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General => Image Sharing => Topic started by: Dune on December 29, 2019, 05:59:12 AM

Title: castellum
Post by: Dune on December 29, 2019, 05:59:12 AM
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.
Title: Re: castellum
Post by: Kadri on December 29, 2019, 08:46:44 AM
(This new "like" thing in the forum is nice when you really like something but don't have much to say  ;D )
Title: Re: castellum
Post by: Dune on December 29, 2019, 10:20:25 AM
Yes, handy. And if I get less than 10 likes, I'll quit :P
Title: Re: castellum
Post by: Kadri on December 29, 2019, 10:29:53 AM
;D
Title: Re: castellum
Post by: WAS on December 29, 2019, 10:50:37 AM
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.
Title: Re: castellum
Post by: WAS on December 29, 2019, 10:52:48 AM
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.
Title: Re: castellum
Post by: bobbystahr on December 29, 2019, 04:52:52 PM
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
Title: Re: castellum
Post by: sboerner on December 29, 2019, 11:30:03 PM
So . . . who are they actually worried about? Looks like the coast is clear. :D

Great start – curious to see how this one develops.
Title: Re: castellum
Post by: Dune on December 30, 2019, 02:48:53 AM
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.
Title: Re: castellum
Post by: Dune on January 01, 2020, 02:44:40 AM
Updated with some temporary barracks and stuff.
Title: Re: castellum
Post by: KyL on January 01, 2020, 12:01:12 PM
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...
Title: Re: castellum
Post by: Oshyan on January 01, 2020, 08:39:57 PM
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
Title: Re: castellum
Post by: Dune on January 02, 2020, 02:59:27 AM
Thanks KyL. I know the site, have got some of those already. I have to see what kind of roads they want.
Title: Re: castellum
Post by: DocCharly65 on January 02, 2020, 04:00:00 AM
Nice to see a new job in your hands :)
Cool and interesting results so far!
Title: Re: castellum
Post by: Dune on January 03, 2020, 03:00:19 AM
One of the textures from that site. Forgot about the bump issue in PT though :(  (inside of temporary barrack)
Title: Re: castellum
Post by: WAS on January 03, 2020, 01:58:31 PM
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.
Title: Re: castellum
Post by: sboerner on January 03, 2020, 02:07:30 PM
Nice paved surface. 

What is the location?
Title: Re: castellum
Post by: Dune on January 04, 2020, 01:29:32 AM
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.
Title: Re: castellum
Post by: Dune on January 04, 2020, 08:32:10 AM
One more guy, though his name is not really Roman (import).
Title: Re: castellum
Post by: j meyer on January 04, 2020, 11:47:51 AM
The wrinkles/grooves on the forehead of the last one look peculiar.
Are they sculpted or just a painted bump map or something else?
Title: Re: castellum
Post by: sboerner on January 04, 2020, 01:24:31 PM
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
Title: Re: castellum
Post by: Dune on January 05, 2020, 01:57:02 AM
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.
Title: Re: castellum
Post by: mhaze on January 05, 2020, 05:24:26 AM
Coming along nicely - great stuff.
Title: Re: castellum
Post by: N-drju on January 06, 2020, 04:20:11 AM
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)
Title: Re: castellum
Post by: Dune on January 06, 2020, 11:37:06 AM
:D :P
Title: Re: castellum
Post by: WAS on January 06, 2020, 01:13:34 PM
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
Title: Re: castellum
Post by: Dune on January 07, 2020, 01:50:47 AM
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
Title: Re: castellum
Post by: DocCharly65 on January 08, 2020, 01:53:39 AM
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
Title: Re: castellum
Post by: Dune on January 10, 2020, 02:28:52 AM
Fill in the blanks if anyone feels like it ;D
Title: Re: castellum
Post by: Kadri on January 10, 2020, 02:30:59 AM
:)
Title: Re: castellum
Post by: DocCharly65 on January 10, 2020, 04:30:44 AM
;D ;D
Title: Re: castellum
Post by: N-drju on January 10, 2020, 07:24:51 AM
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?
Title: Re: castellum
Post by: Dune on January 10, 2020, 07:45:36 AM
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.
Title: Re: castellum
Post by: DocCharly65 on January 10, 2020, 08:12:51 AM
just an idea... ;)

Prtrimtst_08-01-20_test2.jpg
Title: Re: castellum
Post by: Dune on January 10, 2020, 10:12:30 AM
Cool! ;D ;D ;D
Title: Re: castellum
Post by: j meyer on January 10, 2020, 12:50:28 PM
;D  8)
Title: Re: castellum
Post by: Oshyan on January 10, 2020, 05:09:22 PM
Hah! @DocCharly65 nailed it. :D

