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Hi,
This is the first test of texturing the temple in TG. Special thanks to fleetwood. And I also used Inky's marble clip.
I made it BW so not to be distracted with color for now.
Lots of work to do yet, but at least everything is working. I will try to refine the TG texturing to my needs. I also need to re layout some UVs. As it is now, the columns are all individuals but are in exactly the same spot in its own UV, so they are all textured the same. I just need to move each one to a different spot in the UV space, flip some upside down, that kind of thing.
I may also do some easy poly sculpting in Maya to make indents here ant there. But that means sub dividing a bit.
It will be nice when I can be done with all this busy work, and just arrange and render my city.
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I think it looks pretty real for the most part. Just a bunch more editing to do.
I feel like I have everything I need now though, just have to get up in it...like.... I don't know, something that gets up in stuff, i guess.
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Looking great Michael... Can't wait to see where this goes! :)
Major progress in deed and looking fine...keep on keepin on.
Looking good....
Looks great.
I love to see some work by you, Michael. Keep it coming! This looks really good, but you can see the repetititiveness in the pillar patterns. That's why I like to color things like this in TG. The problem then is that parts of an object near eachother get 'overlapping' fractal diversity, but that can be overcome by making several parts of it (with different texture space), and giving them a different global PF pattern. But you done that already with the blocks. There's also the possibility to combine 2 (or more) PF's either in global or local space.
I wonder why you have some parts very smooth and others quite bumpy/eroded. I think even the smooth parts need a least a little sandstone like bump. It doesn''t look like marble, or is it?
;D Yeah I know. Read the OP ;)
As far as the look goes, well its very early, I have a lot of masking to do. but here are a few images of the actual ruin to base your ideas on:
http://www.elestudiodelpintor.com/wp-content/uploads/2015/06/5.-Templo-de-Afaia-en-la-Isla-de-Egina.jpg
https://upload.wikimedia.org/wikipedia/commons/5/55/Aegina,_The_Temple_of_Aphaia_1.jpg
https://upload.wikimedia.org/wikipedia/commons/1/13/Aphaia-temple-3.jpg
http://marilynbridges.com/images/imagesANCIENT/imAN_greece/GreeceTempleofAphiaAegina500.jpg
Something interesting about it. All but three of the columns are monolithic. And it was a temple shared by two goddesses, which I guess is sorta unusual. I have about a hundred images that I built from. Im pretty close to the real thing overall, any more detail and I think it would get into over kill for what I am going to do with it. I left of the remains of the roof for example, because it would have been a lot of work for not much gain.
Yeah though, I am working on the surfacing today. Going to have to subdivide and sculpt a little to get the specific destruction on the columns and a few other places.
In terms of replication of the site, I am only a tiny bit off in terms of size and stuff But its mostly correct.
Back to the sweat shop... Ho hum
;D
Really looking fine!
Wow, having seen those reference shots I'd have to say awesome work mate. And just what is it's final purpose?...a walk thru perhaps with zooms on details. I always like those hee hee hee.
Thanks guys! I like when you like the stuff i TRY to do :)
Bobby,
I don't know for sure yet. I have ideas. But it all depends on if I can make all the models I need. To do what I want to do, I need two models of each building I make, one ruin and one new. But one thing is that while all my models will be replicas of actual buildings, I won't use them as those buildings. So I can probably not obsess so much about every little detail like cracks and stuff, since I am not going to try and represent the actual structure in the end... Gives me a little leeway on stone color and stuff like that too.
Even without doing two versions of each, It is still a ton of buildings to make. It will take a long time no mater what. I have several in various stages, but lots more to go.
Quote from: TheBadger on July 27, 2015, 03:50:16 AM
Thanks guys! I like when you like the stuff i TRY to do :)
Bobby,
I don't know for sure yet. I have ideas. But it all depends on if I can make all the models I need. To do what I want to do, I need two models of each building I make, one ruin and one new. But one thing is that while all my models will be replicas of actual buildings, I won't use them as those buildings. So I can probably not obsess so much about every little detail like cracks and stuff, since I am not going to try and represent the actual structure in the end... Gives me a little leeway on stone color and stuff like that too.
Even without doing two versions of each, It is still a ton of buildings to make. It will take a long time no mater what. I have several in various stages, but lots more to go.
Sounds a bit like my old Co Moderator At Rendo when he took a whack at a screw for screw accurate repro of a British steam loco in Bryce. A stroke stopped his work on that I think so don't take that path. But keep on keepin on Mike
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I don't think that texturing in TG can really work beyond this sort of thing here. What I really need is to be able to cut away (use negatives) on the surface. I just don't see a way to really sculpt the surface in TG using an additive texturing method only. Still, I think it looks nice. I will use this on top of the sculpting done in other soft.
