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...the outfit below was a kitbash of elements from 9 different clothing items.
ETA:
The upload bug keeps returning, had to rip the image from my DA gallery.
...and a goofy one for the Cinco-De-Limeo thread.
Peope are putting the images in the gallery or other places and linking them till the upload problem is fixed.
...it's been intermittent. sometimes it works, sometimes it doesn't
I was pretty happy with my version of Red Sonja i did a few years back considering I created 3 of the parts, used parts from 5 different oufits and did a lot of texture work. Probably time to make a new version with G9
And some people think its not Art.
That all we have to do is click on a few buttons and "pop" we have an image.
Yes, well at least a 20 year window given the show ran 7 years and then commonly ran in reruns via syndication into the 80s. I'm not sure if cable TV channels carried it commonly into the 80s & later. TV for kids has largely been replaced by video games from the threats I've bizarrely gotten from little brats that are hardly knee high to me, unduely influenced by video game violence. The nerve! I've not a clue what the games they were playing were but their moms told me to ignore them, they make those threats all the time.
One I did recently. I put together assets from MK205, Hacker - Computer Workstton and Sci-Fi Kit 2016. Wearables came mostly from Sci-Fi Police Outfit and Sci-fi Retro Outfit. I rendered it all in Blender then did post-edit work in Clip Studio Paint.
The goal was to create a few comic panels with this scene.
Cheers!
oh I saw that one in the gallery, that's pretty awesome
Oh man, does that bring back memories... I'd only just started using shaders and I've improved so much since then. That said, I think my Big Boots and SuperVillain Hideout renders still hold up pretty well, and my Minoton is still a rather nifty render. These days it's rare for me to do a render that doesn't involve a ton of kit bashing, so I'd be hard pressed to say what was my "best"... and even if I could, the odds are is that it would have some element that prevents it from being displayed in the forum.
I have one I am VERY proud of;
This guy is a realistic-ish version of this guy;
Parts from ALL over the place; Mad Scientist by Mechsaur and Oskarsson, a freebie prosthetic arm, surgeon's cap from a genesis 1 set, boots and spats from a Steampunk set.
And hours upon HOURS of Substance painter work on his arse.
Amazing timing on this thread. I've been building a kitchen all week. Mainly from things that were *supposed* to be used for kitbashing. But I didn't leave it at that. One hardly ever ever can.
Of course there is the question of whatever your definition of kit bashing is. Pulling props from all over your content library to put together a set to render, is not, imho, properly kit bashing. That’s building a scene. The components of a purchased set are not limited to only being used with that set. The same with dressing a character. Using components from several sets is simply using a content library for its intended purpose.
Of course once you start using shaders, or the geometry editor, to put the components together into something quite different from what it started out as, it’s difficult to call it anything else.
And there are things which are not technically kit bashing, but feel like it. For example. Winnston1984’s INRiver Cottage. It’’s a lovely set, with a number of nice props, and a panorama which I’ve found useful. But the actual house is *all one piece*. You can’t turn off a wall to move a camera And the surfaces tab is No Help.
However; It has dozens of face groups. Just about every stick and stone of that model is a separate face group, and they are all listed. I spent 2-4 days in the geometry editor, naming and grouping face groups into surfaces so I could turn off the walls and move a camera around. It’s hard to call it kit bashing, because at the end of the marathon what I had was the *same model*. But it was now a lot more flexible for use.
Huh. For once I was ableto attach the image. Okay, once I get my current project to a good stopping point, I'll be back with more.
Hey, while I'm at it. Here's another page of the Red Hen Graphics collection: http://www.redhen-publications.com/sshg2019.html
Most of it is "building a scene". Althougn there was a fair amount of kitbashing to create the inside of the cart - which is just an empty shell. (The components are all sticking out the walls if you look at it fro outside. Which is rather hilarious. And cobbling together the harness and tracings of the cart in the last image also complies with the definition.
