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91
Image Sharing / Re: Funny ears
Last post by N-drju - October 16, 2020, 08:08:20 am
Great figure. DAZ hairstyles, when exported, doesn't seem to be too heavy though... perhaps you could just build some basic strands and define hair through opacity map, like DAZ does?

The fact that this is "just" a DAZ figure speaks volumes about the possibilities that the "basic" free figure offers. Something I still have to explore. Unfortunately, I am bogged down in the paperwork these days.
92
Image Sharing / Re: Funny ears
Last post by DocCharly65 - October 16, 2020, 07:00:13 am
In fact a kind of skin disease at the ears ;D
But nonetheless a great character render!
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Image Sharing / Funny ears
Last post by Dune - October 16, 2020, 02:49:41 am
A new guy, testing. I have to increase polycount to make his hair though; they sit in rows, kind of. I'm always a bit on the meagre side when it comes to polys, as the objects get heavier and heavier with more hair and more polys in the hair, and I'm reluctant to get them over a few hundred MB's. I usually use them on a bit of distance anyway. Though for more quality it needs to be. This guy is now 200Mb.
Small error in the ears, too much bump.
Mind you, this is 'just' a DAZ figure.
94
Terragen Support / Re: Painted shader on water - ...
Last post by Dune - October 16, 2020, 02:33:26 am
It's looking very good so far. Interesting to hear they had to stand and row!

I wouldn't add spray, actually, as it's hard to get the shapes right. Though it's nice to experiment of course. You'd need to add a low (~1m) v2. cloud layer and mask areas for the spray, perhaps slightly elongated patches the way Was describes, or from painted shader on the water plane. Very small scales for the cloud fractal, and quite some density. With low quality settings, the particles could look like water drops.
Another way would be to use that painted/ortho mask and an additional (warped) PF for variation of density to make a population of the internal rocks. Tiny sizes, very small spacing, glass shader if needed, though I'd say a default shader with reflection and translucency would work just as well on a bit of distance. I've done waterfalls like that.

Another way of doing all the splashes would be to make vector displacement maps (one with al splashes or more for each splash), which would displace the actual water plane into splashes. But that's quite some  work too, and I've only managed to do that in Mudbox.

My Roman boat is still on the site, under 3D renders,  a bit down. And thanks for the compliment :)
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Image Sharing / Re: Mountain range
Last post by Jo Kariboo - October 15, 2020, 09:14:35 pm
Better with this ground!
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Image Sharing / Re: (suite) low light
Last post by Jo Kariboo - October 15, 2020, 09:12:59 pm
Thanks all for comments! :)
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Terragen Support / Re: Painted shader on water - ...
Last post by WAS - October 15, 2020, 07:18:48 pm
If you render a ortho of just the oars (for quick rendering) you can easily paint a spot at the center of each end of the oars, and use that to populate all your splashes quickly. You can lower the rotation to keep them more in line with direction. If you do, keep in mind when you ortho, you want to import at those scales. So a 1000m x 1000m ortho should be a 1000m x 1000m image map when imported back. Keep in mind camera location for the map as well. The spots can be fairly small, and when you populate you want the spacing to be just about as wide as the spot (you can just play with spacing) so only one appears at each position.
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Terragen Support / Re: Painted shader on water - ...
Last post by David - October 15, 2020, 04:35:01 pm
Thanks Guys,
This is a first look-see at the model with splashes and a wake, hence the delay in replying. Working from top-down finally worked for me but I used painted image maps rather than mask painting. I've just tried Matt's suggestion and yes, that works extremely well, so will try that too. I created a local displacement map for the wake which works pretty well and an image map for the foamy bits which works less well. This last might be improved now that I know I can paint on the water. The splashes are geometry, decimated down to 6k polys - the least I could get away with - made in PS, Zbrush and Lightwave. I've given them a tiny bit of motion blur in final render. First pic shows painted wake well but gets obscured in the wake of the lower angle of the second pic - need to fix that. I'd rather like to experiment with some subtle spray but not sure how - is that your department Ulco? By the way I was looking for your Roman ship - is it still on your website? I love your work by the way! In case you are wondering why all the rowers are upright instead of leaning forward or back, apparently space in triremes was very limited and they didn't have sliding seats, so their arms had to do most of the work! Final message to WAS, in the end I opted to use just the glass shader for the splashes but with plenty of roughness as you suggested. Boy this is slow work!
Thanks again guys
99
Image Sharing / Re: Rainy day
Last post by Kadri - October 15, 2020, 01:38:33 pm
Thank you.
100
NWDA Theme Challenge - Travelers / Re: Winners “Travelers” 2020 T...
Last post by Hannes - October 15, 2020, 06:47:54 am
Echo Ulco. Thanks, guys!
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