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Looks good.
I hope in the animation you won't get too much flicker.
These have the look of old prints out of ancient books, and very good ones as well...
Nothing but goodness right there. Great to watch the progress made on that. Thanks for sharing with us.
Thank you! :)
@ Kadri,
I was actually thinking of 3 simple animations because render times are really low. No camera moves though, so I think that in this case flicker is not possible?
Normally yes there shouldn't.But as you have seen sometimes everything can go wrong :)
Looks really good, Michael. Yes, it's too bad we can't use negative or minus offset displacement on objects without the areas turning dark. I did some more experiments yesterday (force displacement, instead of bump), which works good, but not on the minus side. So eroded areas on a smooth pillar can't be done, unless normals or planes are reversed.
Animation of any kind can cause GI-related flicker. It's not just camera moves. For a still scene you could use a single GI cache for the whole animation *if* the lighting does not change (i.e. no sun movement, etc.). But then I'm not sure what you're animating if not the camera or lighting (or clouds, which affect lighting).
- Oshyan
Ahh i always forget about the GI side especially. Good that you mentioned it Oshyan.
Animating the sun and clouds, kinda time lapse.
I stopped the rendering though. I did not like my aspect ratio and I only put 0-100 in the Z of the transform shader for the cloud.
Each of three shots (4 seconds each) at 24 fps. Not really sure how much to make the cloud move?
Use crappy very small and maybe cropped renders to see how the move would feel Michael.
I render for 3-10 hours and even 1-2 days to see how it will look in the end roughly...
0 to 100 is probably only 100 meter move and the clouds are high. So it won't look much probably.
Depends on the look you want but for a time lapse for 4 seconds i would see how 0-1000 will look and use even higher settings if not enough of course.
Now I will complain that the only way to see cloud changes is to render out an entire sequence, which then has to be converted into a video in a editor such as AE.
>:( <----- me complaining
For such basic things i use Virtualdub. Small and fast. Not sure if it does have a Mac version.
But when you want to do animation this will be a habit in no time and is actually only boring but the easiest part :D
Render every second frame and make the FPS of the video accordingly Michael.
Actually mostly only watching at the frames fastly with an image browser-editor like XNview is enough too to get the feeling.
By the way Michael, especially if you are only test rendering use the step optimization in the quality tab of the cloud layer at its highest setting(20). Not sure if higher settings can be used or what happens.With this setting my render times were at least 2 times faster.
It might change the look for high quality normal renders probably. But i use this now even for those.
It is the first time so can't say more.
This is a topic that deserves a "basics" thread! I would like to see much more cloud animations from people. But I suspect that its perceived as too much trouble by others too.
Render your sequences out to TIF format and then use a sequence viewer like DJV-view (free):
http://sourceforge.net/projects/djv/files/djv-stable/1.1.0/
- Oshyan
ill try it out
Works good thanks.
My animation is too fast over all. I need to slow the sun down and make the clouds faster by twice I guess.
Frame 80 of 94 @2k.
Hope it works.
As usual, as I sit here and watch frames render, I get some funny ideas in my head... I am modeling spider legs for my temple... tee-he.
Dali ain't got nothing on me, bros!.. Well OK, he does. I have no desire to mutilate women for 1, so there is that I guess. Well now that I think about it, there are a lot of things.. But since we can't edit our posts anymore I won't write them ;D :o
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We were just talking about how much we hate spiders and i opened your thread Michael :D
Yes, spiders are evil.
The animation is nearly done. The spider legs & astronaut won't be in this version because its a little more complex than I thought it would be at first.
But here is the first frame. B/W and color. Not sure what treatment I give it in the end, yet. Its just a diversion anyway.
Let me know what you think.
I like what you're doing here. I got through constructing most of a building in Modo which could have been used in Terragen but the demo ran out before I finished. Mainly due to endless frustrations trying to get the job done. I'm not convinced about upgrading Modo either to finish the job or try some other buildings.
Quote from: efflux on August 08, 2015, 08:32:39 PM
I like what you're doing here. I got through constructing most of a building in Modo which could have been used in Terragen but the demo ran out before I finished. Mainly due to endless frustrations trying to get the job done. I'm not convinced about upgrading Modo either to finish the job or try some other buildings.
Have you ever tried Blender for modeling? It has excellent modeling components and it's free. (Granted, the interface would confuse God, but it's fairly powerful.)