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General => Image Sharing => Topic started by: Dune on March 24, 2014, 04:50:14 AM

Title: Overpass
Post by: Dune on March 24, 2014, 04:50:14 AM
We don't see much work with the displacable objects yet, so I thought to make one. First idea was to make a monorail, but it turned into a road. Will try to add a monorail at the side, would be fun.
Title: Re: Overpass
Post by: archonforest on March 24, 2014, 05:02:45 AM
Great idea and nicely done ;)
Title: Re: Overpass
Post by: Kadri on March 24, 2014, 12:29:40 PM

Nice idea Ulco!
I have a WIP scene in that i use those objects too.
I think actually nearly everything can be done with them.
With node parenting animating them could be much easier too even.
Title: Re: Overpass
Post by: j meyer on March 24, 2014, 12:30:12 PM
Cool,I especially like the edge profile.Combined objects?
Title: Re: Overpass
Post by: Dune on March 24, 2014, 12:52:08 PM
No, the side edge is just a displacement restricted by height, the upper edge is restricted by warped simple shape, same as the lines.

I've been looking for a model of one of these 'hanging maglevs' (like in Myst), but didn't find any. I might make one, nice challenge. Otherwise I will put one on top of this line.
Title: Re: Overpass
Post by: Kadri on March 24, 2014, 01:09:36 PM

Ulco i have one question.
I tried to displace a displaceable cube or sphere etc.
When i displace them on one side the opposite side is displaced to the reverse too.
Am i overlooking something or does have your objects the same displacement on the underside too for example?
Title: Re: Overpass
Post by: Dune on March 24, 2014, 01:15:39 PM
I restricted the displacement either by simple shape or by height. The latter you need if you only want to displace the top for instance.  Or a combination. And you can try displacement by displacement shader, by masked surface shader's offset, or it's displacement tab, or by vector displacement shader...... lots of possibilities. And final position or position in terrain, depending on where you are in the line of nodes.
Looking forward to your render, Kadri.
Title: Re: Overpass
Post by: Kadri on March 24, 2014, 01:30:48 PM

I see thanks Ulco!
What me confused was i thought at first when we displace one side of a long plate (cube) up for example
i thought in the same way as other objects behave in 3D programs like Lightwave in that that part should go up on all sides at ones.
But it behaves more like a planet that is displaced from the center up in two sides ; north and south from the center for example.
Not sure if that makes sense.
To me the displaceable objects do look more like milled small planets in that aspect and kinda confusing at first in that way :)
Title: Re: Overpass
Post by: Dune on March 25, 2014, 03:58:04 AM
I don't quite see how you mean that; it works the same as with the planet (so in a way, you're right), you just have to restrict the displacement by whatever means, and you can check it with a color.
Title: Re: Overpass
Post by: choronr on March 25, 2014, 10:55:56 AM
Very good project Ulco.
Title: Re: Overpass
Post by: Dune on March 27, 2014, 03:34:31 AM
2 more...
Title: Re: Overpass
Post by: N-drju on March 27, 2014, 04:49:41 AM
Hey... I know that guy! ;D
Title: Re: Overpass
Post by: TheBadger on March 27, 2014, 08:04:26 PM
This last one reminds me of some survival horror genres video game, which I enjoy.
Title: Re: Overpass
Post by: choronr on March 27, 2014, 09:47:07 PM
And, the lighting on both are very good.
Title: Re: Overpass
Post by: Dune on March 28, 2014, 03:20:41 AM
I still have to finish the train, the windows are a bit distorted. And I would like to hang it on a rail with a few wheels, or something. The main problem is to hang the rail onto a series of (procedural) stands, or whatever you call them. I don't think a line of popped object can be warped (yet). I'll get the brain working again...
Title: Re: Overpass
Post by: archonforest on March 28, 2014, 09:59:00 AM
When you say monorail my instant reply is DOOM III. :D

Otherwise grrreat pix!
Title: Re: Overpass
Post by: Dune on March 29, 2014, 03:38:49 AM
Some other railway experiments.
Title: Re: Overpass
Post by: j meyer on March 29, 2014, 11:39:07 AM
Are the displ objects used for the road and monorail bend by warp shader
or by redirect shader?
Title: Re: Overpass
Post by: Dune on March 29, 2014, 11:59:42 AM
Redirect, displacement and vector displacement, warp doesn't work.
Title: Re: Overpass
Post by: j meyer on March 29, 2014, 12:05:26 PM
Aah,then it wasn't me being too stupid.
Thanks for confirming.
Title: Re: Overpass
Post by: choronr on March 29, 2014, 12:27:35 PM
The railway looks very good.
Title: Re: Overpass
Post by: Lady of the Lake on March 29, 2014, 09:46:55 PM
The rail road tracks are awesome!
Title: Re: Overpass
Post by: Dune on March 30, 2014, 01:55:49 PM
Another WIP version of the monorail. I added some turbines and wheels to the car to roll on.

