Surprise Spherical

Started by bobbystahr, October 01, 2017, 11:00:40 AM

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bobbystahr

Loaded up an old test from the VR comp and well TG didn't like my pathing so I wound up with a skeletal scene but it tweaked my imagination so I rendered this. I will re-leafe the trees and fix the Swamp house and do thos correctly soon but here's the eerie render that turned out...looks cool in a viewer. Thanks for looking.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune


bobbystahr

Quote from: Dune on October 01, 2017, 12:10:05 PM
Cool.

Thanks 'twas a pleasant surprise in the spherical viewer and further spurs me on to do it properly...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist


bobbystahr

Quote from: Kadri on October 01, 2017, 12:23:39 PM

Looks interesting.

will be much cooler once I address the missing textures...will likely have to re do the pops if past experience counts for anything...for some reasont the gathering doesn't work on my new computer and this was originally done on the old net box I'm typing on atm.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

agent unawares

This is nice! Reminds me of Channelwood.

bobbystahr

Quote from: agent_unawares on October 01, 2017, 07:09:36 PM
This is nice! Reminds me of Channelwood.

Had to look that up not having ever had any of those game things and you're quite right.  And the real one will look even more so when I fix that .tgd.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

KlausK

Just looked at this in gopro vr player. Looks really nice. I actually like the non-leaved trees here and the overall simplicity of the environment.
To get a more misty spooky feel I can imagine to change the sky to something more like Rumburak has done in his most recent game background
he posted the other day. That is, if you`re after something like that.
I am looking forward to the textured version.
Cheers, Klaus
/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 1070 TI / Win7 Ultimate . . . still (||-:-||)

bobbystahr

Here's a test at 1/2 size...some things to touch up yet....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

...First attempt is an overniter so I had no chance to cancel, is way blown out by the lighting and the 2nd one still has a problem with fall off and strength greatly reduced, in fact the torch on the House's deck no longer looks lit but is still causing problems. C&C welcome.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

I think, if you want these lights, the whole image should be darker, but maybe PS can solve that easily. And your boat needs texture! And water...

bobbystahr

Quote from: Dune on October 04, 2017, 02:37:45 AM
I think, if you want these lights, the whole image should be darker, but maybe PS can solve that easily. And your boat needs texture! And water...

There actually is water, a murky mix you shared with me but it seems to have lost all transparency. In the overblown one you see light reflecting in it so I know it's there heh heh. The lights are nice in a Perspective render but I think excessive/not needed here. I'm going to dial some luminosity into the torch flame and turn the interior lites either way down on all counts ot just off and well the boat needs a new texture as the current one is too dark...it is on there, I checked.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Maybe the displacement/bumpmapping is too high, then you often get darker objects as well. You could experiment with planes or cards that reflect light on some areas (how much depends on luminosity or color of object) and render it invisible. The light will still be there (if that bug has been fixed in public version, that is).

bobbystahr

#13
Quote from: Dune on October 04, 2017, 03:00:55 AM
Maybe the displacement/bumpmapping is too high, then you often get darker objects as well. You could experiment with planes or cards that reflect light on some areas (how much depends on luminosity or color of object) and render it invisible. The light will still be there (if that bug has been fixed in public version, that is).

Yeah, th bump map may be the problem...will check that first, thanks. Is/was there a problem with the card and luminosity? I used it recently on another render and it worked fine.

UPDATE
Well I fixed the water and that boat was not cooperating on any level so I totally retextured it and replaced the existing one. Curious I made a copy of Daniel from the 2nd floor porch and moved it to the boat which turned ot to be cabin cruiser size so it was scaled to the human and now the building as a happy consequence. But the waterlilies were now gigantic...so it goes when 1 thing is off eh. Scaling them caused them to diaappear and I couldn't coerce them into existance no matter what so I deleted that pop and started again and this time popping crashed TG....sigh...taking a wee break before I break something...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

blokan

Looks nice, but tree on first plan looks strange at the up