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  1. #21
    Member OLG's Avatar
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    Sep 2016
    Location
    Texas
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    152
    I think the new composition looks great and an improvement from where it began. And it began by being really good. Love the figure looking at the guitar. I like that she is not looking away from it. There is no reason for her to be looking at anything else from the story the image is telling.

    Don't know where the image is from but it reminds me of my home and places nearby (west Texas). Though I guess any desert would look similar.

    Very nice.



  2. #22
    Member Dan80's Avatar
    Join Date
    Jan 2014
    Location
    Denmark
    Posts
    377
    Thank you so much! Really glad you like it.
    Yeah, when I play the guitar myself I tend to forget most of the thinks around me, because I am just focussing the the music. - Guess that was the thing I was trying to communicate.

    Actually... I have never been to Texas or any desert-looking place for that matter so I don't really know, but I had roads like route 66 in mind when I modelled the terrain.



  3. #23
    Hey there, me again! I really like the grass in your scene, how did you create it? I'm currently working on my own grass, but I find it really hard to make it look realistic (https://blenderartists.org/forum/sho...ealistic-grass). I would appreciate it if you could show us how you made it.



  4. #24
    Member Dan80's Avatar
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    Jan 2014
    Location
    Denmark
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    377
    Honestly, I think your grass looks more realistic than mine.
    I used a hair particle system with "cycles hair rendering" and a loooooot of children. To control the position of the tufts of grass I used the weight paint tool and chose the weight paint map in both "Density" and "Length" under "Vertex Groups".

    Click image for larger version. 

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    Click image for larger version. 

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    Weight paint


    The material for the strands is a diffuse and translucent shader added together with a grass texture as input. To add some more variation I added two hue/sat/val nodes and a noise map to control how much influence the hue/sat/val nodes had on certain pixels of the texture.

    Click image for larger version. 

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    The color input for both the diffuse and translucent shader



  5. #25
    Thank you so much for the advice!



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