Stone bridge (final)

Started by Antoine, April 07, 2015, 01:14:15 AM

Previous topic - Next topic

Antoine

The bridge (which doesn't follow the construction rules) has been done in Modo. Trees are from Xfrog and stones from Luc Bianco.

David.

Upon Infinity

#1
I've had an idea for something similar in my head.  Odd that modo can't texture that properly.  Although you could try just a general non-brick stone texture.

Antoine

It is possible to do correct mapping in Modo in this case too of course, but here as it is essentially a bridge carved out of a single stone and not of bricks, I didn't work on this, just to give some effects, but I agree, I should correct that.

David.

bobbystahr

I have a bit of a problem with the scale of things. The trees and grass don't seem to mesh scale wise with the scale reference dude on the bridge...other than that a cool image in the works....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

You could try procedural texturing with voronoi or square noise. And you'll need a path!

bobbystahr

Quote from: Dune on April 07, 2015, 12:17:12 PM
You could try procedural texturing with voronoi or square noise. And you'll need a path!

Dang it...that's what I wasn't seeing....these ole eyes some days....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Antoine

Here is an improved version. I have uvmapped the displacement brick texture in Modo so that it looks more realistic. I don't know how to do this with voronoi or square noise in Terragen, the problem would be to bend the procedural texture following the bridge curvature.
I do really hope that there will be a bump mapping feature added in Terragen in the future.

David.

bobbystahr

better, but unless that's a path going behind the tree it could still use one leading to and from the bridge
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Antoine

I have added a path and some flowers here and there.

choronr

Very nice composition. The path is a good and necessary addition as are the flowers. 

Dune

Quotethe problem would be to bend the procedural texture following the bridge curvature.
That can probably be done using a soft simple shape and a warp shader, but I admit, uvmapping (in this case) is easier.

Good progress, it's getting together nicely. I would reduce the size of the grass though, and add some more species/variations. And then set subdivision settings (inside render node) higher (0.75 or so) for more detail under water. Maybe even add some 'murk'.

bobbystahr

Quote from: Antoine on April 11, 2015, 12:55:38 AM
I have added a path and some flowers here and there.

Both good additions, I agree with Dune's tweak suggestions.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Antoine

Thank you for your suggestions, I am going to do so.

David.

bobbystahr

I love watching images get better and better. This is the best forum I've been on since we had our Imagine one at Renderosity....way t go folks....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Antoine

Here is the final one.
I have set more grass variations, made some changes to the flowers petals so that they don't appear too white and increase somewhat the soil displacement visible on the path.
Subdivision setting at 0.75.
I have a question : is there a way to prevent the grass or flowers or other vegetations to grow through the rocks ?

David.