Roman Fortress

Started by Dune, December 24, 2009, 11:49:43 AM

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Dune

A long-term project, which I hope is paying off one day: the roman fortress at Zwammerdam (Netherlands) along the 'Limes' around AD. 200. Work in progress. I made the fortress and buildings in XFrog, and thanks to the combined efforts of the Terragen Crew they render faultlessly! The craft are logs bound together, coming along the Rhine from Germany, used for building. If there's any progress you'll be the first to see.
Any comments are welcome. By the way: 0.5/4, no GI, but 3 fill lights, rendertime for 1800x900px was around 2 hours.

---Dune

Linda McCarthy

Incredible scope and scale.  Awesome!  Linda

Henry Blewer

This looks very authentic. The only problem I have is the long houses do not have a gate into the fort.
The rest is up to you. I have seen other scenes which you have done, and know that when this is finished it will be astounding.  :)
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RArcher

Great work!  As usual the small details are fantastic and really catch the eye.  I would maybe lower the fog / mist somewhat, but of course that could be part of the look you were going for.

Tangled-Universe

Very nice to see one of your creative works again Ulco :)
I like the attention to detail and the great sense for scales, well done!
What I also do like are the subtle large scale waves you created in the water.

In overall very good work :)

Martin

aymenk2003

really nice work Dune ...
How many time it takes to prepare all these object houses tree and distribute them with such exactitude...?.

N.kaid
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Dune

@njeneb: This is quite authentic, based on excavation data. So, there was no gate at the southern side, just two where the main road (the Limes) went from fortress to fortress, and one at the river's edge. The houses were from locals attracted to the Roman fortress to do business (any kind of business ;-) But the Romans taught them to line them up.
@aymenk. The fortress was made in two parts, walls, and inside buildings (a lot of work), the houses are two kinds. I lined up a few individual instances, but two 'lines' are populations with a subvariation of 0.1, so they line up. Easier, but these houses are all the same now.

Interesting fact is that if you turn the object itself it is not reflected in the bounding box of the individual instances of the pop. They line up kind of angled. Not very handy, but workable.

@TU: The large scale waves is a slightly increased patchiness

@RArcher: You maybe right

mhaze


Tangled-Universe

Oh really? To the right of the image there are almost horizontal and very straight large waves, so I thought it was one of your fancy water functions :)

Dune

Now I see what you mean. The horizontal lines, as if it's a waterfall? I wondered what those were, some kind of mistake. I also wondered what the very thin dark line at the water's edge is. It's also a mistake, and I think it has to do with the way shadows are treated in murky water. I will later post a waketest-failed topic with tgd. Same trouble about shadows.

Thelby

The sense of scale here is truely amazing, Very Nice Work!!!

EoinArmstrong

Once again this is fantastic - love the objects, water and amazing sense of depth and scale - great realism!

ra

 Awesome work all over!
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inkydigit

missed this one, very excellent work!

EoinArmstrong

This one's even better - I love the grass colours and the water and depth are fantastic - let's see some more :D