Dartanbeck’s EnvironKit leverage the power of Carrara’s nature, terrain, and environment tools. While he builds a complete scene you will see how he has saved plant and terrain elements as browser presets that can quickly add an extensive natural environment around your subject. Many great tips are shared here!
Dartanbeck’s EnvironKit series leverage the power of Carrara’s nature, terrain, and environment tools. While he tours this extensive product you will see how he has organized light and sky elements into presets that can be loaded from the browser, and created custom morphing helper objects to control the distribution of Carrara’s clouds using surface replicators.
In this first installment, I begin to cover the complexities of Carrara’s powerful shader system. This is part 1 in a short series intended for new users of Carrara. In Part 1 I start by loading Daz3d’s V4 figure and demonstrate how to perform simple shader tweaks to get her to look properly. Part 1 ends as we begin to explore how to make full use of specular and bump maps, and I’ve already provided a decent amount of detail to get one going on adjusting the Highlight and shader channels, with some measure of explanation towards what they do together, with the available light in the scene.
By the end of this series, I’ll have covered a simple outline to shaders – but hopefully enough to get Carrara users in to that texture room with a bit more understanding of what’s going on. After I complete more in the general walkthrough topics, I’s like to revisit many topics, such as this one, and explore in much greater depth. Shaders are a really in depth topic in Carrara, as there is so much that we can do inside that console – to get our models looking however we want them to look. One of my favorite aspects of Carrara!
Join Barbara Bastrup as she demonstrates the basics of character animation using primitives (basic shapes) to create “Eddie the Eraser Dog” in Carrara 8. A beginner level introduction to 3D, modeling, and animation.
Eddie was created in Carrara 3d Pro 8, music created in Garage Band with an Alesis Q49 Midi. Each second of animation averaged 4 hours of modeling, keyframing and music composition.
How to use IES Lighting in your 3D app and how to edit IES lights. (Use them for volumetric lighting). More info and examples at facebook.com/scififunk
IES lighting (Illuminating Engineering Society file type to describe lighting volume, fall off and shape) can be used to add realism to your renders.
After describing what IES is and where you might use it, I show some site which give free IES lights and (more importantly) how to edit them (plus create your own IES lights).
Ultimately you’ll probably have to create and edit your own (to match your work up against a source photo) and I show 2 programs which show you how to do this.
Please note, the pictures look better at http://www.facebook.com/scififunk (the colours haven’t been compressed as you see them on youtube).
ScifiFunk creates a dense city street scene with 132 low poly characters!
How to create walk loops for lots of low poly people, with separate walk loops so that they DON’T look like an army of robots. more info like http://www.facebook.com/scififunk
Now it’s time to put them all in a scene. This is tricky as you’ll be pushing your software to the max (unless it’s been rewritten for 64bit in every internal routine (which I doubt)).
Anyway I organize the figures into columns and use a mixture of replicators to achieve a reasonably realistic effect.
I then go on to talk about the kind of things which might crash the software, and how to avoid.
In part 2, I look into signs that the scene file is becoming so big that Carrara will regularly crash. This is obviously the time to back off a little (delete a few characters, ease up on the groups, or the amount of characters within the groups).
I look at the organization of the file. How to replicate in such a way as to achieve maximum flexibility with the replication.
There will be a fair amount of editing to do. Feet on ground (esp. when walking on the road vs walking on the pavement (sidewalk)), avoiding people walking through each other or through objects / walls etc.
Poke through is inevitable. However the edit within the scene option is not available as these are NOT Daz characters, they are one object file each. Instead the shading domains within the editor comes to the rescue.