...I've used the Geometry editor to remove parts of sets or modify items on a number of occasions.(also used it in the first scene I posted in this thread)
In one interior scene it had to be done out of necessity to reduce the number of ray bounces from the emissive lights so the scene would actually render in a reasonable amount of time rather than 4 - 5 hours (and that's with a 12GB Titan-X). Got it down to about an hour and 20 min
Another time I wanted to modify the pipe organ from the Magnus Manor set to have a smaller version of the main organ case mounted on the balcony (in pipe organ design it is what is referred to as a Ruckpositiv division as it's behind the organist). I had to remove the entire base and keyboard console using the Geometry editor which was quite an undertaking.
Second scene attached below.
[bugger finally got an attachment to work only to have the Bad Gateway rubbish return]
Not nessecarily proud, but I had a lot of fun making this and getting all the details right. 31 products were used in the image, I answer most questions how I made it in the comments below the image in the gallery.
Linwelly,
Thanks for the kind remarks. Seeing your Taiduo series a while back got me started on trying my hand at making comics with Daz assets. It's still an ongoing journey for me.
Eh, I assume your comment above was intended for me. Never really sure about this if people don't quote-to-reply to a post in the forum, or specifically name the recipient. Just the same ...
Cheers!
I remember seeing and really liking this one in the gallery. I love when kitbashes are done well like this- especially if I can identify parts. It's really inspiring for thinking of different ways I could use assets I already own.
I needed a sprayer for a garden hose, and couldn't find a realistic one anywhere. A few greebles (https://www.daz3d.com/nurnies-greebles-parts-and-pieces and https://www.daz3d.com/nurnies-greebles-parts-and-pieces-vol-2) and morphing primitives (https://www.daz3d.com/everyday-morphing-primitives), plus a few shaders, made this:
That's great. I have Maclean's ser of the Everysay morphing primitives. SickelYeild's look very similar, but the morphs may be different. Plus, of course, Iray.
I used the morphing primitives in the kitbashed Red wagon which I linked to up-thread. Lately I've just been generating the primitives that Studio lets you create.
Here's another advernture in the geometry editor which ended up at the same place some days later.
I have a publication project where I needed a chapter tail illo.So I needed an AGA stove. Actually, one I decided to turn the project into an illustrated publication, I needed a couple of them. One new deluxe model in a shop, and an old one from 1937.
It was an adventure, but not really a kitbash. Or, not at first. It was another marathon in the geometry editor to end up at point A. Like the INRiver Cottage, it was more along the lines of fighting with a model until you could actually work with it.
The model was from TurboSquid and it had to be converted to .obj before the whole thing would come into Studio. Only a few face groups of the original .obj made the trip initially. So the conversion came in with a slew (like, hundreds) of face groups. I had to basically take the whole thing apart to figure out what each of the face groups were, and re-group them into surfaces/matt zones. It's not rigged, either, but I separated out the domes in the geometry editor, and saved them as separate models (and built them interiors with primitives) so they can be posed. The oven doors are static. Well, I probably*could* build movable ones, but the stove body has no openings for ovens, and the polys don’t match up to create openings, so that’s a wash.
The original model was also of a modern very deluxe AGA with the current logo, and both a gas and a griddle component. And I did have a use for an image of that one. However, the other illustration needed an old 4-oven classic AGA. Fortunately, the original artist worked in segemnts. So I ended up juggling components, and finally got what I needed. I found an image of the old logo on the internet which I applied to a primitive cylinder which I squashed to fit. (The project is not commercial and may not even be publicly posted, so I’m pretty sure nobody’s toes are being stepped on.
The basic room was done with Collective3d's Build a Room kits. But parts of the layout ended up needing to be kitbashed in themselves. There is no segment which is designed to inset an old built-in ironing board.
So one kitbashes. There are actually two different wall segments in use there. There’s one with a doorway to give the model of the ironing board a hole to fit into. There’s also one which is of a window - which is scaled to fit the ironing board model.
I did end up duplicating the Ironing board and tweaking it to get the door to open from the other side. (The board is an old freebie from a set of 1910 kitchen stuff, I think I got it at ShareCg years ago. It’s rigged and functional, and can be unfolded.)
