Author Topic: Post-Glacial  (Read 13963 times)

Online Dune

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Re: Post-Glacial
« Reply #60 on: November 18, 2014, 07:26:39 AM »
Thanks Bobby, hadn't found that site yet. Luckily, I also have a bunch of scientists providing feedback, but they're not very fast in responding, and I want to get on with it. Just made a bison/wisent, but I still need to give it some postures and hopefully the texture will stick.

The Saxifraga would be nice to put in, my query is out.
« Last Edit: November 18, 2014, 08:08:09 AM by Dune »

Offline bobbystahr

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Re: Post-Glacial
« Reply #61 on: November 18, 2014, 01:16:04 PM »
Thanks Bobby, hadn't found that site yet. Luckily, I also have a bunch of scientists providing feedback, but they're not very fast in responding, and I want to get on with it. Just made a bison/wisent, but I still need to give it some postures and hopefully the texture will stick.

The Saxifraga would be nice to put in, my query is out.

Here y go, can y tell I'm bored? Haven't yet adjusted to the white shite all about..no bike I stay home way more.

http://www.turbosquid.com/3d-models/3d-plant-saxifraga/759113
« Last Edit: November 18, 2014, 01:19:18 PM by bobbystahr »
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Re: Post-Glacial
« Reply #62 on: November 18, 2014, 02:12:15 PM »
Thanks Bobby, but I'll make it myself (if I may add it). Bored? Why not play with the swamp you were planning, nice warm environment to forget about the white stuff  ;)

Offline bobbystahr

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Re: Post-Glacial
« Reply #63 on: November 18, 2014, 02:25:17 PM »
Thanks Bobby, but I'll make it myself (if I may add it). Bored? Why not play with the swamp you were planning, nice warm environment to forget about the white stuff  ;)

Coincidentally the swamp is in TG2 at the moment(test render) as I wanted to do a huge render with lots of variety in the foliage, but I've been playing with TG3 so long I find it almost intolerable to not have textured view. Went into TG2 as I have the full version and want lush foliage but I may make it in TG3 after all...just merge some .obj veg in Poseray or Deep Exploration to get more variety in the pops with mixed groups for pops.
something borrowed,
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Bobby Stahr, Paracosmologist

Offline bobbystahr

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Re: Post-Glacial
« Reply #64 on: November 18, 2014, 11:29:59 PM »
Thanks Bobby, but I'll make it myself (if I may add it). Bored? Why not play with the swamp you were planning, nice warm environment to forget about the white stuff  ;)

Here y go Ulco...light test WIP...a ways t go yet.
something borrowed,
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Offline mhall

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Re: Post-Glacial
« Reply #65 on: November 19, 2014, 06:30:41 AM »
Yeah I see your arguments there, but if you read many photography websites you'll see that they value 1:1 pixel detail/sharpness for large scale prints (probably meaning anything over 50-75cm wide).
It remains to be seen though how much is true of that, it's the internets right.
So I think you may be right.

It would actually be nice to test that some time with a capable inktjet printer.
I did some printing of TG work and I must say that it usually looks better printed than on screen :) Your idea too?

Some go even further! :)

http://blog.mingthein.com/2014/02/27/introducing-the-ultraprint/

This fellow actually goes for a 720ppi value when printing and prints 8x12s - 10x15s from high resolution 36-39MP files with amazing results.

He calls them "ultraprints" and the detail is pretty amazing. Reminds me of large format contact prints. Basically, his findings show that at the resolutions his images are being printed, you can hold the print as close as possible to your eye and there will always be the impression of more image detail. The detail doesn't run out/you won't see artifacts from the printing process without a 3-5x loupe.

I have a 44" wide format gallery quality printer here in the studio and have been itching to work on things like this, but haven't had the time.

~Micheal

Online Dune

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Re: Post-Glacial
« Reply #66 on: November 19, 2014, 07:26:19 AM »
@ Bobby, the light is great. I would probably get more distance from the trees and show more water.

@ Micheal: that's very interesting, but challenging as well. So we need even more pixels. I recognize the fact that there's a certain microcontrast to take into account. Same as the difference between photo's taken with 'normal' camera's and bigger film sizes, it's often very obvious. I'll be making the renders at 8640px, for a 72cm wide print (I guess the printer prints at 300dpi standard), so that should yield at least some microcontrast in print.

