inkerston

Started by inkydigit, January 15, 2010, 03:26:26 PM

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inkydigit

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the latest version, from this world:  http://forums.planetside.co.uk/index.php?topic=8593.0
tweaks include pov and qua;ity etc...200 minutes or there abouts for render time....
feel free to comment crit, etc as these are always wlcome and appreciated!
:)

Kadri

It is really better now , Inkydit .
But the trees on the foreground , the leaves seem unnatural to me. It isn't your fault .
Do you have more natural looking ones ?

Kadri.

inkydigit

Quote from: Kadri on January 15, 2010, 04:31:41 PM
It is really better now , Inkydit .
But the trees on the foreground , the leaves seem unnatural to me. It isn't your fault .
Do you have more natural looking ones ?

Kadri.
thanks, and
yeah, you are right Kadri.. almost like they are painted?
I guess I will try another species... next!

schmeerlap

It's looking good. What's your horizontal fov? 'cos you've got some serious keystoning (that can be corrected in Photoshop etc with the Free Transform tool).

John
I hope I realise I don't exist before I apparently die.

Dune

One crit is that the walls are not 'bumped'. They appear very flat, despite the texture. Why don't you add an extra image map and displace it in the object?

---Dune

inkydigit

Quote from: schmeerlap on January 15, 2010, 05:51:48 PM
It's looking good. What's your horizontal fov? 'cos you've got some serious keystoning (that can be corrected in Photoshop etc with the Free Transform tool).

John
Thanks John, horiz. fov was 60...do you have any recommendations?

inkydigit

Quote from: Dune on January 16, 2010, 03:10:10 AM
One crit is that the walls are not 'bumped'. They appear very flat, despite the texture. Why don't you add an extra image map and displace it in the object?

---Dune
Thanks Dune, there was a 'normal' map included with the object (though not loaded neither was the specularity image, but I loaded that), do I load this as is for the displacement image? or do I have to process it in any way?

Dune

I don't really know. I figure the displacement inside the default shader doesn't work, so I added an image map between the default and the node under it. Displaced that, no color (I think). Chose the UV mapping in the drop-down list. See if that works for you.

inkydigit

Quote from: Dune on January 16, 2010, 11:05:04 AM
I don't really know. I figure the displacement inside the default shader doesn't work, so I added an image map between the default and the node under it. Displaced that, no color (I think). Chose the UV mapping in the drop-down list. See if that works for you.
thanks Dune, I had a fiddle with the models and I am not sure if this is the correct method, but it seems to have worked anyway...I used the normal map as displacement image and set displacement multiplier to 1...I now have bump!

choronr

Now this is real good composition. The light is just right bringing out the colors and textures ...well done Jason!

schmeerlap

Quote from: inkydigit on January 16, 2010, 09:24:19 AM
Thanks John, horiz. fov was 60...do you have any recommendations?
If your fov would have been wider than 60 I'd have recommended reducing it. I don't know why the objects leant in so much at that fov. But my solution to correct for the keystoning effect was post Terragen, using the Transform > Perspective tool of Photoshop, on a selection of your scene from the bottom of your buildings up.

John
I hope I realise I don't exist before I apparently die.

inkydigit

Quote from: schmeerlap on January 16, 2010, 07:18:45 PM
Quote from: inkydigit on January 16, 2010, 09:24:19 AM
Thanks John, horiz. fov was 60...do you have any recommendations?
If your fov would have been wider than 60 I'd have recommended reducing it. I don't know why the objects leant in so much at that fov. But my solution to correct for the keystoning effect was post Terragen, using the Transform > Perspective tool of Photoshop, on a selection of your scene from the bottom of your buildings up.

John
cheers John. I have experimented and  totally re-built the scene... camera way further back, and a tighter focus...foreshortening is an issue though..ta for the reply, I will keep you posted...!
btw great job on the pw!

Oshyan

Quote from: Dune on January 16, 2010, 11:05:04 AM
I don't really know. I figure the displacement inside the default shader doesn't work, so I added an image map between the default and the node under it. Displaced that, no color (I think). Chose the UV mapping in the drop-down list. See if that works for you.

Displacement should work in the Default Shader. Remember though that when using Raytrace Objects, your displacement gets rendered as a bump map.

- Oshyan

TheBlackHole

For some reason, this image screams "game enivironment!!!" at me. Probably because the walls are so flat.
They just issued a tornado warning and said to stay away from windows. Does that mean I can't use my computer?

EoinArmstrong

The lighting and mood are lovely, but yeah - the buildings could do with a little added 'texture' :)