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91
Image Sharing / Re: Forest Sunrise
Last post by WASasquatch - August 15, 2019, 03:06:25 pm
Quote from: sjefen on August 15, 2019, 07:08:33 amHi,


A new project I'm working on.


- Terje

Lovely! My only suggestions/concerns is the scanned rock and stump look to bright in shadows. Perhaps their diffuse could be lowered some.

This is very dreamy, the lighting and haze. Could see a huge stag out there in the open.
92
Image Sharing / Re: Forest Sunrise
Last post by sjefen - August 15, 2019, 03:03:59 pm
Thanks guys 😊

Quote from: Oshyan on August 15, 2019, 01:04:07 pmWonderfully natural forest floor and great lighting! Though I suspect it might be just a bit unnaturally bright? But the aesthetic is beautiful.

Also, it's hard to say for sure, but there seem to be some unnaturally straight lines (angles) in some of the ferns in the lower-right. Maybe need a higher poly model?

- Oshyan
Yes, I need a higher poly model of some ferns for sure  ;D
Many of the models are way to low poly and not very good for this close up, but it would not be fun to work with this scene if I replaced all with high poly models. This scene is already a very slow to work with  :'(

It is probably a little bright also.

I'm not sure if I'll continue on this scene or start a new one. I've learned a lot from this and wanna start from scratch. 


- Terje
93
Image Sharing / Re: Bored...again
Last post by Oshyan - August 15, 2019, 03:01:59 pm
It's anchored to an object, shouldn't need Compute Normal. 

Bobby, did you move the *source* object at all?

- Oshyan
94
Image Sharing / Re: Bored...again
Last post by WASasquatch - August 15, 2019, 02:59:41 pm
Quote from: bobbystahr on August 15, 2019, 02:46:46 pm
Quote from: CredePendrel on August 15, 2019, 02:04:56 pmDid the log in the foreground come with those leaves on it? They look kinda weird in the circled portion here..... Otherwise, awesome job Bobby!
No, that's the moss and I can't seem to get it to not make those lines sadly...maybe someone here has a population trick for that. The moss uses the tree trunks as it's target not the terrain FYI
Are you using a compute normal?
95
Announcements / Re: New forum version and them...
Last post by DocCharly65 - August 15, 2019, 02:47:39 pm
So far I only recognized the new design.
I am only on a 1-2 minutes visit here and the first impression is good!

...if this post works, the second impression is as good ;)
96
Image Sharing / Re: Bored...again
Last post by bobbystahr - August 15, 2019, 02:46:46 pm
Quote from: CredePendrel on August 15, 2019, 02:04:56 pmDid the log in the foreground come with those leaves on it? They look kinda weird in the circled portion here..... Otherwise, awesome job Bobby!
No, that's the moss and I can't seem to get it to not make those lines sadly...maybe someone here has a population trick for that. The moss uses the tree trunks as it's target not the terrain FYI
97
Image Sharing / Re: Gravel Road
Last post by WASasquatch - August 15, 2019, 02:05:47 pm
Quote from: CredePendrel on August 15, 2019, 01:36:41 pmIt is but it was made with a complex material node setup. It can work if you bake the texture maps out but I always seem to get some errors that I don't like. Otherwise, I found that with an .obj export I can't add all the other textures used in the blender model, just the "main" texture used as part of that material. It has been a while since I tried though. Will have to give it a go and see!

Oh I see. That's pretty common regardless of Cycles. Been a issue long before Cycles was introduced. I think other software has the same quirks about bating out procedural/in-house materials sometimes.
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Image Sharing / Re: Bored...again
Last post by CredePendrel - August 15, 2019, 02:04:56 pm
Did the log in the foreground come with those leaves on it? They look kinda weird in the circled portion here..... Otherwise, awesome job Bobby!
99
Announcements / Re: New forum version and them...
Last post by WASasquatch - August 15, 2019, 02:04:03 pm
Quote from: Oshyan on August 15, 2019, 12:58:48 pmIt's pretty hard to set margins that work for all screen widths unfortunately. Anyone above 1080p will want to view the forums in a non-maximized window. Personally at 1080p I find it works well though (any wider and it'd be too much for me).

- Oshyan

We could add a simple 'max-width: 1080px' 'max-width: 1920px;' for non-mobile devices, which would keep the template at a 1920 width, and keep them from growing. With 8k on the way as a standard it may be appropriate.
100
Image Sharing / Re: Gravel Road
Last post by CredePendrel - August 15, 2019, 01:36:41 pm
It is but it was made with a complex material node setup. It can work if you bake the texture maps out but I always seem to get some errors that I don't like. Otherwise, I found that with an .obj export I can't add all the other textures used in the blender model, just the "main" texture used as part of that material. It has been a while since I tried though. Will have to give it a go and see!
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