Forgotten Forest FINAL storyboard

Started by Zairyn Arsyn, May 04, 2010, 08:04:52 AM

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domdib

I find it difficult to envisage the final animation from this, as, apart from minor changes of angle/height/position, all the frames look similar. Do you have in mind some special feature (landscape or object) at which the animation will arrive?

Zairyn Arsyn

i am currently re-doing the camera path.

i had originally planned this project to have a natural, pristine, untouched by civilization feel to it, that's why i  didn't have any other (natural) objects in the scene, at the current time, but i think
i'm going to add the circular temple and other objects from the circular temple pack, to give it a bit of a fantasy feel to it.

how does that sound?
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domdib

Don't get me wrong, I'm sure that whatever you do will be good, man-made objects or not. Perhaps I'm taking the usual attitude to an image - where is the point of interest? and applying that illegitimately to an animation.

FrankB

I like this draft storyboard - I'm sure you still keep adding things to it, and the base concept you have chosen will allow for a lot of possible ideas. Just keep going :)

Zairyn Arsyn

the point of interest will likely be ancient ruin of some sorts, located just beyond at the head spring of the lake,  final frame.

i am also planning to have large monoliths/stones scattered along the side of the lake

i should have another render out soon.
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Zairyn Arsyn

i'm modeling some monoliths

soon a couple of different types of monoliths will be found in the scene.
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rcallicotte

I'll be interested to see where this is going.  Trees, plant-life and basic outdoor scenes present some bigger challenges with details and render times.  I'm interested to see what is next.
So this is Disney World.  Can we live here?

Zairyn Arsyn

#37
last WIP render

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domdib

Water looks very good. The unusual trees and the monoliths give an air of strangeness about it.

Zairyn Arsyn

i felt the old water needed to be changed, less transparency & more reflections, it didn't look realistic enough, or right.

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Rudolfking

The river and forest looks great, maybe the shore and the ground under the trees could be better, I think. Some plants, or a little pond feeling, I don't know...
The water has a bit less transparency than it could be, with more transparency, less decay, and a brownish color addition?

Zairyn Arsyn

the surfacing on the monoliths is in no way permanent, i'm still trying to perfect them.

i recall a while back on here there was a technique posted for creating "color variations" within populations, for me specifically trees.
i searched for it in the file sharing section, and came up with results but still could'nt get enough useful info out of it.
does anyone know how its done?




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Zairyn Arsyn

latest 6 still render with different motion path.
i added some ivy to the monoliths with ivy generator
the trees now have a slight color variation (different diffuse color settings)
bushes added also.

the principal ruin will be in the 6th frame, in the open clearing where the bushes are.
C&C welcome
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Henry Blewer

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Dune

Quotei recall a while back on here there was a technique posted for creating "color variations" within populations, for me specifically trees.
i searched for it in the file sharing section, and came up with results but still could'nt get enough useful info out of it.
does anyone know how its done?

I'll tell you my way of doing this (posted before, you're right). Make a camera, set it in the middle of your pop, pointing down from a couple of hundred meters. Make a square image tile (photoshop) with some color variation pattern, import this in an image map shader, set to repeat, set some scale 10/10 or 100/100 or so), attach the camera. Scale and camera height are due to be varied according to your results.
Then open up your tree, attach a surface shader between the default and parts shader. Find the image map shader through the color input (and/or luminosity for more variation and interesting results), set the coverage perhaps a bit lower than 1. That's about it, but you'll need to tweak it!

---Dune