This angle also shows thwe finished 1937 AGA.
Stand by for further uploads
The other appliances were pulled out of the Shabby Chic Kitchen. and that is not an easy model to extract things from. It has a lot of moving parts. But, again, it’s *all one piece* and the surfaces and face groups are not all listed or labeled. The appliances and their doors, for example are listed among the bones of the rigging, but they don’t seem to be included in either the face groups or the surfaces. They’re just kind of *there* unacknowledged.
I ended up having to delete just about all the listed polys - which for the most part are *not* anything that is used by any of the appliances. And Studio won’t let you delete all of the polys in a listed model. So I had to leave a few and turn them invisible. Then I had to go into the joint editor and delete dozens of empty bones. The finished items still rotate around some invisible center point, rather than pivoting in place, but I can live with that, if I have to.
The breakfast nook was kitbashed from pieces of a couple of props from DM's sets, plus a bunch of primitive cubes. Shaders and the geometry editor are your friends.
There was also no room segment which has a window at table height. So one kitbashes. It only took two identical window segments.I didn't need the geometry editor, just the surface tab to turn various parts off, and then stack things, and scale them.
Later I went in and added the paneling and changed out the door and window frames from a different Create a room set. That covered up a lot of potential glitches.
Actually, I found any number of glitches along the way while setting up these screenshots, and made some changes and corrections in the course of them, like discovering that I had forgotten to convert the windw glass in the door from Iray, which is why it's black in that frst shot.
The cabinets were from one of the PICK sets of Poser components. But out of the box those don't have functioning drawers. I had to take one of them apart in the geometry editor -- the model *has* drawers, they’re fully modeled, but they’re not functional or rigged (they're still not rigged, but now they can at least be posed).
I also deleted some polys and filled in the doors and drawer fronts with primitive cubes for a simpler moulding that echoes that of the ironing board door. Part of the reason for filling in the moulding with primitives is because the cabinets get duplicated and resized, and that makes the proportions of the base model go a bit wonky. With the primitives I hoped to be able to adjust them once scaled. It did work. But not as well as I would have liked. I still think it looks a bit more historic than the original.
I also tweaked the doors to give them old-style exposed hinges. The knobs are made from primitives. Or rather, each main cabinet has an actual knob, the drawers use an instance.
I'll probably find more glitches and make a number of more corrections as I go along. The project may well need nother illo set in that room, after all. But on the whole, I think I have a kitchen.
yes it was for you, and wow I inspired you, that's cool, we have quite some comic creators around by now
Yeah. That is really fabulous. Takes combining wardrobe items to a whole new level.
Thanks sunnyjei and JOdel !!!
Kitbashing, Geometry Edit, and extended texture abuse are my main tools
Here's a few:
https://www.daz3d.com/gallery/user/6620757413068800#gallery=newest&page=1&image=1122466
https://www.daz3d.com/gallery/user/6620757413068800#gallery=newest&page=1&image=1196019
https://www.daz3d.com/gallery/user/6620757413068800#gallery=newest&page=1&image=1154285
If you follow the links there's a list of the products I used.
Not sure if this counts but, last year, I used a skisuit for Genesis 8 Female and repurposed it for something entirely different.....
The material settings of the suit had to be alterd and, of course, I also added on the (also highly tweaked) helmet, boots and the various scifi elements that are not traditionally used when skiing.
Anyway, I like how it turned out
and then some.wow
I absolutely hate doing backgrounds. I spend so much time on the figure, that I'm creatively drained near the end when making the scene. Though, I was actually happy with the way this one turned out. I just typed in "garden" in my SmartContent and threw together gardening items from various products. I doubt, however, people are going to be focusing on the empty pots near the bottom. :)
The Gardener, from my gallery.
Thank you for the feedback! And filling in scenes is kind of like shopping... Sometimes I know what I want, but I gotta drudge through the mass in order to find it. Other times I'm haplessly wandering around thinking, "Do I need this? Am I sure I need this?" Lol.