The bridge (which doesn't follow the construction rules) has been done in Modo. Trees are from Xfrog and stones from Luc Bianco.
David.
I've had an idea for something similar in my head. Odd that modo can't texture that properly. Although you could try just a general non-brick stone texture.
It is possible to do correct mapping in Modo in this case too of course, but here as it is essentially a bridge carved out of a single stone and not of bricks, I didn't work on this, just to give some effects, but I agree, I should correct that.
David.
I have a bit of a problem with the scale of things. The trees and grass don't seem to mesh scale wise with the scale reference dude on the bridge...other than that a cool image in the works....
You could try procedural texturing with voronoi or square noise. And you'll need a path!
Quote from: Dune on April 07, 2015, 12:17:12 PM
You could try procedural texturing with voronoi or square noise. And you'll need a path!
Dang it...that's what I wasn't seeing....these ole eyes some days....
Here is an improved version. I have uvmapped the displacement brick texture in Modo so that it looks more realistic. I don't know how to do this with voronoi or square noise in Terragen, the problem would be to bend the procedural texture following the bridge curvature.
I do really hope that there will be a bump mapping feature added in Terragen in the future.
David.
better, but unless that's a path going behind the tree it could still use one leading to and from the bridge
I have added a path and some flowers here and there.
Very nice composition. The path is a good and necessary addition as are the flowers.
Quotethe problem would be to bend the procedural texture following the bridge curvature.
That can probably be done using a soft simple shape and a warp shader, but I admit, uvmapping (in this case) is easier.
Good progress, it's getting together nicely. I would reduce the size of the grass though, and add some more species/variations. And then set subdivision settings (inside render node) higher (0.75 or so) for more detail under water. Maybe even add some 'murk'.
Quote from: Antoine on April 11, 2015, 12:55:38 AM
I have added a path and some flowers here and there.
Both good additions, I agree with Dune's tweak suggestions.
Thank you for your suggestions, I am going to do so.
David.
I love watching images get better and better. This is the best forum I've been on since we had our Imagine one at Renderosity....way t go folks....
Here is the final one.
I have set more grass variations, made some changes to the flowers petals so that they don't appear too white and increase somewhat the soil displacement visible on the path.
Subdivision setting at 0.75.
I have a question : is there a way to prevent the grass or flowers or other vegetations to grow through the rocks ?
David.
Good changes here. Regarding the 'murk' of the water, maybe a bit more of a brownish color rather than the green color that you have?
Quote from: Antoine on April 11, 2015, 10:27:37 AM
Here is the final one.
I have set more grass variations, made some changes to the flowers petals so that they don't appear too white and increase somewhat the soil displacement visible on the path.
Subdivision setting at 0.75.
I have a question : is there a way to prevent the grass or flowers or other vegetations to grow through the rocks ?
David.
I use the fake stones setup inverted as a mask for veg. You can access it directly through a Distribution shader in the Mask slot; Assign shader, or Copy and Paste the FS shader and move it over near your pop distribution shader and plug it into the mask input then click invert in the distribution shader.
Thanks for the tip Bobbystahr !
Really like the mood of this... and the big tree on the left. Looks like one you'd sit under and read a book on a nice afternoon.
A last one !
I have finally changed the water transparency tint and have added two more flowers species.
Thank you all for you help and comments.
David.
Very nice, man!