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Subject: WIP - asking for ideas


ominousplay ( ) posted Sun, 18 June 2006 at 5:48 PM · edited Tue, 03 December 2024 at 2:37 PM

file_345681.jpg

Making an image of salmon sharks, still need to do a texture map for the sharks. Any ideas on the composition? Too much light? They do come into shallow waters -

Never Give Up!


ominousplay ( ) posted Mon, 19 June 2006 at 1:13 AM

file_345712.jpg

Here is a small change. I made the texture map darker, but it didn't change the rendered version very much... then I played around with the lights. The sharks just don't seem dark enough. I excluded the sharks from two of the three lights in the scene, but it took too much off - made each more like ghost shards - shadow sharks, sharks who know what lies in the hearts of men. I was thinking of adding jelly fish - common in the cold waters, don't want to add too much clutter. Suggestions?

Never Give Up!


MarkBremmer ( ) posted Mon, 19 June 2006 at 6:28 AM

Is your ambient light still set to 20%? If so, try reducing it to 0%






nordwind53 ( ) posted Mon, 19 June 2006 at 6:32 AM

How deep is this supposed to be?  This very much effects the colors, and the degree of interaction with the surface, not to mention caustics.... The deeper you are the more things tend to be blue if lit from the surface.

Yours,
David


ominousplay ( ) posted Tue, 20 June 2006 at 1:20 PM

file_345850.jpg

This scene is only about forty feet deep, but the surface is partly cloudy : ). I turned down the ambient light - something I've never tried, thanks Mark. I like it better now. I'm having issues with the texture map stretching at the top, creating longer scales at the ridge of the back - same old issue as many of you experience. I need to learn how to split the mesh in Hex and approach it that way. Thanks for all your help.

Never Give Up!


ominousplay ( ) posted Tue, 20 June 2006 at 11:47 PM

file_345900.jpg

I was unable to adjust the salmon in Hex. I don't have that down yet. Splitting the mesh is still beyond my abilities. I can split a simple sphere, but not a model. Some day. For now, I was able to play in UV room to move verticies around and get my textures to even out and not look stretched - as bad. Here is a test to see the scales. Before some of the scales were 3 to 5 times the size as others. Here the top scales are only 2 times. Ok for now. Suggestions on rock placement appreciated. The rocks look lined up, and not random.

Never Give Up!


sfdex ( ) posted Thu, 22 June 2006 at 6:03 PM

Looks cool, Ominousplay!

Suggestions for rocks -- in the surface replicator, be sure that you allow for randomization of rotation among the replications.  I've used 180 degrees in all three axes with some success.  I also allow for sizable variation in scale.  One last thing, and I don't remember exactly what it's called in the surface replicator, but you can allow for a certain amount of clumpiness or "tend to stick together" of the replicated objects.  This tends to feel more random than the even distribution that the replictor creates by default.

That said, your scene is coming together really well.  You might put a fog object in the scene to give a feeling of hazy water that the fish are swimming through, or even use the "distant fog" scene atmosphere setting.  Just a thought.  The depth of field is really good in this.

 - Dex


ominousplay ( ) posted Sun, 25 June 2006 at 3:18 PM

file_346376.jpg

One last post and this scene is finished. Thanks for the help. I decided not to change the replicator settings- got deep into photoshop and lost steam to go back and play with the replicator any more. I'll save it for the next project. Sometimes I feel like I'm posting too many images here. How does everyone feel about that? I am posting asking for input - and heck, I'll admit it, I like to see my images on the web as well - just as I like to see other members' work posted - even if it is a test or WIP. I like to see the WIPs evolve - even more than the finished project. I am currently trying to sell my work framed and matted. I've sold one piece so far - $100. Does it count that it was to a friend? : ) I'm curious if anyone else is selling work - and if so, what type - models, renders, what? I found that printing at Costco is cheap and the paper/process is good for 75 years. A 12 x 18 inch print costs $3.00. So far I am happy with the results - plus I can have a slice of pizza while I wait. R

Never Give Up!


hdaggers ( ) posted Mon, 26 June 2006 at 8:07 AM

Quote - Sometimes I feel like I'm posting too many images here. How does everyone feel about that?

I think it's cool. Once people have seen the innitial picture they can choose whether to follow its progress, and how often. I'll try to post my next project. holly


MarkBremmer ( ) posted Mon, 26 June 2006 at 9:39 AM

It's always great to see progress. Everyone works differently so there is always something to learn. :)






sfdex ( ) posted Mon, 26 June 2006 at 5:38 PM

I'm absolutely in agreement with Mark and hdaggers.  Not only is it valuable for the artist who posts and gets suggestions and critiques, but it's also a major part of why I come to this forum -- to see works in progress and see how others approach the creative process.  Please continue posting WIP's.

As I have WIPs to post, I'll post 'em, myself.  Most of my work is under the gun of deadlines, though, so I tend not to have time for input here.

Interesting news about the Costco printing thing; I've had 12x18's printed at the local camera store from digital media and they looked amazing; if the quality is up to snuff at Costco, 3 bucks is a damn-site better than the 14 bucks for Ritz.  Thanks for the tip.

Keep it coming!

  • Dex


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