Planetside Software Forums

General => Image Sharing => Topic started by: Aerometrex on August 22, 2013, 03:25:23 AM

Title: Post apocalyptic real city
Post by: Aerometrex on August 22, 2013, 03:25:23 AM
I just wanted to share with you a real 3D model of a famous landmark in Adelaide, South-Australia and TG3.

I'm using TG mainly for water, atmospheric effects and bump mapping.

I usually use TG to fuse real highfield (DEM), image shader (aerial imagery) and 3D models.

More to come soon.

Title: Re: Post apocalyptic real city
Post by: mhaze on August 22, 2013, 04:51:52 AM
Very impressive.
Title: Re: Post apocalyptic real city
Post by: Dune on August 22, 2013, 12:42:13 PM
Indeed.
Title: Re: Post apocalyptic real city
Post by: alessandro on August 22, 2013, 12:54:18 PM
Very well done and original.
Title: Re: Post apocalyptic real city
Post by: choronr on August 22, 2013, 02:18:48 PM
Outstanding.
Title: Re: Post apocalyptic real city
Post by: Kadri on August 22, 2013, 03:14:06 PM
Looks good.
Are the objects automatic generated from photos like the other images before Aerometrex?
Title: Re: Post apocalyptic real city
Post by: Andrew March on August 22, 2013, 03:33:49 PM
Slightly concerned about the size of the waves, in general actually I think you need a smaller texture for your water.
Title: Re: Post apocalyptic real city
Post by: TheBadger on August 22, 2013, 05:02:41 PM
Another interesting image. Hope as you post more, you'll explain more too.
Title: Re: Post apocalyptic real city
Post by: inkydigit on August 22, 2013, 06:37:13 PM
Looks excellent... Up close to ground level would be nice to see too...
Good job
:)
J
Title: Re: Post apocalyptic real city
Post by: Aerometrex on August 22, 2013, 07:32:51 PM
Thanks for all the feedback.

I agree the waves should be smaller. It was just a quick test to see a flooded bit of city looked like.

This 3D model has been generated from aerial 3D photogrammetry so it looks good from above with a 45 degrees camera tilt.  If I go close to ground-level, we would start to see too much distortion and not enough details on the vertical features. This is just one tile out of many. This .OBJ is about 500Mb + textures. I've been dealing with up to 20 Gb of .OBJ so far.

I find TG very good at handling complex .OBJ and love the possibility to add bump maps to improve even more the texture of the model.  I can't wait to experiment a bit more with DoF in TG3.