CARRARA CHALLENGE 46: Get your Retro on

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  • Bunyip02Bunyip02 Posts: 8,613

    Update - PA Sponsor Stonemason - a very big thank-you !!!

    https://www.daz3d.com/forums/discussion/comment/4483716/#Comment_4483716

    super awesome!!!

     

    thank you, Stonemason.  Will have to review my account and see if I have one of your sets that fits the theme.

     

    - Dart, thanks for showing how you got that worn look for the ‘bot.  

    - MDO, great use of the GMIC filters, really getting that retro look for Darts badlands.

    - Bunyip, can’t wait to see the final twilight zone image.  Off to a great start.  Thanks for all of the really detailed walk throughs.  Will make sure to use at least one in this challenge, but am confident will be using many for personal projects.

    -Stezza, snow lo-renzo just needs one kid to have his tongue stuck to a pole to be retro “Christmas Story”!

    - Headwax, excellent caricature, recognized immediately - and thanks for your comment on mine.  Back then, Rainbows could be an excellent accessory, but drugs...  oh, won’t go there.  smiley

    hope I didn’t miss anyone.

     

    Got a few more props to add to my Twilight Zone render and it should then be looking good !

    Hopefully the tutes/walkthroughs will be useful as well as a source of further exploration !!!! ( More to come )

  • Bunyip02Bunyip02 Posts: 8,613

    started to model a head for the challenge  ...

    Excellent - looking forward to seeing the finished figure !

  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    Added Stonemason's City Ruins Building 02 & City Ruins : Vehicles to my scene. The ruined car needed some ruin filler adjacent to it to match the scene so I used some rubble from Sparkyworld's City Ruins. The shader for Sparky's rubble did not match Stonemason's so I added a colour mixer to the shader to darken it up to where it matched.

    1. In the Color Slot, browsed down to Operators then clicked on Mixer

    2. In Sorce 2 slot, browsed down to color. Clicked on the Color box to open the Colour Picker, picked a dark grey/black colour

    3. In the Blender slot, browsed down to Value (0-100%), dialed in until I got about 55% (Took a few test renders till I got the right value)

     

    Twilight Zone 1b render.png
    1600 x 2290 - 4M
    Twilight Zone 1 shader c.png
    744 x 860 - 206K
    Post edited by Bunyip02 on
  • HeadwaxHeadwax Posts: 9,987

    Here is a comparison. I did this quite a while ago with Enhance C to take it (Enhance C) for another test spin.

    This is the Base Texture before any Carrara changes

    This doesn't leave much of the original texture intact - almost all done in Enhance C

    wow that makes a huge difference - tutorial tutorial :)

     

  • HeadwaxHeadwax Posts: 9,987

    Bunyip02_Carrara  - amazing tutorial sthank you!

    And a big thanks to Stonemason!

     

  • HeadwaxHeadwax Posts: 9,987

    started to model a head for the challenge  ...

    another selfie :) Love astro boy great stuff stezza

     

  • Bunyip02Bunyip02 Posts: 8,613

    Here is a comparison. I did this quite a while ago with Enhance C to take it (Enhance C) for another test spin.

    This is the Base Texture before any Carrara changes

    This doesn't leave much of the original texture intact - almost all done in Enhance C

    wow that makes a huge difference - tutorial tutorial :)

     

    A tutorial would be nice but Dart's setup at the moment might make it a bit difficult.

    I have a tute on Squares and Rivets coming up.

  • HeadwaxHeadwax Posts: 9,987
    edited April 2019

    here's one form me 

    image

     

    In photoshop I moved the eyebrows up on Uncle Albert texture. Hair by Carrara  https://www.daz3d.com/m4-uncle-albert

    image
     

     

    for the pshycho coat

     

     

    image

    psychedelic is under Pattern Functions

    use red and green as the two sources - red is source 1, green is source two

    image

     

    find the pshyco parameters by clicking on psycehedlic button

    image

     

    to get groovy black shirt we just invert the original texture - so goes from white to blcak

    image
     

    for the hippy pants we take a normal set  of blue denim jeans (I gave them flares)

    and add a "spoke' cblender in the mixer channel - we find the spoke blender under free Shoestring Shaders menu

     

    image

     

    image

     

    finally picture of Groover in situ

     

    image
     


     

    Post edited by Headwax on
  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    Mini-Tutorials wink(A small series of basic to advanced shader setups)

    1. Shader Checkers

    1. Double click the Shader required to open in Texture room
    2. In the Color - Texture Map slot I want to use Multiply
    3. Scroll down the list to Operators
    4. Click on Multiply
    5. Leave Source 1 as the Texture Map, in Source 2
    6. Scroll down to Pattern Functions
    7. Click on Checkers
    8. Adjust Horizontal & Vertical Counts

    Shaders Checkers 1.png
    2260 x 1035 - 2M
    Shaders Checkers 1b.png
    1537 x 890 - 337K
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    Mini-Tutorials 2. Shader Snow or Sun Bleached


