Experimental terrain generated in World Machine. I used the local heights macro to add colour to the ridges. The fake stones are placed using the deposit map but need further development. Not sure what to do with it next, any suggestions?
It's a hell of a terrain to start with, anyway. Very nice, I mean. Perhaps some local tough bushes, some hard grass, like in a really harsh environment, perhaps some remnants of old snow, a few lone crooked small trees, bent by westerly winds, a few strands of mist floating across/following the terrain.... it needs some point(s) of interest. Or cloud it such that you get interesting dark shadows and very lit spots, Rembrandt-like.
Thanks Dune - coincidentally I have been playing with dead trees and bushes in Speedtree! The mist is a good idea too.
Nice terrain Mick. Is that some of your experimentation with Dax Pandhi's latest tutorials? I think there are some really interesting parts to the terrain, but I'm not sure if that this POV lends itself to a more detailed treatment. With WM terrains sometimes it's like wandering around in a barren, but highly detailed world of it's own and finding the right 'shot' is the key. Forgive me if that's what you have already done here :). The rocks placement seems natural, although the scale may be a bit large (to my eye). No doubt that TG and WM make great partners! Looking forward to what you do with this.
Yes that's the problem - the scale is huge over 8 K square this section about 3/ to 4K. Grass and trees don't work. Trying some subtle shading and clouds following the terrain. All part of the learning curve :)
Next step - lots of ideas to explore before I finalise this, love to hear yours :D
Mordor. The one place in Middle-earth we don't want to see any closer, and the one place we're trying to get to.
:o how dod you get the clouds to cast light like that? TG clouds don't behave this way on their own!
Mordor. No doubt!
Looking good
When using things like wear and deposition maps from WM I usually create a few different versions of them using Colour adjust nodes. e.g. For deposition map, decrease white value to increase the area for small rocks, or decrease gamma to reduce the distribution for larger rocks.
The complement of flow maps can also be used to texture ridges etc...
This kind of thing was what I had in mind, indeed. I love it. You may try to get the background ridge even darker, so it's really ominous, but keep the front!
Thanks all. Cheers Ben - useful tricks. Good idea Dune I'll add it to the to be played with list.
A beautiful setting for an adventurous journey.
The last hunter plays hide and seek with the last mouse.
8) Nice and moody,looks like something is about to happen any moment.
Yes - ggreat!
The fog in the front looks creepy -- as it will attack me in the next second... huu... ??? :o
Beautiful, the eagle's shadow is very effective in conveying height and drama as well.
Thanks all.