Online Dune

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Re: Post-Glacial
« Reply #67 on: November 20, 2014, 07:40:17 AM »
Update. I will try to get the species into a more clustered configuration though. Some blades growing through stone, but that's for post. I'd also like some lichen on the bare sand and some Silene acaulis. But the reindeermoss will be hard, as it's very 'cloudy' and should be really highpoly, and then hundreds of instances.... don't know....

Offline Oshyan

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Re: Post-Glacial
« Reply #68 on: November 20, 2014, 07:59:28 AM »
The detail and realism here is absolutely fabulous Ulco. My only small criticism/question is about the "ripples" in the sandy-looking texture. If it's meant to be sand ripples, I think it's a bit too rough-looking and large-grained. The sand should be smoother than the surrounding dirt, I think. Or at least have a different texture of some kind. If it's more meant to be something like rippled mud/dried earth due to varying water levels or something, then it might look more like this, but I still think some more distinction in simple roughness in those areas would be good. It reminds me of how things were in that stratified canyon scene I looked at, there was a lot of uniform roughness that just needed to be broken up some and it improved realism a good deal. It's more subtle here, but something to consider still.

- Oshyan

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Re: Post-Glacial
« Reply #69 on: November 20, 2014, 08:06:58 AM »
Yes, you may be right. I added the fake stones at 0.005m lately, but may reduce that to half the size and mask them by some pf. I think it needs more dirt and stuff too, but it's getting a rather busy file as it is already, so I have to choose carefully what to add (and how much time to continue spending on it).
You probably mean that the darker 'sand' is dirt. Well, I have to think about that too, should it be a darker (wet) sand or really dirt/soil plus the lighter sand. Don't know really, but maybe it's good to break the darker bits up to form more soily ground.
« Last Edit: November 20, 2014, 08:09:23 AM by Dune »

Offline Oshyan

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Re: Post-Glacial
« Reply #70 on: November 20, 2014, 08:12:31 AM »
Mainly I meant that if you have wavy patterns like that, it's probably going to be assumed to be sand, in which case the texture doesn't look quite right (or at the least it should differ from the non-sand stuff around it more). If you removed that wavy pattern (which I generally like), then I probably wouldn't have questioned it, although the surface roughness *is* a bit uniform...

- Oshyna

Offline bobbystahr

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Re: Post-Glacial
« Reply #71 on: November 20, 2014, 12:43:30 PM »
@ Bobby, the light is great. I would probably get more distance from the trees and show more water.

O K Dune, enough from this lil guy for now. I'm happy with the pic. Hope y all like it. 8)

I may take another run it this featuring the Swamp House as it's kinda cool itself.
« Last Edit: November 20, 2014, 12:45:10 PM by bobbystahr »
something borrowed,
something Blue.
Ring out the Old.
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Bobby Stahr, Paracosmologist

Offline bobbystahr

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Re: Post-Glacial
« Reply #72 on: November 20, 2014, 12:56:07 PM »
re: glacial....well I'd say damn near perfect but agree with Oshyan's critique. Also encourage you to 'go for it' with the reindeer moss...never seen that stuff so I guess it's a selfish request. 8)
something borrowed,
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Bobby Stahr, Paracosmologist

Online Dune

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Re: Post-Glacial
« Reply #73 on: November 20, 2014, 01:59:07 PM »
Looking good, Bobby, the lights work very well.

I don't think the moss is needed, as I just got some positive replies from my specialists. They weren't bothered by the sand, so that's easy. Changed a few things though, like more intrazonation (subzoning) of the displacement intersectioned dune valleys. I might have to loose the mammoths and add some wild pig/boar, which I still would have to make (mmm).

By the way; less flowers on the Silene acaulis in the final, as I made a separate distribution of them (green and flowers).

I guess it's more or less up to the Forest!
« Last Edit: November 20, 2014, 02:03:44 PM by Dune »

Offline bobbystahr

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Re: Post-Glacial
« Reply #74 on: November 20, 2014, 02:21:50 PM »
Looking good, Bobby, the lights work very well.

I don't think the moss is needed, as I just got some positive replies from my specialists. They weren't bothered by the sand, so that's easy. Changed a few things though, like more intrazonation (subzoning) of the displacement intersectioned dune valleys. I might have to loose the mammoths and add some wild pig/boar, which I still would have to make (mmm).

By the way; less flowers on the Silene acaulis in the final, as I made a separate distribution of them (green and flowers).

I guess it's more or less up to the Forest!

Thanks Ulco..was fun to do....stay tuned for the House render as well.
Your renders are for me a constant inspiration......thanks. :)
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

 

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