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General => Image Sharing => Topic started by: choronr on April 10, 2014, 05:27:50 PM

Title: Gnome Valley Proving Grounds
Post by: choronr on April 10, 2014, 05:27:50 PM
Legend: Somewhere in the Sonoran desert between Phoenix and Tucson lies the 'Gnome Valley Proving Grounds' where ongoing testing is done of the LR 110 vehicle checking its steering, rack/pinion and shock systems. The snaky gravel road provides well for the conditions this truck must endure.
Many thanks to:

•   Dune for the road engineering, sphere/boulder setup and numerous aspects of the scene build ... really appreciate this Ulco; I've learned much via your help.

•   jmeyer for the LR 110 model ...thanks Jochen; the POV does not do the truck justice; and, I'll be doing another scene with it in more of a close up.

•   XOIO/Hannes for the People model ...in this scene is 'Steve'. These are perfect models for many different outdoor scenes which contain great details.

•   Walli for the Dry shrub #8 which I have adjusted in order to simulate the 'Brittle bush' which is quite prolific here in the Southwest.
This was my first real successful use the 'Grass clump' which is part of the Terragen program. With proper adjustments, it simulated the desert mountain grass very well.

Enjoy
Title: Re: Gnome Valley Proving Grounds
Post by: Kadri on April 10, 2014, 06:39:16 PM

Looks good.I like it :)
Title: Re: Gnome Valley Proving Grounds
Post by: Thelby on April 10, 2014, 06:49:44 PM
Very Nice piece of work, Bob! My bones are drying just looking at it  ;)
Title: Re: Gnome Valley Proving Grounds
Post by: DannyG on April 10, 2014, 07:48:53 PM
Nice Bob, lots of work in this, well done
Title: Re: Gnome Valley Proving Grounds
Post by: gregtee on April 10, 2014, 08:08:01 PM
In the immortal words of Jeff Spikole; "Awesome, totally awesome".

Title: Re: Gnome Valley Proving Grounds
Post by: kaedorg on April 10, 2014, 11:45:14 PM
Very very nice and happy to see one more of your works.

I like everything here. I could just have a critic about the cactus population. It seems too regular.