I only forgot a door for the driver  :(
Title: Re: Overpass
Post by: choronr on March 30, 2014, 02:04:48 PM
That is very nice; and, I like the road which paves a vision of where the monorail is going.
Title: Re: Overpass
Post by: DannyG on March 30, 2014, 08:25:40 PM
Damn, this is quite the thread, ground breaking stuff Ulco
Title: Re: Overpass
Post by: Hannes on March 31, 2014, 05:03:27 PM
Ulco confess! You're an android who doesn't need sleep or food or anything else.  ;D
How do you do that? Sometimes you have multiple threads at once!

Anyway great experiments here!
Title: Re: Overpass
Post by: Dune on April 01, 2014, 03:11:43 AM
I confess partly, Hannes; I'm the guy standing on the platform, enjoying life and traveling into unknown territories by private monorail (while I have the time between jobs)  ;) I do need good food and plenty of sleep though.
Title: Re: Overpass
Post by: Kadri on April 01, 2014, 03:20:19 AM

Looks great Ulco.
A shinny summer day lighting would be nice too maybe...
Title: Re: Overpass
Post by: Hannes on April 01, 2014, 03:23:46 AM
Wow, looks great, Ulco!
I'm not quite sure about the bottom part of the poles. Do they look like that usually?
And the ropes go directly into the wood (is it wood?). Maybe you could add some clamps or anything else to attach them to the poles?
Title: Re: Overpass
Post by: Dune on April 01, 2014, 03:28:36 AM
I don't know how these poles would have looked, should look or could look, I just put something together. Just this morning I was thinking about more ' Art Nouveau' like structures, so I might have another go. This is concrete with metal poles. I can do much more to the car as well, get all kinds of details in, make it more convincing, but where to stop? It's something private, so there's no need really... just playing about, exploring skills.
I'm also considering a canyon with the rail hanging onto a wall......
Title: Re: Overpass
Post by: jo on April 01, 2014, 05:18:03 AM
This is some cool stuff Ulco :-)
Title: Re: Overpass
Post by: Dune on April 01, 2014, 05:33:52 AM
Thanks to you, Jo! Amongst others.
Title: Re: Overpass
Post by: choronr on April 01, 2014, 11:59:40 AM
So far each step is intriguing. Anxious to see the next. That road looks familiar. Perhaps too far away from the mountain; but, would be nice to see the road and monorail approaching a tunnel that passes through it.
Title: Re: Overpass
Post by: Dune on April 02, 2014, 03:16:25 AM
That tunnel shouldn't be a problem, really. With vector displacement map, or some displacable objects an entrance can be made.

Here's a shiny (daytime) version and some new suspension structures. I still don't know if I like these, might make some Meccanolike structure....
Title: Re: Overpass
Post by: Jo Kariboo on April 02, 2014, 08:21:22 AM
Je préfère la dernière !!! Superbe composition !!!
Title: Re: Overpass
Post by: choronr on April 02, 2014, 11:41:25 AM
I like this new perspective and structures; especially the shiny surface.
Title: Re: Overpass
Post by: zaxxon on April 02, 2014, 12:44:08 PM
Wonderful!  Love that chrome gleaming in the sun, this is really great.
Title: Re: Overpass
Post by: Dune on April 03, 2014, 01:30:17 PM
Near final. Any suggestions?
Title: Re: Overpass
Post by: choronr on April 03, 2014, 01:45:51 PM
There is not one iota of anything here to be critical about ...no suggestions to make; but, you need to explain how the manipulation of Terragen has become second nature to you.

I like the pylon setup as well as how the road setup suits the point of view ...very nice.
Title: Re: Overpass
Post by: Kevin F on April 03, 2014, 02:02:50 PM
Excellent Ulco as usual. Only crits I have are that the grass verges look too even/smooth, almost like velvet, and a general one of everything looking too clean.
This last one is true of nearly all renders (my own included). The real world is dirtier and grimier, and most CGI work looks too clean and fresh, almost plastic like. The real world has litter, leaves, twigs, rubble, moss, lichen, mud, dirt  etc. I know this is often not possible to achieve but if realism is the goal then maybe this is what we need.
Sorry to sound so negative, as this image is actually amazingly good from a technical and artistic standpoint.
Title: Re: Overpass
Post by: masonspappy on April 03, 2014, 08:53:42 PM
Something about this I just plain like - maybe because it's a fun image done very well
Title: Re: Overpass
Post by: Dune on April 04, 2014, 03:20:08 AM
Thanks for your comments guys. Yes, grime.... I have to add some stuff like that. And second nature, well, I work with TG quite a lot, so I know my way around.... generally. The pylons are just two pops (might as well be one), with a little editing to get them to match the rail.

