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General => Image Sharing => Topic started by: El Kabong on June 01, 2017, 10:30:31 PM

Title: WIP skull in sand
Post by: El Kabong on June 01, 2017, 10:30:31 PM
...working on texture for dem dar bones, same with sand.
later, Ron
Title: Re: WIP skull in sand
Post by: bobbystahr on June 01, 2017, 11:50:46 PM
like already,,, the PF is your best friend here
Title: Re: WIP skull in sand
Post by: Dune on June 02, 2017, 02:29:44 AM
Cool. A little flowering emerging plant and you have 'Life and Death'.
Title: Re: WIP skull in sand
Post by: DocCharly65 on June 02, 2017, 09:38:53 AM
Very cool! Curious about the final!
Title: Re: WIP skull in sand
Post by: luvsmuzik on June 02, 2017, 09:41:48 AM
Love this! Don't know if you saw Hannes' "sand" in file sharing, but yours looks great already too!
Title: Re: WIP skull in sand
Post by: El Kabong on June 02, 2017, 11:25:20 AM
Quote from: luvsmuzik on June 02, 2017, 09:41:48 AM
Love this! Don't know if you saw Hannes' "sand" in file sharing, but yours looks great already too!

Thnx guys.
I try to investigate all the various methods. And yeah, Power Fractal. Loads there to learn. Fascinating all on it's own.
Most the time "I have no idea what's going on" within the node works and thoroughly thrash all the settings within just to "see" what happens. Then try to recreate from scratch what I didn't learn... :P 

Tend to get a bit impatient and tweak too many settings at once.
Attempting to get the sand back to what I had before...
Title: Re: WIP skull in sand
Post by: DannyG on June 04, 2017, 03:04:37 PM
Skull looks very convincing in the first iteration. He could use a tooth brush thou ;)
Title: Re: WIP skull in sand
Post by: dorianvan on June 04, 2017, 04:26:32 PM
I would bury the head a little bit and also try to integrate the sand over parts of the face, like in the nose or eye cavities. Turn one of his teeth gold too ;)
Title: Re: WIP skull in sand
Post by: Dune on June 05, 2017, 02:51:50 AM
Gold tooth would be great. You could also take it through Poseray (or other app) to subdivide once more and recalculate smooth normals. There are a few hard low poly edges.