    1. Double click the Shader required to open in Texture room
    2. In the Color - Texture Map slot I want to use Mixer
    3. Scroll down the list to Operators
    4. Click on Mixer
    5. Leave Source 1 as the Texture Map, in Source 2
    6. Scroll down to Natural Functions
    7. Click on Snow
    8. In the Blender slot
    9. Scroll down to Value (0-100%)
    10. Adjust value to suit - note this may require a few test renders to get the look you are after

    Shaders Snow 1.png
    2260 x 1037 - 2M
    Shaders Snow 1b.png
    2314 x 886 - 441K
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613

    here's one form me 

    image

     

    In photoshop I moved the eyebrows up on Uncle Albert texture. Hair by Carrara  https://www.daz3d.com/m4-uncle-albert

    image
     

     

    for the pshycho coat

     

     

    image

    psychedelic is under Pattern Functions

    use red and green as the two sources - red is source 1, green is source two

    image

     

    find the pshyco parameters by clicking on psycehedlic button

    image

     

    to get groovy black shirt we just invert the original texture - so goes from white to blcak

    image
     

    for the hippy pants we take a normal set  of blue denim jeans (I gave them flares)

    and add a "spoke' cblender in the mixer channel - we find the spoke blender under free Shoestring Shaders menu

     

    image

     

    image

     

    finally picture of Groover in situ

     

    image
     


     

    Very excellent yesyesyes

  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    Mini-Tutorials 3. Shader Zebra or Tiger Stripes


    1. Double click the Shader required to open in Texture room
    2. In the Color - Texture Map slot I want to use Mixer
    3. Scroll down the list to Operators
    4. Click on Mixer
    5. Leave Source 1 as the Texture Map, in Source 2, Scroll down the list to Color
    6. Click in the Color Box
    7. In Color Picker select color
    8. In the Blender slot
    9. Scroll down to Natural Functions
    10. Click on Marble
    11. Adjust settings will require test renders to get it looking right

    Shaders Zebra Stripe 1.png
    2262 x 1037 - 2M
    Shaders Zebra Stripe 1b.png
    2301 x 892 - 623K
    Post edited by Bunyip02 on
  • HeadwaxHeadwax Posts: 9,987

    Mini-Tutorials 2. Shader Snow or Sun Bleached

     


    1. Double click the Shader required to open in Texture room
    2. In the Color - Texture Map slot I want to use Mixer
    3. Scroll down the list to Operators
    4. Click on Mixer
    5. Leave Source 1 as the Texture Map, in Source 2
    6. Scroll down to Natural Functions
    7. Click on Snow
    8. In the Blender slot
    9. Scroll down to Value (0-100%)
    10. Adjust value to suit - note this may require a few test renders to get the look you are after

    great use of snow shader!!

     

  • HeadwaxHeadwax Posts: 9,987

    start of a pulp fiction cover 'The Lady Killer wore Beige"

     

    image

     

    oh the shaders - well I added reflection to the car and made the plane a shadow catcher - need to read the rules again! sorry
     

  • Bunyip02Bunyip02 Posts: 8,613

    start of a pulp fiction cover 'The Lady Killer wore Beige"

     

    image

     

    oh the shaders - well I added reflection to the car and made the plane a shadow catcher - need to read the rules again! sorry
     

    Superb, just a screendump showing your Shadow Catcher and a little blurb would be enough for Da Rules. Aim is to get people thinking about shader usage - simple or complex.

  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    The start of my next scene - WIP 1

    Klingon WIP 1.png
    2260 x 1042 - 2M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    A bit more progress

    Klingon WIP 1b.png
    2265 x 1037 - 3M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    And a critter - "Zubarra attack !"

    Next up change the tunic shader, then the shader WIPs

    Klingon Run 1.png
    2400 x 1800 - 4M
    Post edited by Bunyip02 on
  • StezzaStezza Posts: 8,061
    edited April 2019

    Marine Boy

    used Lo-Renzo for Marine Boy and modeled the extras ( ear covers, watch and Boomerang holder ) adjusted the shaders on Marine Boy and the dolphin.

    modeled the wacky robot and also the Marine sub.

    Postwork in PSE2019

    MBWiPShaders1.jpg
    1576 x 691 - 138K
    MBWiPShaders2.jpg
    1583 x 757 - 158K
    Marine Boy.png
    900 x 675 - 1M
    Post edited by Stezza on
  • HeadwaxHeadwax Posts: 9,987

    The start of my next scene - WIP 1

     

    thanks Bunyip , now that's psychodellico!

     

  • HeadwaxHeadwax Posts: 9,987

    Marine Boy

    used Lo-Renzo for Marine Boy and modeled the extras ( ear covers, watch and Boomerang holder ) adjusted the shaders on Marine Boy and the dolphin.

    modeled the wacky robot and also the Marine sub.

