Museum wall

Started by Dune, August 26, 2013, 03:21:28 AM

Previous topic - Next topic

Dune

So I'll keep 'm coming. Here's the next WIP for a further 30 odd meters. Still a lot needs done.

And thanks for thinking along, I like feedback. I could miss something. The animals are an old race of small sheep, hardly a meter long, and the celtic fields are 40x40m, but I agree they look kinda small. The veggies I make myself, and in fact there are only 3 grasses in the rough area, one heath and 5 or so weeds/flowering plants. Along the verges of the path I have some 4 additional weeds, 2-3 additional grasses, and maybe 6-8 trees/shrubs.
I started out with a ground/terrain of some colors, bumps and fake grass (just one stretched fake stone shader), but now replaced this (within a circle of 100m around the camera)  by clumps of soil, and some pebbles, so the fake grass is only in the distance. Where there are no grasses, the clumps may show up.... although I admit they don't really because the grass is too thick. Anyway, I didn't like it with the fake grass in front areas. I have to keep in mind that the final renders will be much larger than this and everything (all my mistakes) are exxagerated.

I'll try to get some moss or lichen on the beehive shelter, good idea. In future we can have stuff grow on objects, but for now it'll be procedural.

After this WIP I have already changed the way the heath is frosted (with a gradual change towards the ice age), and the layout of the river. More to come...

bla bla 2

Il y a un rectangle blanc au dessus du vert à gauche.

mhaze

Yeah, what is the white square? Rest is looking good.

Dune

That's where a small village should come. Pay no attention to it.

bla bla 2


choronr

Thank you for the explanation. Seeing the transition of greenery to snow and frost is interesting. More on frosting the vegetation would be helpful.

Dune

Well, the transitions are not my favorite, but it's needed. It's not very natural to go from ice age to thick forest in a few meters, covering maybe 10.000 years, but I have to. I think I'll also have to compromise earlier, near the grave mound, as it's all thick forest, but you won't see very far then. And that's a pity. I have to ask if I can make it opener, much nicer.  It ain't finished yet.

choronr

If the theory that a meteorite hit the Earth (in the gulf of Mexico) is correct, the atmosphere turned dark with gasses and debris - then came the ice age. As it came out of this age, the atmo might still be somewhat heavy with red decay. Maybe you might have a section where the image displays this before getting into the greenery?

bigben

These are looking really good.  The most obvious errors from not reprojecting the images to cylindrical would be a slight V-shaped join in clouds but that's more of an issue as you move up from the horizon and it's not really noticeable in these.  Rather than using white rectangles you might consider at least giveing it an image map e.g. (http://3d-walkthrough-rendering.outsourcing-services-india.com/images/billboards_advertise_design.jpg)   ;)

otakar

You are unreal. I am in love with LM-6-dec-.0002part.jpg and especially that beehive model. How wonderfully organic! Also the tree stumps in your latest are magnificent. How the heck do you get all this vegetation in without running out of memory? Don't tell me these all low poly models.

Dune

@Bob: this is the last ice age that didn't quite reach the area I'm depicting (South of Holland), and it was in the Weichselien, between 120.000 and 10.000 years ago. Long after the 'meteorite extinction wave'. I have to ask how much snow they want, as it might have been quite pleasant in summer back then, with flowering tundra veggies and so on. So lots of ochre, reds, instead of white.
@Bigben: I found that too. It's a hilly terrain anyway, so the regular dips are hardly noticable either, especially with the weeds. Saves me using your (fantastic) method this time, and also some render time, as nothing is lost.
@Otakar: they are not too heavy; the beehives+shelter is about 600kB. I could have made it much heavier, but a little bump does wonders, and I have to keep the memory use as low as possible. And little errors I can always paint/clone out in post. Added some lichens to the shelter, by the way. Really nice.

Here's an update again, better placement of stuff, as it needs to fit with doors, etc. The only thing I don't like is that I can't change the light over the 82 meters. So, going round from my little hill, I always get some areas in straight backlight, which is a mortal sin (in photography). Makes the forest kind of bland (if that's the right word), so I'm thinking of adding a few trees behind me, to give some shadows. Maybe some localized mist will work as well. And I will add some trees/trunks right in front, so you're more in the wood, while keeping the view. They have to be high poly, but only 4m high perhaps, and then nothing. Too many yellow flowers by the way, must have hit the wrong button.

choronr

I admire your abilities of using TG3 as you do. What you've done here is absolutely beautiful.

TheBadger

Why cant there be more transition? Not so much a dividing scene or season, but just a little bit of snow and bare trees on the left of the line. Just not so abrupt, I mean.
It has been eaten.

Dune

Because it has to fit the total exhibition, with dioramas, etc from certain eras. Very tight. I would rather have made 5 or so seperated eras for different walls, but the client is king!

Dune

Xmas update. Getting there, with still quite a few changes to come. I was also thinking of adding a little stream (from under your feet), going downhill.