Varsel said:
     

    Nice winged ape there Varsel.  Very dark, and appropriately so!

  • UnifiedBrainUnifiedBrain Posts: 3,588
    edited May 2020

    Behold, A Morning Star

     

    Not all cryptids are grim. :)  I was going to call it "the joy of being cryptid."

    This is the original version of Star, gliding over Castle Royal.  I've never used either product before.

    Rendered the background separately, then loaded it a on a plane, and added the character in the foreground..

    Used a couple of GMIC filters (Basic Color, Dream Smoothing), and Carrara processes (aura, text, lens flare, terrain, and hair).

    Lots of indirect light, no postwork..

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  • DiomedeDiomede Posts: 15,165
    edited May 2020

    Super updates.

    Varsel, great to see you get another in.  Love the flying monkeys.  Feared them as a kid, though.

    UB, another vibrant render, most excellent.  And I appreciate the cheery mood.  We can all use a little more of that.

    But no cheery mood from me.  Here is my first straight render with a scene with the cyclops. Had lots of little problems.  For some reason, I got an error when I tried to use VWD.  Ended up just attaching clothes to skeletons.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,200

    yeah sadly VWD is hosed for me too, in DS and Poser too, some say the update works but don't know if Carrara one, cannot afford anyway so using that plugin DAZ studio to create Dforce morphs for stuffs

  • StezzaStezza Posts: 8,050
    Diomede said:

    Super updates.

    Varsel, great to see you get another in.  Love the flying monkeys.  Feared them as a kid, though.

    UB, another vibrant render, most excellent.  And I appreciate the cheery mood.  We can all use a little more of that.

    But no cheery mood from me.  Here is my first straight render with a scene with the cyclops. Had lots of little problems.  For some reason, I got an error when I tried to use VWD.  Ended up just attaching clothes to skeletons.

    that is EPIC! yes

  • DiomedeDiomede Posts: 15,165

    Appreciate the comments, WendyLuvsCats and Stezza.  

  • DiomedeDiomede Posts: 15,165

    yeah sadly VWD is hosed for me too, in DS and Poser too, some say the update works but don't know if Carrara one, cannot afford anyway so using that plugin DAZ studio to create Dforce morphs for stuffs

    RE: VWD - I did a couple of quick drape tests with simple sample objects.  It ran fine. 

    I guess there is something about my scene, or my objects.  Will shift the reporting of any further tests to the VWD thread or my No One Asked Me thread.

  • DiomedeDiomede Posts: 15,165
    edited May 2020

    I took the render and plugged it in the backdrop channel of the scene tab.  Then I applied some GMIC filters.  Primarily upped the saturation and contrast using the artistic and color sections of GMIC, but some other experiments as well.

    I took the result, plugged it in a new file, and inserted some text objects for the author/titles.

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  • DiomedeDiomede Posts: 15,165
    edited May 2020

    NOTE - I'm not entering the book cover.  I'm entering the GMIC result without the text.

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  • DiomedeDiomede Posts: 15,165
    edited May 2020

    And here is the scene setup.  Lots of clouds.

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  • DiomedeDiomede Posts: 15,165
    edited May 2020

    Revisions to Lake Monster Project

    - fins - UB made a good observation that the fins looked strange - I think it was a quirk of the camera angle and the pose - I adjusted the pose of the side fins

    - windows of sub - I had bulb lights next to windows, I replaced with spot lights and then used effects tab to create light cones (low setting so not sure can notice)

    - fog on lake bottom - appeared too patterned - adjusted density and scale until pattern less obvious - trial and error

    - Bubbles from propeller created with primitive sphere replicated on cones parented to the propeller

    - propeller - copied and pasted the propeller mesh to a new object, rotated slightly, and then applied a blur under the effetcs tab - hope it gives illusion of propellers moving

    - lake monster - in addition to fin pose noted above, played with the shader some more.  I'm still not satisfied with the shader and may keep experimenting

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  • UnifiedBrainUnifiedBrain Posts: 3,588

    Thanks for the comment, Diomede!  "Vibrant."  I'll take that. :)

    Nice adjustment on those creature fins.

    The cyclops also looks much better with the addition of GMIC. I wish the lighting emphasized the eye and the cow a bit more.  Great (classic) poses in the foreground characters.  Is the cyclops searching for these folks?  If so, his head would likely be tilted more downward, and the eye might be easier to enhance.  But the render works just as well if he is unaware of the hidden couple.

    The clouds, terrain, and the washed-out sun are perfect.

  • Bunyip02Bunyip02 Posts: 8,588

    Varsel - love the composition of your scene

    UB - if it wasn't for that bikini top that image would be violating the TOS - nice render btw

    Diomede - Cyclops is looking epic, really like the light cones on the sub

  • DiomedeDiomede Posts: 15,165

    Thanks for the comments, UB and Bunyip.  

    I was just checking the rules and saw that we have until June 1st, and we can have up to 5 entries.  I think I will try to put together another entry.  Thinking cap back on.

  • CbirdCbird Posts: 493

    The Entry Thread is now open!

    https://www.daz3d.com/forums/discussion/409876/carrara-challenge-52-carrara-cryptids-entry-thread

    There is still time for more curious, creative Carrara cryptids! Bring out your monsters!

    Also, feel free to add monster creations to the WIP thread that you don't necessarily plan to enter. Please have fun!

  • CbirdCbird Posts: 493
    edited May 2020

    Another go at the Weheela. I've added some more rocks and plants to refect the moonlight and tone down the crazy white line. I think this is a bit better. Thank you all for the feedback.

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  • CbirdCbird Posts: 493

    @Diomede, thank you for the cow instructions. I'm definitely going to try to follow them and see where I end up. The Cyclops is fantastic. The clouds and lighting are so moody, they really seem to fit the Cyclopean nature as a child of Poseidon.

    @Varsel, Flying Monkeys have always scared me, but the posing and setting of yours actually makes it convincingly naturalistic.

    @UB, Love the burst of colour. Seems fitting for your cute cryptid.

  • DiomedeDiomede Posts: 15,165
    edited May 2020

    Thank you CBird for the comments on the cyclops.  Your Weheela is very energetic.  Most impressive!  If you are genuinely interested in the steps I used for the cow (instead of starting with a cube), I'd also recommend looking at the toon horse I modeled for a recent challenge.  I think I skipped fewer steps.  EDIT - Details of horse model in No One Asked Me thread.

    https://www.daz3d.com/forums/discussion/comment/5192386/#Comment_5192386

    I think I've come up with another idea.  Does a Grinch count as a Cryptid?

    First modeling steps.  I found a reference image and loaded it in the global tab of the vertex modeler.  This time I started with an oval cross section, emptied the polygon, duplicated, moved vetically, resized, and repeated for the torso and head.   I then used ruled surfaces to loft up the ovals. Always remember to delete the polylines after the ruled surface function.  With this as the basic shape, I began adding some detail.  

    It is still extremely low res and very rough, but I hope you can see it start to look like a grinch.

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