Author Topic: Martin's landscapes  (Read 37956 times)

Offline Oshyan

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Re: Martin's landscapes
« Reply #405 on: January 28, 2018, 08:48:36 PM »
I really like the "pockmarked" (eroded) effect in some of the latest rock renders.

- Oshyan

Offline Martin

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Re: Martin's landscapes
« Reply #406 on: January 28, 2018, 09:11:29 PM »
I really like the "pockmarked" (eroded) effect in some of the latest rock renders.

- Oshyan

Thank you, it was a random idea, and I tried to use it before but it really worked in this case. I'll keep using the saved displacement nodes :)

Offline Martin

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Re: Martin's landscapes
« Reply #407 on: January 29, 2018, 11:28:29 AM »
Desert rocks with clouds and trees. Waiting for the new cliff and sea renders.

Offline ajcgi

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Re: Martin's landscapes
« Reply #408 on: January 29, 2018, 11:56:21 AM »
Loving the UFOs. Cliffs are rather lovely too.  8)

Offline Martin

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Re: Martin's landscapes
« Reply #409 on: January 29, 2018, 12:53:12 PM »
Loving the UFOs. Cliffs are rather lovely too.  8)

Learnt it from the big renaissance landscape painters- every landscape needs a big ass UFO
« Last Edit: January 29, 2018, 02:16:51 PM by Martin »

Offline luvsmuzik

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Re: Martin's landscapes
« Reply #410 on: January 29, 2018, 12:54:27 PM »
Don't know how you do that, but great detail displacing in strata!  :)
Don't go cuttin' off yer ear now...Oh, that's another style ;D ^^^^
« Last Edit: January 29, 2018, 12:58:16 PM by luvsmuzik »

Offline Martin

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Re: Martin's landscapes
« Reply #411 on: January 29, 2018, 05:08:28 PM »
Don't know how you do that, but great detail displacing in strata!  :)
Don't go cuttin' off yer ear now...Oh, that's another style ;D ^^^^
nah, close enough, I'm pretty sure Van Ghog's starry night painting is about an alien abductionXD

Offline Martin

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Re: Martin's landscapes
« Reply #412 on: January 29, 2018, 06:28:39 PM »
Obelisk park

Offline luvsmuzik

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Re: Martin's landscapes
« Reply #413 on: January 29, 2018, 06:34:31 PM »
speechless

Offline Martin

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Re: Martin's landscapes
« Reply #414 on: January 30, 2018, 10:54:03 AM »
Well, This scene needs more work. Looks like a game screenshot for some reason...

Offline luvsmuzik

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Re: Martin's landscapes
« Reply #415 on: January 30, 2018, 12:50:03 PM »
All great procedural textures, but break up obelisks from rock formations? incredible textures all :)

Offline Martin

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Re: Martin's landscapes
« Reply #416 on: January 30, 2018, 10:10:50 PM »
Look, a Spacebase

Offline luvsmuzik

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Re: Martin's landscapes
« Reply #417 on: February 01, 2018, 01:01:03 AM »
These are so cool!

Offline Martin

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Re: Martin's landscapes
« Reply #418 on: February 01, 2018, 12:26:15 PM »
Odd , some of the population objects are not affected by direct lighting. What can cause this?

Offline luvsmuzik

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Re: Martin's landscapes
« Reply #419 on: February 01, 2018, 12:48:08 PM »
My first guess would be angle and elevation of sun. You have it directly opposite rockface, correct? You might need second sun, w/o shadows and low intensity for better light.

Is that one pop of transmitter/receivers or two?
May have to do with subdivision cache, but that stuff is a mystery to me.
« Last Edit: February 01, 2018, 12:55:50 PM by luvsmuzik »

 

anything