A new commission will bring 4 visualizations into this world, starting with the Iron Age. All the exact same area, to show how the land was used and habitation shifted. This is a WIP at small size, and I at least need to work on the field colors; flax and wheat in august/september. The rest is heather and woods, and if anyone can spot the grave hill... (which, by the way, is just a simple shape shader, very easy).
---Dune
That's what I call a thick forest Dune and it looks good.
I like your idea and I am looking forward to the next age.
Good work.
I really enjoy your work. This is looking good so far. Somehow, I don't think you have quite found how you really would like this to look yet. There may be more trails needed. It doesn't have the lived in/at look you usually portray.
I think the barrow is in the lower center area?
The usual brilliance here, but rectangular fields in the Iron Age? Maybe that's entirely normal, I don't know. Looking forward to more of the series!
The barrow/tumulus is at the right side, where you can just see a hint of some remaining beams of a broken down farm. The amount of detail is very low here, that'll be better...
The fields were rectangular in that time (celtic fields), but I'm still waiting for answers by my archaeologist before I can continue with more details such as paths and life (cattle). Roman time is brewing now.
Roman times + detail @3300px wide. I'm not sure about the purple heather patches yet, and the grains and flax need refinement. I might try to do it procedurally, as they are so tiny...
Are the crops actual populations in these? They're looking more "dimensional" than usual, and that's a good thing. ;D
- Oshyan
these are looking great, reminds me of the bollenstreek!
I like the Roman times settlement better. It has more of a 'lived at' look.
Thanks, I googled for "Celtic Fields". Fascinating. Really appreciate that I can learn some history as well :)
The scale of the trees seems to be off in the Roman times renders. I really love those dirt paths of yours.
QuoteThe scale of the trees seems to be off in the Roman times renders.
Thanks, now that you mention it... it seems so. They are the XFrog oaks at full age, so they could be 38m high (ancient times, you know, you still had those immense trees). The houses were max 6m high. I'll check it out.
fantastic as always ulco
i'm liking these square / rectangular populations
gonna have a go at it sooner or later.
This is looking really good! My only complaint would be that the ground looks very desaturated and grey, this is probably intentional and more accurate that a more saturated brownish color, but it just looks slightly off the my eyes. Keep up the good work!
The ground is supposed to be blooming (purple) heather, its leaves already dying in places (brown), some patches of mossy and grassy ground (greenish), and larger patches of tall moor grass (greenish, when drying out in September brownish yellow). But I like desaturated colors, as indeed, they are more natural.
Thanks for your comments all, really helpful.
Iron Age.
Roman times.
Early Medieval times. The last one (Late Medieval times) is rendering. These are still rude concepts, as there are many things that I do not like yet. Any comments are more than welcome!
very very nice Ulco, I love the paths, would love to explore here, in both eras!
Wouldn't the fields have been protected by walls/fences or hedges, at least partly? Any irrigation channels/ditches? Just some thoughts.
I like the Iron Age render, although a bit less geometry would not hurt (there seems to be some sort of low dirt walls enclosing the fields). I certainly like the neglected/fallow fields. Would there have been some field rotation (certainly in the later times)?
You certainly have your way with these aerial views and distribution of vegetation Ulco; super work here.
Excellent images Dune!
You have a good eye for details.
I "miss" only one thing and that's a water source close by.
It's a very dry sandy area, but they had wells. Too tiny here to see, but they're there. And these are being done in commission, so the archaeologist tells me what's there and what's not. I can't just add some channels, lakes and Maya pyramids wherever I want (unfortunately).
Maya Pyramids, yeah that's what's missing! Just kidding ;D. It's actually another kind of challenge having constraints like that. At least you should have some freedom in object placement, no? Are you still working on this - will there be more?
I believe you Dune :)
I really like that kind of work - well performed!
Updated Roman time settlement, but not finished. Still lots to do...
Any C&C welcome.
And an Iron Age update. The archaeologist had the brilliant idea to let the dirt road come back in every image, to show that it's the same area.
Again; C&C welcome!
I really admire the detailed work here! Kepp on going!
I love this series, Ulco!
Pure eye candy! What are those holes in front of the houses in the Iron Age scene, fire pits?
Ever so natural; detail most everywhere you look - fine workmanship.
Four new concepts, but all not yet finished. I replaced the flax and wheat objects by procedural stuff, which looks more natural from this height. A lot of details in the settlements I have to paint in. Too much work in TG to put down all those fences and people, and sheep. Easier to paint in.
Iron Age...
Roman times...
Early medieval...
Later medieval... all straight from TG, not post.
C&C welcome!
Hi Dune
Oh wow, great Landscape!
I love the paths.
Maybe the trees should have more different colours.
ciao
Naoo
I like this new series better than the updates from before. The procedural fields do look much better.
Strikingly realistic. These series are very inspirational. I'm sure many newcomers will be enthused by what they see and start getting involved in learning more about TG2.