    Postwork in PSE2019

    Low Rez pa should be employing you :)

     

  • HeadwaxHeadwax Posts: 9,987

    image

     

    I'll post the shader recipie for this one later - sorry
     

  • StezzaStezza Posts: 8,061

    Bonnie & Clyde like.... yes

    watched the Highwaymen last week was pretty good ... 

  • Bunyip02Bunyip02 Posts: 8,613

    Marine Boy

    used Lo-Renzo for Marine Boy and modeled the extras ( ear covers, watch and Boomerang holder ) adjusted the shaders on Marine Boy and the dolphin.

    modeled the wacky robot and also the Marine sub.

    Postwork in PSE2019

    Gorgeous render, nice shader work !!

  • Bunyip02Bunyip02 Posts: 8,613

    image

     

    I'll post the shader recipie for this one later - sorry
     

    Love the title - definately a pulp magazine !!!

  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    "Zubarra attack !" - Tunic shader

    1. Use TaME to get tunic pattern - Winterbrose program - search at Renderosity for program
    2. In the Color - Texture Map slot
    3. Scroll down to Operators
    4. Click on Mixer
    5. In Source 2, scroll down to Texture Map
    6. Locate & load texture map
    7. Adjust settings
    8. In Blender slot
    9. Scroll down to Value (0-100%)
    10 Adjust setting
    Note: Test renders needed for steps 7 & 10

    Klingon texture 1.png
    1014 x 764 - 729K
    Klingon texture 1b.png
    2430 x 874 - 401K
    Klingon texture 1c.png
    2262 x 1033 - 2M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    "Zubarra attack !" - Terrain from Bryce Part - 1

    1. In Bryce, click on the triangle adjacent to the Create
    2. In the tab that opens click on Terrains
    3. Choose a terrain that you like
    4. Click on the tick
    5. Click on the triangle adjacent to the Edit to get the Materials tab
    6. Click on the triangle to bring up a selection of categories to choose from, click on Terrain
    7. Click on the item in the list displayed that you want
    8. Click on a Material that you are interested in
    9. Click on the Tick to finish
    10. Click on the middle ball to do a render to see what the Material looks like
    11. To stop the render click on the ball with 4 arrows, or wait till the render completes
    12. To save it so it can be used in Carrara, click on File
    13. Click on Export Object
    14. Choose type of file you want to save it as, I choose obj
    15. Locate your folder where you are going to save it to
    16. Either use the terrain name or give it a name that you will remember. Click save

    Bryce Terrain 1.png
    1921 x 1042 - 808K
    Bryce Terrain 2.png
    1914 x 1039 - 760K
    Bryce Terrain 3.png
    1916 x 1037 - 2M
    Bryce Terrain 4.png
    1916 x 1035 - 2M
    Bryce Terrain 5.png
    1921 x 1037 - 2M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    "Zubarra attack !" - Terrain from Bryce Part - 2

    17. An Export Terrain tab opens. Use slider if wanted to increase number of Polygons. WARNING - if you increase too much Bryce will fail
    18. Click on the arrow next to Size, and pick a size that you want for the texture
    19. Click on the arrow next to Format to select type of image. I select JPEG, click on the side arrow you have an additional setting to pick the quality, I pick Max Quality
    20. Click on the tick to save
    21. Open your file explorer to check the new files
    22. For an Alien colour terrain I open the diffcol.jpg file in Paint.Net
    23. In Paint.Net click on Effects
    24. Click on Color
    25. Click on Psychocolour - NOTE: this must have first been installed as a plugin - https://forums.getpaint.net/topic/22126-psychocolour-in-red-ochre-plugin-pack/
    26. Use the slider on the Phase Shift to explore the variations
    27. When satisified click on OK
    28. Click on File, then Save As
    29. Name it something that allows you to remember the Psychocolour setting used
    30. Save

    Bryce Terrain 6.png
    1923 x 1037 - 229K
    Bryce Terrain 7.png
    1914 x 1033 - 2M
    Bryce Terrain 8.png
    1921 x 1037 - 1M
    Bryce Terrain 9.png
    1914 x 1037 - 1M
    Bryce Terrain 10.png
    1918 x 1037 - 998K
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited April 2019

    "Zubarra attack !" - Terrain from Bryce Part - 3

    31. Import new terrain obj into Carrara
    32. Open material_1 shader and load the required texture map
    33. Load the required Bump texture map
    34. Do a test render. Note that the textures in this case are out compared to the Bryce render, I don't know why the conversion does this. Save as a car file if happy with the result.

     

    The following are a couple of conversions that worked.

     

    Bryce Terrain 11.png
    2267 x 1042 - 792K
    Bryce Terrain 12.png
    2262 x 1042 - 417K
    Bryce Terrain 13.png
    2265 x 1042 - 2M
    Bryce Terrain 13b.png
    2265 x 1039 - 1M
    Bryce Terrain 13c.png
    2267 x 1037 - 2M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613

    Mini-Tutorials recommence tomorrow night !

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