Working on a new series. Quick test number one, all handmade. More to follow.
---Dune
Looks like the entrance to an English Garden. It's really quite good for a test image. 8)
It is the entrance to an English garden, that is to say; part of the area behind this will be a complex of pathways, lakes, a labyrinth and burial hills. I was also quite happy with this little test, just planted the wall, one tree, one grass and one daffodil, painted a stripe where the path is and changed the base colours a bit to simulate gravel. Very easy.
Looks very nice. Bigger please :)
Just how do you do that? Such nice quality...
Wow, fantastic! BIGGER!!!! :)
Bigger...
Very nice! I want to enter that gate :)
Thanks , Dune :)
Perfect!
amazing, how did you do the ivy?
@inkydigit: I was amazed at how easy that was (after it was done). The wall is just a simple lowpoly thing with a texture + bumpmap over it. I attached another PF to the color input to vary the color somewhat, and sometimes another one below to add one extra color. Now I added a no color surface layer with two greens as a child (with a little displacement), blended (inversely) by another PF with high contrast billows. The result indeed looks like ivy.
very very good technic for the 'ivy' !!!
thanks for the explaination :D
many thanks for explaining you technique, must try that for sure!
I like this one! Well done!
Very nice... love the lighting.
Simon.
Very nice work on this once, I really like the look of the ivy.
Now this is very inspiring. You are on the edge of photo realism ...great work!
Just finished the maps for the whole 'Garden of Eternity', and rendered a first overall view as concept. This is supposed to be the base for about 10 renders, from all angles and close ups. If it wasn't commissioned, it would be nice for the NWDA contest.
Any comments and ideas to make this more realistic, fellow terragenics?
---Dune
I would say that this might be in a more built up, settled area. Some houses, businesses, and roadways out side the garden would help. It depends on the camera locations.
Well, that's not the aim of this endeavor; I only have to do the garden. Luckily, as it's going to be hard to combine an overall view with detail on ground level, which I will most likely need to restrict to the POV.
Maybe it could be in a country estate. The outside of the garden could be more wild then.
Some updates, not yet final. Still busy getting the whole thing completed in time.... enjoy.
---Dune
The last one with the mist is beautiful.
This is quite an awesome project. Keep working on it.
very interesting indeed...look forward to seeing more!
WOW! This is very creative.
I'm not a big Poser fan and I thank the humanoid is distracting. The problem is they always look like Poser people and I think it cheapens the render. Other than that...WOW!
Looks nice , Dune :)
A little more contrast ?
@ Marc: yes, I know this isn't the greatest human being around (homemade XFrog woman). I had a question for some decent people posted in file sharing, but in the end I think I'll have to make one or two in Lightwave. This is supposed to become a park for people, so I have to have a few lurking around.
excellent work; bravo!
This is great. Looking forward to the end results.
woah, a whole "park" full of all sorts of things. I love the paths, and the whole composition!
Animated correctly, this could be a contest winner. 8)
Yeah, but the problem is that I had to populate small areas with grass and flowers to get good close ups. The pops would be huge if you'd animate the whole park. My pc cannot handle that, at least. Unless it would be possible to use a distance shader and populate every frame again. But I wouldn't want to give that job to Oshyan...
that said, I don't think it's necessary to high-speed fly through the whole park. A slower pace along one of the paths, with interesting things to see along the way would be cool, too.
Cheers,
Frank
Wow, how much time do you spend with TG to keep cranking out such complex renders? The placement of object alone would take me an eternity! I am really impressed how fast some people here can keep producing high quality images... It certainly can't be computing power alone.
The Garden of Eternity (10 images to be delivered) is about getting into its final stages. Redid the entrance porch/wall to give it a softer look (and grew some 'Clematis' on it using the Ivy Generator), more Zwerfkeien (Glacial stones) in the Glacial Wood part of the garden, and another monument (spiral of standing stones) in another specific area. It's going to be a very cool place to wander around in, and hopefully it will be reality one day.
I also hope to get green light for these second concepts real soon, so I can finish the storyboard for the NWDA contest in time :-\
---Dune
ps. I do the concepts with GI 1/1/8 and a fill light, but the final things would be done with GI 2/2/8 I think. And also with soft shadows on, which are off here.
I love the entranceway - the stone wall looks as if it's been there forever.
super images, as always...love the arch/entrance and the clematis, and the moraine debris boulders are excellent...did you use power fractals for the lichen?
I can't wait to see this done with greater detail settings. 8)
@inkydigit: Yes, some high contrast billows, very simple. I could have added some more fractals to give them some crrrrrispy displacement, we'll see. The whole rock is procedural and simple, they might be nicer with a photo texture... have to check that, now that you mention them.
thanks Dune, it is a good result on it's own, some added texture/displacement would make it perfect!
Dune, this entire project is a magnificent work.
I had to leave for a couple of hours, so I let one of the views for the storyboard render a bit larger. Took longer than expected; 5.15 hours at 2000px wide, detail=0.5, AA=4, GI 2/2/8, and soft shadows (be it with 5 samples instead of 9 to reduce rendertime). Grass and flowers are procedural, by the way, as is the green stuff creeping up the walls. That turned out fine in the distance, but close-up you clearly see it's dependent upon the way the wall is mapped (I'm still not satisfied with my mapping, but ok, I'm only doing that for a few months now). I might add some 'real' creepers, like on the entrance wall/porch.
---Dune
This looks really great! Talking about rendertimes: have you tried enabling ray trace shadows for the cloud layer that represents the mist? I know that takes a lot longer to render, but it adds a lot to realism.
Thanks, Hannes. I did, but it really takes a lot more time. And these images are not yet final, so I don't bother to perfect them yet, until the client wants this POV. I used it for some smaller storyboard images though, like this one.
Nice renderings. Which trees were used in this project? Are they free?
I used about 5 species of trees and 3-4 of shrubs, and I'm afraid I made them myself, and they're not freely available.