Good job Bob

David
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 11, 2014, 12:48:47 AM
Thank you all for your visit and suggestions. The cactus variation could be better. I have three versions; but, only used two. The models could be improved. Any modelers our there: I would be willing to work with you taking the photographs you need to create some new models.
Title: Re: Gnome Valley Proving Grounds
Post by: Oleg S. on April 11, 2014, 01:01:02 AM
Very good!
Title: Re: Gnome Valley Proving Grounds
Post by: Dune on April 11, 2014, 01:56:15 AM
Turned out really nice, Bob!
Title: Re: Gnome Valley Proving Grounds
Post by: mhaze on April 11, 2014, 03:53:10 AM
Excellent work, I particularly like the boulders.
Title: Re: Gnome Valley Proving Grounds
Post by: Lady of the Lake on April 11, 2014, 09:38:46 AM
All your hard work paid off....this is very nice.
Title: Re: Gnome Valley Proving Grounds
Post by: j meyer on April 11, 2014, 10:38:37 AM
 8) Really nice!
I like the legend,too.
Title: Re: Gnome Valley Proving Grounds
Post by: zaxxon on April 11, 2014, 12:55:06 PM
Nice work. All of the elements are well matched and create a very fine image!
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 11, 2014, 01:25:46 PM
Thank you all once again, this was a fun, learning experience.
Title: Re: Gnome Valley Proving Grounds
Post by: archonforest on April 11, 2014, 01:47:57 PM
Great pix! I would like to drive that car there :D
Title: Re: Gnome Valley Proving Grounds
Post by: otakar on April 11, 2014, 03:52:30 PM
Nice render, some of the regularity as pointed out could be addressed. For me, particularly the regular looking ruts seem too artificial, I'd vary their depth and width. Then maybe extend that dust trail. Usually, on these roads a vehicle throws up quite a plume of dust that lingers for a while, even at fairly moderate speeds.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 12, 2014, 02:35:54 AM
Quote from: archonforest on April 11, 2014, 01:47:57 PM
Great pix! I would like to drive that car there :D
I would like to do that as well. Thanks for your visit.
Title: Re: Gnome Valley Proving Grounds
Post by: yossam on April 12, 2014, 02:37:01 AM
Nice one Bob.  :)
Title: Re: Gnome Valley Proving Grounds
Post by: Dune on April 12, 2014, 02:40:07 AM
Otakar has a point, so if you want to have another go at it, Bob..... it's possible.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 12, 2014, 02:44:47 AM
Quote from: yossam on April 12, 2014, 02:37:01 AM
Nice one Bob.  :)
Thanks Richard, appreciate your visit.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 12, 2014, 02:46:28 AM
Quote from: otakar on April 11, 2014, 03:52:30 PM
Nice render, some of the regularity as pointed out could be addressed. For me, particularly the regular looking ruts seem too artificial, I'd vary their depth and width. Then maybe extend that dust trail. Usually, on these roads a vehicle throws up quite a plume of dust that lingers for a while, even at fairly moderate speeds.
Thank you. Agree with your suggestions. I may give those suggestions a try.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 12, 2014, 02:50:47 AM
Quote from: Dune on April 12, 2014, 02:40:07 AM
Otakar has a point, so if you want to have another go at it, Bob..... it's possible.
Thanks Ulco, his ideas are interesting. Maybe some additional tracks and heavier/larger dust plumes. I'll give these a try.
Title: Re: Gnome Valley Proving Grounds
Post by: Dune on April 12, 2014, 07:25:54 AM
You can use the same tracks output from the file, Bob, add another small scale warper (warp shader + vector displ + fractal), and merge the now two tracks by merge shader. You can use more merges if needed.
Title: Re: Gnome Valley Proving Grounds
Post by: inkydigit on April 12, 2014, 09:22:37 AM
great stuff Bob, looking forward to the next one!
:)
J
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 12, 2014, 11:51:55 AM
Quote from: Dune on April 12, 2014, 07:25:54 AM
You can use the same tracks output from the file, Bob, add another small scale warper (warp shader + vector displ + fractal), and merge the now two tracks by merge shader. You can use more merges if needed.
Thanks Ulco, hoping to get this looking more realistic.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 12, 2014, 11:53:42 AM
Quote from: inkydigit on April 12, 2014, 09:22:37 AM
great stuff Bob, looking forward to the next one!
:)
J
Thank you Jason, will give the additional tweaks a try.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 12, 2014, 01:55:00 PM
Quote from: Dune on April 12, 2014, 07:25:54 AM
You can use the same tracks output from the file, Bob, add another small scale warper (warp shader + vector displ + fractal), and merge the now two tracks by merge shader. You can use more merges if needed.
Ulco, I see the warp shader + vector displ; but, where is the + fractal?
Title: Re: Gnome Valley Proving Grounds
Post by: Dune on April 13, 2014, 03:06:03 AM
Just sent you an update  ;)
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 13, 2014, 03:31:40 AM
Thank you sir, I will be digesting this. Need some sleep soon; and, will continue tomorrow.
Title: Re: Gnome Valley Proving Grounds
Post by: alessandro on April 13, 2014, 01:14:21 PM
Excellent image, I love the way you've assembled all the models and the landscape together.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 14, 2014, 01:39:45 AM
Thank you. Now working on a new iteration ...we'll see if it could be better.
Title: Re: Gnome Valley Proving Grounds 2
Post by: choronr on April 16, 2014, 11:50:30 PM
Here is an update after reading otakar's mentioning that maybe the gravel road tracks should be overrun by previous tracks. Had to ask Ulco how to do this; and, here is the results ...we now have convergence/confluence.

Thanks Ulco, the remedy turned out pretty good. My thoughts initially were going in a different direction.
Title: Re: Gnome Valley Proving Grounds
Post by: TheBadger on April 17, 2014, 12:31:30 AM
The road gravel and stuff looks completely real to me.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 17, 2014, 12:36:06 AM
Thank you Michael. So much more can be done with this setup. Will be exploring soon.
Title: Re: Gnome Valley Proving Grounds
Post by: Dune on April 17, 2014, 02:20:42 AM
Very nice, Bob. Tracks look good. The only thing that struck me are the grass clumps. I think you need to reconsider that. Maybe pop a nicer grass (or a bunch of species) in.
Title: Re: Gnome Valley Proving Grounds
Post by: choronr on April 17, 2014, 02:24:18 AM
Quote from: Dune on April 17, 2014, 02:20:42 AM
Very nice, Bob. Tracks look good. The only thing that struck me are the grass clumps. I think you need to reconsider that. Maybe pop a nicer grass (or a bunch of species) in.
I believe you are right Ulco. I'll be doing that on the next scene. The grass clumps are probably better for the distant areas; close up, they fall short.
Title: Re: Gnome Valley Proving Grounds
Post by: Kadri on April 17, 2014, 06:27:35 AM

Looks nice!
Title: Re: Gnome Valley Proving Grounds
Post by: otakar on April 18, 2014, 02:30:36 PM
Good update! There is always more you could do, especially when you start lowering the camera so small scale comes into the picture... Any way to blur that dust cloud? Seems quite noisy.