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General => Image Sharing => Topic started by: Antoine on April 07, 2015, 01:14:15 AM

Title: Stone bridge (final)
Post by: Antoine on April 07, 2015, 01:14:15 AM
The bridge (which doesn't follow the construction rules) has been done in Modo. Trees are from Xfrog and stones from Luc Bianco.

David.
Title: Re: Stone bridge
Post by: Upon Infinity on April 07, 2015, 02:06:30 AM
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.
Title: Re: Stone bridge
Post by: Antoine on April 07, 2015, 10:11:34 AM
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.
Title: Re: Stone bridge
Post by: bobbystahr on April 07, 2015, 11:39:01 AM
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....
Title: Re: Stone bridge
Post by: 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!
Title: Re: Stone bridge
Post by: bobbystahr on April 07, 2015, 03:31:16 PM
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....
Title: Re: Stone bridge
Post by: Antoine on April 10, 2015, 09:24:52 AM
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.
Title: Re: Stone bridge V2
Post by: bobbystahr on April 10, 2015, 10:29:51 AM
better, but unless that's a path going behind the tree it could still use one leading to and from the bridge
Title: Re: Stone bridge final
Post by: Antoine on April 11, 2015, 12:55:38 AM
I have added a path and some flowers here and there.
Title: Re: Stone bridge V2
Post by: choronr on April 11, 2015, 01:47:31 AM
Very nice composition. The path is a good and necessary addition as are the flowers. 
Title: Re: Stone bridge V2
Post by: Dune on April 11, 2015, 02:39:16 AM
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'.
Title: Re: Stone bridge V2
Post by: bobbystahr on April 11, 2015, 03:08:41 AM
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.
Title: Re: Stone bridge V2
Post by: Antoine on April 11, 2015, 03:53:32 AM
Thank you for your suggestions, I am going to do so.

David.
Title: Re: Stone bridge V2
Post by: bobbystahr on April 11, 2015, 09:06:48 AM
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....
Title: Re: Stone bridge (final)
Post by: 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.
Title: Re: Stone bridge (Final)
Post by: choronr on April 11, 2015, 11:07:19 AM
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?
Title: Re: Stone bridge (Final)
Post by: bobbystahr on April 11, 2015, 11:58:24 AM
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.
Title: Re: Stone bridge (Final)
Post by: Antoine on April 11, 2015, 12:52:57 PM
Thanks for the tip Bobbystahr !
Title: Re: Stone bridge (Final)
Post by: bobbystahr on April 12, 2015, 10:21:05 AM
Quote from: Antoine on April 11, 2015, 12:52:57 PM
Thanks for the tip Bobbystahr !

My  pleasure.
Title: Re: Stone bridge (Final)
Post by: Cocateho on April 12, 2015, 11:54:23 AM
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.
Title: Re: Stone bridge (Final)
Post by: Antoine on April 12, 2015, 01:09:56 PM
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.
Title: Re: Stone bridge (final)
Post by: Dune on April 13, 2015, 02:57:58 AM
Very nice, man!