Here some pictures where I try to make an environment with Crocodiles
each pictures took about 10 minutes
(http://im86.gulfup.com/43bum4.bmp) (http://www.gulfup.com/?VFS2Yg)
(http://im86.gulfup.com/m7OR0l.bmp) (http://www.gulfup.com/?AU34Gc)
(http://im86.gulfup.com/FdA1Hi.bmp) (http://www.gulfup.com/?eRDVcE)
(http://im86.gulfup.com/Cm26eH.bmp) (http://www.gulfup.com/?GYZdh1)
(http://im86.gulfup.com/KNPydW.bmp) (http://www.gulfup.com/?rePKDd)
(http://im86.gulfup.com/005vcA.bmp) (http://www.gulfup.com/?X76zgG)
(http://im86.gulfup.com/ZC6fQb.bmp) (http://www.gulfup.com/?qZQER2)
Looks good.
Really good. These guys should be a bit wet I'd say. Maybe you can make the lower part of their bodies shiny or even a bit reflective.
The crocks are great, and you draped them well over the rocks. But there's something missing in the eyes, they're just grey.
well done. Did you model the crocs?
thank you for the comments
Hannes yes I will consider your comments
Dune it's true the eyes need some adjustments
masonspappy it's not me who made the crocs, I find them on my old pc.
I don't know how I will add some effects when the crocs hits the water
for examples : waves, or foams, ...around them. ?
thanks
Hi.
I am not very experienced with shading objects, but I think to make them "wet" you could put a reflective shader between the surface shaders of the objects and the objects input. Maybe you can then restrict this shader by hight, I don´t know that. But as your crocs look quite active, I think they could be wet all over.
About waves etc around them, the best way I can think of ist to use the painted shader. Build a surface layer with the displacement and color that you want for your foam, put it on top of yourwater shader and restrict it with a painted shader. Then paint in, where you want to have foam. Image maps could work too.
Great Crocs and nice start on the terrain, needs some color variation in my opinion.
Best Regards,
J
I did a little test, although I don´t know if my method will work with your crocs.
Quote from: masonspappy on September 20, 2014, 03:13:11 AM
well done. Did you model the crocs?
Hi, I modeled the crocs, which were designed for Poser/DAZ Studio. Although, I posed and saved those in .tgo format for Terragen folks, and you can actually download those here: http://www.planetside.co.uk/forums/index.php/topic,17777.msg172215.html#msg172215
I like these too. The terrains look very promising as well.
The crocs look quite good.
I have noticed lately that TG does pretty well with non human skins. Perhaps it is just human skin that will not look right but everything else will? And if so, would that be just because we know our own skin too well to be tricked, or there is something about the surfaces that work better in textures for non humans?
Because I can't say it is just sub surface scattering, because other programs that have SSS, often the human figures look better without SSS.
So what is the explanation for that? Or is it just the individual artist?
Anyway, Ulco saying we should make it a challenge to make skin work in TG regardless of the issues was on my mind.
Current TG3 shading capabilities do not offer (somebody prove me wrong) a feasible way to create a network of nodes that is able to provide a believable organic material. SSS would indeed help, at some extent, to achieve that; but I believe to expand the render engine is a quite demanding and massive task (yet I have hopes it will be done one day). Until then, for my purposes TG3 remains an excellent solution for terrain, water and clouds; for plants/animals/organic models I usually rely on other applications and merge images afterwards.