If only we could match the final position of the rail to the maglev's position, this would be cool to animate. Can be done by hand, but a direct nodeline would be easier.
Title: Re: Overpass
Post by: Lady of the Lake on April 04, 2014, 01:10:08 PM
Just amazing as always.
Title: Re: Overpass
Post by: Dune on April 05, 2014, 03:49:42 AM
I made an additional clock, and replaced one roof with a glass dome, intend to do the same with the other roofs (which I don't like). Made them as separate objects, so I could disable shadows. Of course the problem then is that dirt on the glas would show some shadow, but ok.
Added a little grime, but I need to put more effort in that.
Title: Re: Overpass
Post by: j meyer on April 05, 2014, 10:52:28 AM
The glass dome really makes a difference.
There is something to the models,can't say exactly what,which
makes me want to see a crop render of the door and a window
of the cabin/wagon without normal smoothing,please.
If you don't mind,that is.
Title: Re: Overpass
Post by: Kadri on April 05, 2014, 12:03:36 PM

I like the look of the glass dome more Ulco! Nice!
Title: Re: Overpass
Post by: choronr on April 05, 2014, 12:39:38 PM
This is developing very nicely.
Title: Re: Overpass
Post by: Dune on April 06, 2014, 03:05:44 AM
The model is indeed a bit 'distorted'. I used 'tab+freeze' in LW, so everything was rounded (I didn't want a too tight look). Later made the windows more straight again by hand. I should have rounded the whole thing before and then made the windows, although I didn't want the windows and door to be too straight as I said. It should look dilapadated/crooked. I'll make a detail, no problem.
I can make these models as refined as needed and go on forever, but after a while I think, well that's good enough, let's put it in TG  ::)
Hannes has given me a nice idea, I might make the Maglev line with some mist and light beams..... though it's not a maglev of course.
Title: Re: Overpass
Post by: Hannes on April 06, 2014, 08:41:06 AM
Looks great, Ulco. The golden light on the first two images is beautiful.
Title: Re: Overpass
Post by: Dune on April 06, 2014, 09:31:03 AM
Thanks Hannes.

Here's the wagon in LW view. I realized it's quite tricky sometimes how smooth the normals should be. I just made a Art Nouveau light thingy, and tried several angles for the different parts. If you smooth completely, the circular bottom of that light became 'cornered', if I set it at 45º it looked much better. Strange, but interesting.
Title: Re: Overpass
Post by: j meyer on April 06, 2014, 11:06:34 AM
Thanks for showing,makes it easier to see what's going on.
The whole angle based smoothing approach is tricky indeed.
Took me some time until I realized that you can have different
angles for different parts of one model for example.And then again
not every app accepts more than one angle,it seems.(Don't know
if TG does.)
If you look at some free LW models you'll find lots of unwelded parts,
don't know,if that's done on purpose,but it's a way of getting creases
where you want them without having to rely on that angle based smoothing.
Those are some reasons why I like the simplified hard edge approach
of Wings better.
Another way is beveling,but that really increases the polycount and can
be hard to execute occasionally.

The vultures are a nice addition btw. ;D.




Title: Re: Overpass
Post by: Dune on April 07, 2014, 04:50:35 AM
Final for the time being on the station version, another sea line and I'm working on a valley suspension railway.....

Problem is I can't get rid of the grain in the spotlights. Cloud (mist) quality is at 1, AA at 6, should be quite alright, but still grain.

