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General => Image Sharing => NWDA Roadside Contest => Topic started by: Tangled-Universe on February 25, 2013, 04:56:10 am

Title: Martin's Deep Edition Road WIP Thread
Post by: Tangled-Universe on February 25, 2013, 04:56:10 am
Hi guys,

Similar to Frank I will also not participate in the contest, but unlike him I will use the Deep edition to show my ideas, workflow and WIPs for this exciting contest :)

This first post will be a brief one, more or less an announcement.
I have decided one thing already and that's that my road won't be an asphalt one.
Besides that I have a favor for doing something situated in South America or Asia.
Next post will contain my references for the scene.

Stay tuned!

Martin
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: inkydigit on February 25, 2013, 08:54:19 am
I'm tuned!
:)
Jason
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: TheBadger on March 06, 2013, 02:25:27 am
Feed me.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Tangled-Universe on March 06, 2013, 03:06:05 am
Yes sorry for the delay. I'm over my head in other things and in the time I've spent on it so far I have proven to be not very creative at the moment.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Tangled-Universe on March 25, 2013, 12:19:53 pm
So fffiinnnaaallllllyyy an update and first WIP...


This one is loosely based on previous work for my Dutch Landscape images.
It uses some of the masking, although I had to alter a couple of things.
To this I added road masks & tire-track masks and I added a whole bunch of populations.


I will condensate the setup into something more clear and share it with you to see and investigate on.


The road will get some curve and for the left empty part I'm thinking about some cultivated wheat, but probably Silva3D tansy's or something else colorful.
The populations, especially the trees, are placeholders for look dev to see where I want to go with lighting and mood.



GI here is reduced to 0.7 in the enviro light in order to try to simulate how a low dynamic range camera would try to capture this image.
There a couple of things I can improve for photorealism,  but it's not that bad at the moment and I have to see what else I will do with the atmosphere.

As said in other topics atmosphere is essential.

If I would double atmo densities here 2x then the shadows will be quite brighter and flat looking, for instance.
Key in TG is to first lay out scales together with atmosphere/lighting and then start detailing your scene.


Oh yes, the render is saved straight from the BMP output.


Cheers,
Martin
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Hetzen on March 25, 2013, 12:42:47 pm
Great sense of scale Martin. I see you've had the same idea with getting large distance variation.

Something I'm having some success with is multiplying a base bright colour with a grey value set to get complementry wear tones. Combining that with an adjust saturation you can get quite a lot of variation from one base colour PF. So exposed soil is quite bright, less worn darker, dust and rock greyer. It's proving quite an efficient way of building up a pallete for me and might help with blending in your erosion and variation.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Dune on March 25, 2013, 01:26:14 pm
Great start, Martin. I like the water in the tracks. Interesting to see this develop. Will you make a bend in the road somewhere (in the distance)?
@Jon: you mean something like this color setup?
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Hetzen on March 25, 2013, 02:39:39 pm
Kind of, although I can't see what operation you've set the merge shader to. Looks like a similar principle.

If you knock up the below network and adjust the constant sliders with the adjust saturation preview open, you'll see how the values of grey affect the tone. I was looking at some reference material and discovered that I could more or less hit each colour with this set up and use masks to influence their transition.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: FrankB on March 25, 2013, 03:18:51 pm
Finally, man! ;)
Looking good so far!

Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Jo Kariboo on March 26, 2013, 11:36:15 am
Vey nice vegetations and light !  :)
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: TheBadger on March 28, 2013, 08:49:49 pm
looks great
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: mhaze on March 29, 2013, 06:03:27 am
Looking good, light is great but where is the road going?
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Tangled-Universe on March 29, 2013, 12:39:16 pm
Thanks guys :)


For anyone who's wondering about the road and its direction. It's all in the post ;)
I'm working in bits and pieces on my second iteration these last 2 days. I hope to show something tomorrow.


Cheers,
Martin
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Tangled-Universe on April 02, 2013, 02:09:27 pm
New iteration...well...I actually remade the entire scene from scratch as all the masks and simple shapes became a bit too elaborate to my taste as my intention is to share the tgd eventually.

Clouds are a bit experimental, trying to look what kind of brightness/exposure I want the clouds to have and I think it's about right'ish. Now I need to work on the clouds themselves.


Furthermore I need to add fields on the left and something in the background.
Also on the right there's a bit too much vegetation/trees as I want more light seeping through and more shadows on the road is in my previous version.


All in all not too much work I think...
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: cyphyr on April 02, 2013, 02:20:36 pm
Looking really good :) I particularly like the ruts and the small gap in the trees to  the right (glad you're going to make it a little sparser)
Hopefully that will allow the trees to become a little better illuminated in the shadow areas.
Richard
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: mhaze on April 02, 2013, 03:52:23 pm
Definitely getting there - I know what you mean about complexity nearly decided to rewrite my whole entry but on reflection I don't think it would be simpler or faster to render. Glad you're going to thin out the veg. I like the curve in the road but I think the transition to the background hills is rather abrupt. What is that bright green object bottom right? looks like plastic sheet!
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Tangled-Universe on April 03, 2013, 06:07:34 pm
Still doodling a bit with tree models to see what gives nice spacing to have light pass through.
Just for fun I added a thin cloud layer to see if I could get some subtle rays, but the cloud turned out a bit denser than I expected from my (probably too) small crops.


The next one is rendering now with vegetation in the background and without the low mist and cumulus clouds.


More coming soon...
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: zaxxon on April 03, 2013, 10:22:14 pm
Really taking shape as a wonderful scene.  I especially like the sucession of light and shade in the foreground, it really adds definition and depth and sets the midground off nicely. I assume thats a World Machine terrain in the background?
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: mhaze on April 04, 2013, 05:00:23 am
Great progress, I think the vegetation is superb and the faint mist helps to give it depth.  Clouds if you are going to keep them need work.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Tangled-Universe on April 04, 2013, 12:03:47 pm
An Ulco style WIP post :)
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: TheBadger on April 04, 2013, 12:20:30 pm
I think you are right to get rid of the clouds that you had, but the mist on the right side of the image was rather nice I thought. Image has a strong bace, so I think it will end strong no matter what.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: Dune on April 05, 2013, 02:05:44 am
Nice  ;) . Really nice  :D Plane for water a little bigger indeed. I'd add more (translucent) high grass between the right hand weeds to break the repetitititiveness of those weeds. I do like the darks in there. I would also not bother about veggies on the field, it's nice to see the road color coming back there, maybe plow it up a little more. I would also place the distant trees more in tight patches, not as even as you now have. Add a species? I like the sky as it is, maybe a few wisps of cirrus cloud would do and not distract, those days exist.
It's a great render already and will be s stunner I'm sure.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: mhaze on April 05, 2013, 04:08:21 am
This is very,very good. The trees on the hill look like vines so I'd keep them but the ones on the edge of the hill need breaking up spatially, more size variety and some extra species.  I too like the sky as it is. I think you should keep the mist and get rid of the pond weed.
Title: Re: Martin's Deep Edition Road WIP Thread
Post by: inkydigit on April 08, 2013, 03:53:43 pm
I like the Ulcostyle notes!
pond weed looks like toxic waste!
veg on hillside =crops/cultivated terraces...
this is coming along nicely!
:)