New job at hand, so here's one of the first tests of one of the 4 entrances. PT, which makes darks really nice. Lot of work still needed to terrain (heathland with distant sea), roads, pallisades, buildings to build, and the entrances too. And then beautify with lots of Roman stuff....
Roads are kind of paved with slabs of sandstone, but I don't know yet how regular/irregular they should be.
(This new "like" thing in the forum is nice when you really like something but don't have much to say ;D )
Yes, handy. And if I get less than 10 likes, I'll quit :P
;D
Quote from: Dune on December 29, 2019, 05:59:12 AMPT, which makes darks really nice.
Naturally. PT isn't just for vegetation, like I'll always maintain; as per documentation and research of the render method. All about time you're willing to spend.
Quote from: Dune on December 29, 2019, 05:59:12 AMRoads are kind of paved with slabs of sandstone, but I don't know yet how regular/irregular they should be.
You'd think for a fortification, the quality of the roads probably wouldn't be that big of a concern, so long as they worked. So I imagine the stone work would be quite irregular and puzzle pieces from existing stones they are either gathering or shaling from a quarry.
Attached is roman road in Britain. Notice the stones don't look worked in the first shot. The second shot is a two-way with drainage. It doesn't really look like the stones (other than aqueduct which would have been on the left) were worked beyond just making sure they were correct height, and than puzzled in.
This image is just rather small, but is of a "roman highway" which definitely looks like more work was put into shaping the stones, and especially the remaining aqueduct.
Quote from: Dune on December 29, 2019, 10:20:25 AMYes, handy. And if I get less than 10 likes, I'll quit :P
ha ha ha ha yeah, tell me another one LOL
So . . . who are they actually worried about? Looks like the coast is clear. :D
Great start – curious to see how this one develops.
Thanks very much for posting the roads, WAS. I think it would indeed be irregular stuff, as this was also a temporary defence post, used for only 5 years, but I will ask the archaeologist who wrote his thesis about it. Instead of the voronoi I've now used a warped voronoi-manhattan pattern, which I like better. But I may have to draw a handmade tiled imagemap after all.
Hardest part was to paint the whites in PD so that outside and inside angles of the embankment were correct and it has the right width at top and bottom. I thought about sculpting in LW and then making an ortho heightmap render as plan B. Not necessary.
Yeah, coast is clear, so there are only 2 Romans ;D Rest has gone fishing.
Updated with some temporary barracks and stuff.
Cool project!
You could try some of this textures (https://www.textures.com/browse/3d-scans/114548#pavement-medieval)
This would make nice roads, mixed with some mud...
Oh hey, nice poses, and I know it's nowhere near a final image but I like that you put DoF in anyway. :D
- Oshyan
Thanks KyL. I know the site, have got some of those already. I have to see what kind of roads they want.
Nice to see a new job in your hands :)
Cool and interesting results so far!
One of the textures from that site. Forgot about the bump issue in PT though :( (inside of temporary barrack)
Quote from: Dune on January 03, 2020, 03:00:19 AMOne of the textures from that site. Forgot about the bump issue in PT though :( (inside of temporary barrack)
That's doesn't look half bad. Could vary it up some, add some muddy indentation and may look pretty decent.
Nice paved surface.
What is the location?
It's a Belgian excavation site, Steve.
I have to see whether my warped Manhattan noise is worse, or better than this.
Here's an update with a new well being done, and some clouds that are not very good. And some new Romans.
One more guy, though his name is not really Roman (import).
The wrinkles/grooves on the forehead of the last one look peculiar.
Are they sculpted or just a painted bump map or something else?
QuoteIt's a Belgian excavation site, Steve.
Are the tiled roofs a Roman import, then? Just curious. I've read a bit of history about that area and it's fascinating . . . quite a nexus for commerce, going back a long way.
People are looking great. I'm sure Gaelic visitors weren't all that unusual. :D
Thanks for noticing that, Jochen. I'll modify the texture map a bit. It's indeed just a little to sharp. Same with some of the skinbumps.
I just heard that the barracks need woodchips for roofs, only the prinicipa and praetorium need imbrex and tegula, so I'll be busy building those the coming days. A lot of import, indeed. Or locally made under supervison of Romans, as there were also often local people in the Roman army. Had a hard time yesterday to fit a PS map for the embankments to LW made pallisades and entrances.
Coming along nicely - great stuff.
Nice stuff Ulco. I like the way how your characters literally evolve over time. :D Keep it up and in a few years you could rule DAZ store. 8)
:D :P
Quote from: Dune on January 04, 2020, 08:32:10 AMOne more guy, though his name is not really Roman (import).
Lol.
I like the non-PT version for the surface details.