Interesting that you mention unwelded parts and creases. I had the habit of welding all before doing the normal computation for different parts, but maybe I shouldn't! Thanks.
Title: Re: Overpass
Post by: yossam on April 07, 2014, 05:42:06 AM
The 2nd of the last 3 does it for me.  :)
Title: Re: Overpass
Post by: zaxxon on April 07, 2014, 10:31:49 AM
words fail.... again, Bravo!
Title: Re: Overpass
Post by: dorianvan on April 07, 2014, 11:22:13 AM
Ulco, the second one is awesome! If there were a website for authors with writers-block, this image would cure them! Looks like a perfect cover to a mystery book. Awesome island and especially the white water. I'm always curious though if the water could be animated to look as cool as the still image; I suppose with the right combo of TG animation, programs, and post work, it would look superb for film or TV.
Title: Re: Overpass
Post by: archonforest on April 07, 2014, 11:43:07 AM
Yeah the 2nd of the last 3.
Love the atmo of this one. (Guess I playing too much mysterious/horror games :o) Superb composition great colors.
Title: Re: Overpass
Post by: choronr on April 07, 2014, 12:06:44 PM
Inspirational creativity for sure. The second is ideal.
Title: Re: Overpass
Post by: mhaze on April 07, 2014, 12:20:53 PM
Brilliant!
Title: Re: Overpass
Post by: Dune on April 07, 2014, 12:57:31 PM
One thing I realized (but fail to implement) is that I need to pay more attention to simplicity and mood. When doing something in TG I always want to show all assets, make an average view where all is visible. Like with the road, the line, the train and the station.... and the foliage and the mountains and the snow.... and clouds.... it's getting too much sometimes. I'm going to make white empty stuff from now on, white noise (just kidding, but I still need to keep it simple).

You'll see... next one again; suspension train in valley, nice as it is, but also added higher mountains, scree, dry riverbed, fallen boulders.... I have to restrain myself from adding trees, and cars and people....
Title: Re: Overpass
Post by: archonforest on April 07, 2014, 01:15:08 PM
I do not agree with u on the restrain :D
Not sure if u realized but usually whatever u post here it will be loved by many as they are great. They have lots of things on it but they are not overdone or crowded. U can have a bunch of things on a pix but until the composition is good and all in harmony it will create a nice effect here. So I suggest that u keep doin what u doin as personally I love your composition and by seeing the comments I am not alone with this :D

Anycow of crs u can do simple pictures but do not restrain yourself. Just put on what u want to and post it when u done so we can enjoy the view ;)
Title: Re: Overpass
Post by: choronr on April 07, 2014, 01:41:21 PM
The eye seems to always center on a focal point. But, without framing around that point with all the usual elements and details, the focal point alone would be boring. In my opinion, nature always wins out.
Title: Re: Overpass
Post by: j meyer on April 08, 2014, 10:41:12 AM
5apr14-v3 is fantastic!
As for the noise it's annoying that there are only rendertime
increasing solutions available,as far as I know.
Tried it yesterday and had to increase cloud quality to 18! to
get rid of the noise.(image and some more info in the procedural
shaders... thread)
Title: Re: Overpass
Post by: Dune on April 08, 2014, 11:23:35 AM
Ah, I posted a reply on your thread, but now I see you mean cloud quality. I guess we should quite forget these nice light beams (for the time being).
Title: Re: Overpass
Post by: Dune on April 09, 2014, 04:20:12 AM
Canyon suspension track (carbon-ferro)... WIP; not satisfied with the rubble and some other stuff.
Title: Re: Overpass
Post by: Kadri on April 09, 2014, 05:14:58 AM

It is WIP but i like this more Ulco.
Title: Re: Overpass
Post by: bobbystahr on April 09, 2014, 09:56:02 AM
Nice progression, from the start to here...Like em all but this last one is super. The rubble looks fine to me except it could use a human touch; like a grocery bag, beer can, etc., half buried in the rubble.
Title: Re: Overpass
Post by: Dune on April 09, 2014, 11:40:36 AM
Like it's a train full of housewives returning from their buying orgy and throwing all unnecessary items out of the windows  ;) Actually it was meant more as a nice natural place.
Title: Re: Overpass
Post by: bobbystahr on April 09, 2014, 11:43:53 AM
Quote from: Dune on April 09, 2014, 11:40:36 AM
Like it's a train full of housewives returning from their buying orgy and throwing all unnecessary items out of the windows  ;) Actually it was meant more as a nice natural place.

