This is a version (there have been many) of an idea I've been mulling about for some time. Again heavy use of high resolution image maps for textures.
Plants are re-textured XFrog.
Arch's modeled in Sculptris.
Enjoy
Richard
A little too symmetric but i like it.
Pretty cool stuff ;)
I really like your work; it has a certain grandness and beautiful light.
I like it, nice lighting. This one tells a story, which is a hallmark of some of the best images IMO. I imagine an ancient Cthulhu-like entity defeated and turned to stone just as it was about to engulf a village. The shadows in the low mist are a really nice little touch.
- Oshyan
Thank you all.
"Telling a story", yes this is something I strive for nowadays. An image should be more than the sum of its parts.
Much of the lighting is achieved with playing with the render layers, a great and very invaluable feature :)
It is a little symmetrical I agree, but that was the intent. I wanted something that would work as a scene/backdrop/introduction from a movie!
Another vp is rendering now.
As a future feature I'd love the ability to have separate object passes rendered out at the same time with out having to make multyiple renders
Cheers all
Awesome Richard. You do massive better than anyone.....keep em coming. Agree the inclusion of stuff that tells a story in the viewers mind is a valuable aspect of great art.
Look nice ! How do you get the clouds pointing to the vanishing point?
Powerfull image with a great atmosphere.
I think Richard just stretched the cloud fractal, then they automatically point one way, especially if you have a wide-angle FOV.
Quote from: Dune on August 21, 2014, 11:08:08 AM
I think Richard just stretched the cloud fractal, then they automatically point one way, especially if you have a wide-angle FOV.
Pretty much :)
The clouds are actually not stretched but their mask is scaled 1,1,5 (or in other words due North).
Ok, here's a couple more.
I not so happy with these. It's much harder to get the shape balance right. Again a lot of tweaking the layers (and probably more to come) ...
Richard
I like the composition of the last ones.
Oh wow. WOW. That 2nd one in your new post, that's epic!
- Oshyan
Quote from: Oshyan on August 21, 2014, 03:59:51 PM
Oh wow. WOW. That 2nd one in your new post, that's epic!
- Oshyan
what Oshyan just said...
Extreme creativity ...very good!
Great, Richard! Not meaning to spoil my enthusiasm about your renders, I do have 2 points; the arches being objects means they are rather 'lowpoly', which you can see. Perhaps you can try this with the displacable objects, shouldn't be very hard. And one tree species is very luminant.
Do more of these, they're terrific!
Quote from: Dune on August 22, 2014, 02:09:27 AM
Great, Richard! Not meaning to spoil my enthusiasm about your renders, I do have 2 points; the arches being objects means they are rather 'lowpoly', which you can see. Perhaps you can try this with the displacable objects, shouldn't be very hard. And one tree species is very luminant.
Do more of these, they're terrific!
Both are quite true and I nearly didn't post because of this.
The low poly'ness of the nearest arch ... I may have to re-model just the visible part by re-loading the top section into sculptris and possibly add some more vegetation.
The luminance of the trees, well that is probably down to the mixing of the layers in this case but I was trying to get round the "flatness" of the tone in the shadow areas of the trees. This is something I often have problems with and I am still searching for a decent solution.
Yes there will be more on these lines :)
Looks fantastic! Great idea!
Composition wise I like them all.
What I don't like at all is the lighting.Too much light everywhere,but that's
a personaL preference of course.
From my point of view it should be more painterly.
Anyway,keep it up Richard!
The last one is amazing. Brilliant work.
my favorite bit is how the light is acting on the right most structure in the last image. About in the mid area of the tower thing. I try and try to get that kind of play to fill a scene. Its not easy to get just whenever you want it. I would like to have that as the primary way to define a large number of shapes/object in a shot. A forest or something, but things inevitably end up blocking other things and I can't quite seem to get what I like.
Anyway, the light there make those displacements very tasty.
I really dig the hanging vines. Trying to figure a way to do that effect in a Swamp Scene I'm struggling with...