Dude in tgout-034 26m14s v4.4.46.1.jpg looks like he's scamming someone. Lol
I like to make them into characters, this one looks tough but when you see the way he runs, he's not so tough ;D
OMG - it was just too early this morning, my eyes almost still closed and I was sooooo tired - so I was sure I saw John Cleese instead of McCallum ;D
Fill in the blanks if anyone feels like it ;D
:)
;D ;D
Before I fill the blanks, I'd like to know how you made the roof tiles. Modeled this way? Or a repeated displacement map on an image map?
I was wondering what you guys would have written, as there can be several scenario's. The roof is a model. Just a 'sheet' of tiles, that I can hover over a roof, angle and cut at wil. Not very highpoly, but just good enough for decent roofs. I tried a bumped texture, but was only good enough from above. I doubt if forced displacement will work good enough, and then I'd have to separate roofs from buildings... tedious.
just an idea... ;)
Prtrimtst_08-01-20_test2.jpg
Cool! ;D ;D ;D
;D 8)
Hah!
@DocCharly65 nailed it. :D
- Oshyan
I'll do one myself too.
;D Life in the Legion ...
Slowly getting it all together...
What makes an image not pass 'security checks'? Size? First tried to upload a 2500px image, but only succeeded after reducing it.
Weird! But there are also issues uploading movie files, even if they are way smaller than the allowed 5000 kb.
https://planetside.co.uk/forums/index.php/topic,26971.0.html
Must be google 8)
Though this doesn't seem to be a hot topic, nonetheless some new tests.
Cool historical stuff again.
Nice textures on the walls of the buildings.
Lots of work, it seems.
Your humans do look much more natural then in the past Ulco.
Still one of the hard things in Terragen from the rendering aspect too. The skins especially.
A very busy place! Lots to look at here.
Very nice and great progress!
I absolutely agree with Kadris thoughts about your increasing skills with human characters!
I'm really looking forward to the final with all the bustling Romans :)
Thanks guys. This was meant only for a few topdown renders in screen resolution for a museum monitor experience, but I tend to add a bit more (unnecessary) detail anyway, and just tried what it looked like from eye height. So most guys (no females, afaik) are pops.
The image Vke test-30.jpg seems particularly "alive" to me. I could see that scene going a little further for fun.
Great! And very good characters indeed!
Quite the modeler now! It truly seems like last week when you made your little mud creature.....haha ;D Inspiration for lots of us to try new things. Great work!
Completely agree with everyone on the progress you made with humans Ulco!
I admire the sheer work and TG scene complexity you're working on/with.
Another object which really struck me is the 'mud hut' (leemhut) where the mud is partially covering the underlying branchstructure.
I really like these imperfections and you executed that idea very well.
These kind of things really sell it for me.
Thanks. Imperfections are indeed important. Just finished another one... not perfect, but good enough. PT render. I still need to work more on clothes and folds, but it's all so time consuming.
Just super. Are you using SSS for the skin shader?
Nope, just PT and regular shaders.
Fascinating stuff my friend! :)
Some more action for the scene.
Sweet.
Oh, the brother of Picard and new horses! :) Cool!
Nicely done.
But, of course, a little nitpicking: the belt area on the backside should be moved
slightly inward, unless Picard's brother has some physical problems.
And there is some weird geometry on the horse with the rider just where the front legs
meet the chest. Most likely caused by posing. Only an issue for close ups, though.
Yeah, noticed both those things. In a later version I added a moothing modifier (never knew that was possible in DAZ, but found by accident), and the leg-rump section is better in that one.
These things take up an awful lot of time, and my DAZ folders are a mess, never can find what I need with all the extra's probably copied to the wrong folders. I am nearly inclined to ditch the whole lot and reinstall all. Had a bad day yesterday anyway, nearly lost a lot of work when accidently ditching whole sections when doing a backup >:(
Some new stuff.
Nice.
Nice development!
I like that dynamic look of the horse in movement!
Great!
It's getting nicer as I put more stuff into it. Far more than client needs, but what the heck. Some changes need to be made though. Here's one of the recent tests. Fast too; 25mins in PT.
Yes looks good.
Superb! Really fantastic characters and very convincing roman environment.
It's coming together nicely.
Just out of curiosity,what kind of material are the grey shingles?
Weathered wood I'd guess.
Yes, greyed wood shingles. I mixed in some moss on northern angles.
:) Learned something new about romans.
Great! Convincing roman environment!
Only a little nitpicking because of the POV: On the right side I needed some seconds until I understood that what I saw in reality are the roofs of the houses (instead I saw it as strange walls at first)
Perhaps a little different view angle and a slightly different roof colors?
Finished this project, now just wait what renders they need from the setup. Here's a few more lowres samples.
Superb, and full of details. I love those images, where you can dive in and explore all the things for some time.
Quote from: Hannes on February 21, 2020, 02:17:01 AMSuperb, and full of details. I love those images, where you can dive in and explore all the things for some time.
I agree in every single point! :) Great!
Great stuff Ulco, it really stimulates my imagination about how it must have been to live there/in those times. Well done!
Nice work Ulco.
Turned out really well. Looks great from all angles.
Very impressive Ulco!