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Subject: Carrara Tutorials


AWBenson ( ) posted Mon, 16 January 2006 at 5:43 PM · edited Sun, 01 December 2024 at 8:42 AM

Attached Link: http://www.awbenson.com

I have several tutorials about Carrara available on my website. At the moment they cover the following topics: UV Editor and Applying Bitmap Textures (3) Anything Goos Plug-in (1) Keyframing and the Graph Editor (1) I supply all supporting files on my site and their is no charge for these tutorials. If you have any suggestions or questions about them please post. Andrew Benson www.awbenson.com


woodboat ( ) posted Mon, 16 January 2006 at 8:20 PM

I checked your tutorials out and they look very very helpful. They are just the kind of thing I need at my early learning curve of Carrara - especially the one on Anything Goos. I need to understand the mixers and layers in shaders.
Suggestion? Aside from a little spelling error, they are excellent for me. Thank you for posting.
wb


AWBenson ( ) posted Mon, 16 January 2006 at 9:55 PM

The whole website is actually a HUGE WIP. I could take more time to spell check it and fix it's grammer issues by re-writing the tutorials or I can put it up and fix it later. I believe the later would be the best interest for me because working on your own personal site between work, freelance and other tasks (I'm also married so that cuts into alot of free time :-) severely limits how fast the website can be near 100% ready. :-P I also believe later serves the community better. It gets the tutorials out there now instead of much later. I was informed of some differculty with Step 5 of the Anything Goos tutorial which I'll be looking into soon. (That tutorial got posted today :-) Other things that got posted today was the small gallery and WIP sections. So, it's coming along slowly but it's getting there :-). Thanks for viewing my website, Andrew


ShawnDriscoll ( ) posted Mon, 16 January 2006 at 10:53 PM

Thanks for the UV tutorial.

www.youtube.com/user/ShawnDriscollCG


steama ( ) posted Mon, 16 January 2006 at 10:54 PM

Andrew you are the ultra contributer! Thanks again


Sans2012 ( ) posted Tue, 17 January 2006 at 12:38 AM

Excellent tuts; thanks a heap;)

I never intended to make art.


bluetone ( ) posted Tue, 17 January 2006 at 4:09 AM

I agree that getting info out there is more important then perfection. Thanx again! :D


AWBenson ( ) posted Tue, 17 January 2006 at 7:38 AM

I managed to get the next UV Tutorial (#4) up just before bedtime last night. It was a tutorial that I've been working on a little at a time for the last month. It's about unwrapping a low-polygon barrel model. It uses shading domains with different unwrapping projection settings applied to each. You also learn how to combine multiple objects onto a single texture map... this is useful if you were to model a robot and had alot of different pieces but you want to paint it all at once to ensue color/highlight/bump/etc acturacy. The UV series is designed that you start at #1 and work your way up because I do not re-teach the basic skills taught in prior lessions. Andrew www.awbenson.com


ren_mem ( ) posted Tue, 17 January 2006 at 2:04 PM

Great stuff. Much appreciated. If you feel froggy would love to see one on baker.I am finding some awkwardness there. I have questions about it and finding info is a bit scarce.Also I am wondering if you can use displacement and baker to better advantage.

No need to think outside the box....
    Just make it invisible.


AWBenson ( ) posted Tue, 17 January 2006 at 2:15 PM

Not with the native C5 displacement. :-( If you have Anything Grooves, you can create high polygon count objects that can be converted/exported into actual high polygon models. Confusing isn't it? It's because Carrara 5's internal displacement is driven by a shader that is triggered only at render time, or at least it doesn't give you the option to collapse the geometery result. AGrooves is affective when you turn it on regardless of the point of modeling progress. UV unwrapping becomes REALLY important for this stuff of work as you are thinking. I agree that this is a great tutorial idea, but it is also a biggie one to write and test. Andrew www.awbenson.com


ren_mem ( ) posted Tue, 17 January 2006 at 2:56 PM

I didn't think the native could be, but thought I would ask. Yeah, I have found this area definitely confusing. As I understood it the native displacement was actual geometry(tho I haven't actually tried to check for this)and agrooves was a shader that was added. I would like to see baker accessible from the shader room also(I think I will suggest this). I looked a 3dxtract.com. Yeah, I would REALLY like to see some better UV tools in Carrara and HEX. Good UV tools are simply critical for many things.Well we'll be patient...I got faith in ya! ;)(LoL)

No need to think outside the box....
    Just make it invisible.


AWBenson ( ) posted Tue, 17 January 2006 at 3:29 PM

I guess both would technically be called shader controlled displacements. But Carrara's own doesn't give you an option to convert to a full geometery figure. Anything Grooves as a modifier allows you to collapse the modifier stack or export, thus making it a "high density" model. Not sure what this does to the UV unwrapping on a low polygon figure, but I'll assume it'll destory it until I learn more about this myself. Simple things like flat planes with displacement would be the easiest way to test out a working procedure. Before devoting huge amounts of time into research.


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