Hee hee hee re: the housewives...was thinking careless of the environment
'nature' hikers actually but I dig your direction....
Title: Re: Overpass
Post by: choronr on April 09, 2014, 12:21:26 PM
Very good. It will progress I am sure. For some reason, this made me think of the suspended platform in the Grand Canyon: https://www.google.com/search?q=suspended+platform+in+Grand+Canyon&client=firefox-a&hs=TYH&rls=org.mozilla:en-US:official&channel=sb&tbm=isch&imgil=tz2PIDND_zD1bM%253A%253Bhttps%253A%252F%252Fencrypted-tbn3.gstatic.com%252Fimages%253Fq%253Dtbn%253AANd9GcTLfJ7EnP4RellwXAVZCP9Bkl179fz4vZmh1ydKcUKytPRNhtfr%253B500%253B360%253BLX8zruPrNGXIXM%253Bhttp%25253A%25252F%25252Fwww.popularemails.com%25252Fslider_image.php%25253Fimg%2525253D613&source=iu&usg=__qJzngQi_M9wwdI2kL6TR2PZqRHI%3D&sa=X&ei=nnJFU4bsCuOiyAGj7YHgCg&ved=0CDkQ9QEwAQ#facrc=_&imgdii=_&imgrc=tz2PIDND_zD1bM%253A%3BLX8zruPrNGXIXM%3Bhttp%253A%252F%252Fwww.popularemails.com%252Fuser%252Fshahbaz143%252Fgrand_canyon_skywalk-4.jpg%3Bhttp%253A%252F%252Fwww.popularemails.com%252Fslider_image.php%253Fimg%253D613%3B500%3B360
Title: Re: Overpass
Post by: Dune on April 09, 2014, 01:26:58 PM
Tunnel, WIP... Oxio Daniel just escaped a horrible fate.
Title: Re: Overpass
Post by: choronr on April 09, 2014, 03:06:47 PM
The mountain face and lighting is absolutely terrific as are all the elements. Maybe some stones/small rocks/rubble around the boulder that missed Oxio?
Title: Re: Overpass
Post by: otakar on April 09, 2014, 03:27:01 PM
What a thread. The variety of renders you crank out just blows me away. Boundless creativity.

The jeep is too polished :)
Title: Re: Overpass
Post by: bobbystahr on April 09, 2014, 08:21:56 PM
Tunnels..it hadda be either you Martin...great so far...I'm notified heh heh heh
Title: Re: Overpass
Post by: Dune on April 10, 2014, 01:59:19 AM
Another iteration, still have to figure out what to put on the mountainside.
The car has changed a bit, it was very shiny indeed, added a little more dust, but not with great attention (yet).
Title: Re: Overpass
Post by: dandelO on April 10, 2014, 02:16:52 AM
Quick piss against the wall. ;)
Great thread, Ulco!
Title: Re: Overpass
Post by: choronr on April 10, 2014, 02:24:09 AM
I still like the rock face of the first iteration.
Title: Re: Overpass
Post by: Dune on April 10, 2014, 02:30:59 AM
I thought that was a bit simple, but I don't like the second one either. I'll work on that, and maybe some more debris around the fallen rock. Perhaps even add the hole it has fallen from.
Title: Re: Overpass
Post by: choronr on April 10, 2014, 02:41:56 AM
Looking forward to the next.
Title: Re: Overpass
Post by: bobbystahr on April 10, 2014, 07:24:29 AM
Kinda like the feel of the 2nd rock face....some tweaking and that would look very real
Title: Re: Overpass
Post by: Dune on April 13, 2014, 03:10:48 AM
Final for now, fed up with this one, up to the next... had a minor issue when moving the rock (stopped updating and crash).
Title: Re: Overpass
Post by: choronr on April 13, 2014, 03:34:48 AM
We see signs out here that say 'Watch for Falling Rocks' - hard to do while keeping your eyes on the road.

Very good comp and light. I like this.
Title: Re: Overpass
Post by: bobbystahr on April 13, 2014, 09:37:06 AM
Well even given your misgivings I think this is a superb image Ulco...
Title: Re: Overpass
Post by: Dune on April 13, 2014, 10:32:50 AM
Thanks guys.
Title: Re: Overpass
Post by: bobbystahr on April 13, 2014, 12:29:34 PM
Quote from: Dune on April 13, 2014, 10:32:50 AM
Thanks guys.

Well the praise is well deserved...I've just come back from your web page(finally notice the link with my glasses on) and WOW...you have an amazing body of work. I see you were already a master when you jumped into 3D...Explains your excellent composition in your renders...years of practice, heh heh heh...my stuff tends toward posterish as I've spent many years illustrating/advertising my, and my friends gigs by way of unusual posters.
Title: Re: Overpass
Post by: DannyG on April 13, 2014, 03:14:07 PM
You are on another level man, brilliant work
Title: Re: Overpass
Post by: Dune on April 14, 2014, 02:09:40 AM
Thanks again, just doing what I like most  ;)

Here's two versions of the suspension carbon-ferro line. Reflectivity on some trees is way too high, but that's been fixed now.
Title: Re: Overpass
Post by: bobbystahr on April 14, 2014, 11:34:31 AM
massive scale...wish I had the power to render this large in less than a week...great view...the first gave me vertigo it's so real