Planetside Software Forums

General => Image Sharing => Topic started by: Antoine on October 16, 2014, 08:27:26 AM

Title: Ancient ruins (final)
Post by: Antoine on October 16, 2014, 08:27:26 AM
I have tried something different this time. I have used Modo for breaking the ruin objects. The two acacia trees are from the TPF library.

David.

See the final image at the bottom of this page
Title: Re: Ancient ruins
Post by: Dune on October 16, 2014, 09:12:54 AM
Nice render. I like the POV and composition, trees and shrub, but the ruins look too new to me. I'd add some dirt and dust to them, make them blend more into the landscape. And there's a whitish spot right in the center that distracts. I'm sure you can take this further!
Title: Re: Ancient ruins
Post by: Oshyan on October 16, 2014, 02:28:26 PM
I think Dune's comments are very good. It's a great-looking scene, just make the ruins look a bit more integrated and weathered.

- Oshyan
Title: Re: Ancient ruins
Post by: Marty on October 16, 2014, 03:30:22 PM
Awesome! :D
Title: Re: Ancient ruins
Post by: Antoine on October 17, 2014, 01:09:06 PM
Thank you for your comments and advices !
Here is an update which I hope provides a better integration between the ruin objects and the environment.

David.
Title: Re: Ancient ruins (updated)
Post by: archonforest on October 17, 2014, 01:15:17 PM
Nice ;)
Title: Re: Ancient ruins (updated)
Post by: mhaze on October 17, 2014, 02:03:16 PM
much better but can you weather/age/chip the edges of the fractures
Title: Re: Ancient ruins (updated)
Post by: Dune on October 18, 2014, 04:36:31 AM
My thoughts as well. Maybe a mesh displacer PF can do wonders here, depending on the fineness of the verices.
Title: Re: Ancient ruins (updated)
Post by: bobbystahr on October 19, 2014, 09:18:09 PM
in agreement as to me it seems too clean. Could an image map be used to break up the uniformity maybe? That too straight break in the focus item is a major distraction for me, my eye goes right to it. Everything else is friggin beautiful....carry om....
Title: Re: Ancient ruins (updated)
Post by: Antoine on October 20, 2014, 01:14:04 AM
Thank you !
I tried to fix that problem, I hope the cracks look more natural now.

David.
Title: Re: Ancient ruins (final)
Post by: Dune on October 20, 2014, 02:10:51 AM
Oh yes, this is really good! So how did you do those cracks, in your modeling program? Or did you use the mesh displacer?
Title: Re: Ancient ruins (final)
Post by: Antoine on October 20, 2014, 02:26:01 AM
Thank you Ulco !
I did the cracks in Modo but this time I have subdivided the mesh to a certain level, applied the scatter fonction, then animated and selected a good looking frame, added Subd + some fractal displacement, baked the polygons.
I have exported the mesh into Terragen and applied an another color and displacement PF along with a transform input shader.

David.
Title: Re: Ancient ruins (final)
Post by: Dune on October 20, 2014, 02:28:24 AM
Thanks David. Good work!
Title: Re: Ancient ruins (final)
Post by: mhaze on October 20, 2014, 04:06:37 AM
Good work indeed. 
Title: Re: Ancient ruins (final)
Post by: Kadri on October 20, 2014, 05:02:12 AM

Looks good.
The rock(?) left to the man looks too smooth to me.
Title: Re: Ancient ruins (final)
Post by: bobbystahr on October 20, 2014, 07:12:37 AM
Way to go David, that nails it well...great work with Modo...
Title: Re: Ancient ruins (final)
Post by: TheBadger on October 23, 2014, 07:32:51 AM
Last one is really doing it.
Title: Re: Ancient ruins (final)
Post by: Tangled-Universe on October 23, 2014, 03:35:40 PM
Nice stones and pillars I am about to say, but everyone who was watched Game of Thrones carefully may choke on this one...

But serious, those do look good :)

Looking forward to your next one!

Cheers,
Martin
Title: Re: Ancient ruins (final)
Post by: archonforest on October 23, 2014, 04:09:20 PM
Is there a possibility to show a .tgd how those small rocks are done?
Title: Re: Ancient ruins (final)
Post by: Antoine on October 25, 2014, 05:30:30 AM
Thank you all for your comments.

To Archonforest : I am using several differents layers of stones of different size here along with merge shaders. I am using negative perlin billow noise displacement with quite high contrast colors.
The thing which requires more adjustment works is the noise/color/displacement scale of each layer and depending on the scale of the whole scene, you have to scale them down or scale them up until you find a good result.
Same thing for the density variation scale :  here I am using quite high distance with density varying from 1 to 5 depending on the layer (5 for the biggest stones).
I hope this can be of some help for you. Perhaps will I try to do some kind of kick tutorial if I have time one day.

David.
Title: Re: Ancient ruins (final)
Post by: bobbystahr on October 25, 2014, 09:38:36 AM
Quote from: Antoine on October 25, 2014, 05:30:30 AM
Thank you all for your comments.

To Archonforest : I am using several differents layers of stones of different size here along with merge shaders. I am using negative perlin billow noise displacement with quite high contrast colors.
The thing which requires more adjustment works is the noise/color/displacement scale of each layer and depending on the scale of the whole scene, you have to scale them down or scale them up until you find a good result.
Same thing for the density variation scale :  here I am using quite high distance with density varying from 1 to 5 depending on the layer (5 for the biggest stones).
I hope this can be of some help for you. Perhaps will I try to do some kind of kick tutorial if I have time one day.

David.

You could perhaps create .tgc's of the various elements. no?