- Oshyan
Title: Re: castellum
Post by: Dune on January 11, 2020, 03:09:43 AM
I'll do one myself too.
Title: Re: castellum
Post by: j meyer on January 11, 2020, 12:47:01 PM
;D   Life in the Legion ...
Title: Re: castellum
Post by: bobbystahr on January 11, 2020, 01:09:55 PM
Quote from: Dune on January 11, 2020, 03:09:43 AMI'll do one myself too.
ha ha ha
Title: Re: castellum
Post by: Dune on January 13, 2020, 02:57:31 AM
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.
Title: Re: castellum
Post by: Hannes on January 13, 2020, 03:38:44 AM
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
Title: Re: castellum
Post by: Dune on January 13, 2020, 04:43:40 AM
Must be google 8)
Title: Re: castellum
Post by: Dune on January 21, 2020, 12:15:12 PM
Though this doesn't seem to be a hot topic, nonetheless some new tests.
Title: Re: castellum
Post by: j meyer on January 21, 2020, 12:35:19 PM
Cool historical stuff again.
Nice textures on the walls of the buildings.
Lots of work, it seems.
Title: Re: castellum
Post by: Kadri on January 21, 2020, 01:11:24 PM
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.
Title: Re: castellum
Post by: sboerner on January 21, 2020, 04:07:30 PM
A very busy place! Lots to look at here.
Title: Re: castellum
Post by: DocCharly65 on January 22, 2020, 01:46:49 AM
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 :)
Title: Re: castellum
Post by: Dune on January 22, 2020, 02:42:38 AM
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.
Title: Re: castellum
Post by: WAS on January 22, 2020, 05:01:21 PM
The image Vke test-30.jpg seems particularly "alive" to me. I could see that scene going a little further for fun.
Title: Re: castellum
Post by: Hannes on January 23, 2020, 10:48:13 AM
Great! And very good characters indeed!
Title: Re: castellum
Post by: luvsmuzik on January 23, 2020, 10:54:22 AM
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!
Title: Re: castellum
Post by: Tangled-Universe on January 24, 2020, 03:37:07 AM
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.
Title: Re: castellum
Post by: Dune on January 24, 2020, 07:24:28 AM
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.
Title: Re: castellum
Post by: sboerner on January 24, 2020, 12:03:26 PM
Just super. Are you using SSS for the skin shader?
Title: Re: castellum
Post by: Dune on January 24, 2020, 12:12:19 PM
Nope, just PT and regular shaders.
Title: Re: castellum
Post by: Agura Nata on January 26, 2020, 06:05:07 AM
Fascinating stuff my friend! :)
Title: Re: castellum
Post by: Dune on January 27, 2020, 01:59:01 AM
Some more action for the scene.
Title: Re: castellum
Post by: Kadri on January 27, 2020, 02:44:33 AM
Sweet.
Title: Re: castellum
Post by: DocCharly65 on January 27, 2020, 03:05:57 AM
Oh, the brother of Picard and new horses! :) Cool!
Title: Re: castellum
Post by: j meyer on January 27, 2020, 12:14:14 PM
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.
Title: Re: castellum
Post by: Dune on January 28, 2020, 01:21:43 AM
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 >:(
Title: Re: castellum
Post by: Dune on February 01, 2020, 12:31:56 PM
Some new stuff.
Title: Re: castellum
Post by: Kadri on February 01, 2020, 12:58:09 PM
Nice.
Title: Re: castellum
Post by: DocCharly65 on February 03, 2020, 03:47:11 AM
Nice development!
I like that dynamic look of the horse in movement!
Great!
Title: Re: castellum
Post by: Dune on February 03, 2020, 05:22:34 AM
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.
Title: Re: castellum
Post by: Kadri on February 03, 2020, 07:31:31 AM
Yes looks good.
Title: Re: castellum
Post by: Hannes on February 03, 2020, 09:36:02 AM
Superb! Really fantastic characters and very convincing roman environment.
Title: Re: castellum
Post by: j meyer on February 03, 2020, 12:18:15 PM
It's coming together nicely.
Just out of curiosity,what kind of material are the grey shingles?
Weathered wood I'd guess.
Title: Re: castellum
Post by: Dune on February 03, 2020, 12:33:08 PM
Yes, greyed wood shingles. I mixed in some moss on northern angles.
Title: Re: castellum
Post by: j meyer on February 04, 2020, 12:06:51 PM
:) Learned something new about romans.
Title: Re: castellum
Post by: DocCharly65 on February 05, 2020, 05:04:16 AM
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?
Title: Re: castellum
Post by: Dune on February 21, 2020, 02:08:30 AM
Finished this project, now just wait what renders they need from the setup. Here's a few more lowres samples.
Title: Re: castellum
Post by: Hannes on February 21, 2020, 02:17:01 AM
Superb, and full of details. I love those images, where you can dive in and explore all the things for some time.
Title: Re: castellum
Post by: DocCharly65 on February 21, 2020, 03:20:06 AM
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!
Title: Re: castellum
Post by: Tangled-Universe on February 21, 2020, 04:27:53 AM
Great stuff Ulco, it really stimulates my imagination about how it must have been to live there/in those times. Well done!
Title: Re: castellum
Post by: Kadri on February 21, 2020, 06:25:36 AM
Nice work Ulco.
Title: Re: castellum
Post by: sboerner on February 21, 2020, 12:02:00 PM
Turned out really well. Looks great from all angles.
Title: Re: castellum
Post by: masonspappy on March 17, 2020, 09:19:00 AM
Very impressive Ulco!