Golden Gate Bridge

padfoot7726: Thanks, and I’m just happy I could find one, it cuts the work down so much :).
CG-Predator: Thank you :D.

Small, not even worth it, update. Did a test render of the land with the full bridge, cleanest render to date with around ~3,350 samples per pixel ^^.
http://img13.imageshack.us/img13/7347/im1234841599jk3.th.jpg

Small update, trying out post pro fog, kinda hard to find adequate cloud pictures, but there are some. This is only a quick trial, and the results seem o.k. so far, any suggestions or tutorials welcome ;). I tried doing some fog with a render that showed the road deck and ocean, but it turned out rather bad, I’ll have to work at that because I really want to have a shot like that. The rest is just some small updates… like the rock and lighthouse, nothing too much.

Fog:

(edit: just realized I screwed up the lengths of the cables, should alternate the other way)
[Photo Reference 1]
[Photo Reference 2]

Rock:

and Lime Point Light…

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That is looking amazing!

Have they improved Indigo recently? Render times were not anything like what I remember them being (much better!).

Have you tried Yafaray as a faster alternative?

Generally its looking amazing, the only ‘crit’ I would suggest is to put a bit of a texture to the concrete, just so that its not so flat looking. Same with the bridge. Even if its just a very subtle cloud texture or noise or something similar, just to break it up a bit.

looks awesome

awesome dood ,you are really great artist.

Again, a brilliant job! It is wicked realistic!
I wouldn’t be surprised to see this as the top image thing on blenderartists.

The top of the bridge poking out the fog would look great as the banner for blendernation actually. You should submit it. I’d be interested to know how you are approaching the fog in postpro at the moment, as that sort of effect is something I want to do for my HMS victory model.

By the way, you can find good images of clouds at CGtextures.com. If you grab them from Skies: Partial, you can key out the BG by doing colour to alpha in the gimp (or something similar). This preservces the fluffy edges very well, for use in compositing.

Tea_Monster: Yeah, the render times on Indigo have definitely improved, although I’m not too sure how much, it is certainly noticeable. I’ve thought about Yafaray, although I have not had too much experience with it. And I will be adding textures soon, although I have done basic onces like the ocean and the rock, I haven’t started any major texturing as of now.

Schoggu/GE-FORCE: Thanks guys :D.

Nickle: :o I’m not too sure about the top, but a 5 star project would be nice ;).

ben: Your HMS victory project is very impressive :yes:, have you managed to get indigo running again yet? The way I did the fog was with indigo, there is a “render alpha” option within the blendigo exporter, then using gimp or something with layer masks, open up the rendered image, add the fog image in a new layer, and apply the alpha mask to the fog layer so the fog only shows up behind the model, then make another layer with the fog image, and either erase parts of it with a soft eraser, or apply the layer mask again and paint white (or black) with a soft brush or air brush to add back in the fog. You could just as easily render the alpha mask with B.I. And that is a great idea about keying out the color in the cloud images, I didn’t think of that.

Update:
Although I said I was content with the ocean method I had, I am really starting to hate the look of it, so now I am doing it with indigo’s blended material option. Before I couldn’t do this because I didn’t know about multiple UV texture sets, so I couldn’t scale the blend map and the textures separately. I also have done some night tests, and although I really want them, they are turning out horrible. 1st is that the renders take way too long, 2nd is that it throws off the sense of scale horribly, 3rd I suck at adjusting indigo light emitters :p, and finally, the aperture diffraction doesn’t seem to be re-sizeable, thus adding to the problem of scene scale.

Night tests…
http://img22.imageshack.us/img22/2764/im1236808759.th.jpg http://img22.imageshack.us/img22/2724/im1236809972.th.jpg
Blend map tests…
http://img3.imageshack.us/img3/8128/im1236891559.th.jpg http://img3.imageshack.us/img3/7789/im1236891759.th.jpg
Texture blend test…
http://img13.imageshack.us/img13/3065/im1236893328.th.jpg
Ocean test…
http://img18.imageshack.us/img18/2228/im1236894076.jpg

I really liked the 5th / 6th landscape one with the nice rosy colours - with fog (but like soft flat less disturbed) would inspire me to snooz-heaven.

Really… restful.

anubisZA: haha, yeah I could see how that looks peaceful ;).

Me and my friend are going to try and set up a render farm over the spring break in three weeks, that means ~3 weeks to finish this project, gotta haul ass. Started some simple texturing, and finished up the entrance ramps.

http://img11.imageshack.us/img11/4899/im1237004240.th.jpg http://img27.imageshack.us/img27/8818/im1237005476.th.jpg
http://img19.imageshack.us/img19/1937/im1237252912.jpg

I’m fond of bridges, but besides that I think you’re doing a really good job here. Are you going to put some lights on it and do a night scene? Might not be a really bad idea. Just a thought.

Eh, tried some night tests, I posted some results in the last update, but they are not turning out that well, they are a little too hard to adjust, and take too long to render. I might trie to make it within B.I. or Yafaray when I finish the scene.

Wow, almost a month of no work on this, I guess I lost a bit of motivation for a while ;). Anyway, UV mapping update…
Be sure to view full, large image…
http://img113.imageshack.us/img113/4194/im1239555236.th.jpg
I’m probably going to be jumping around with modeling texturing and rendering from now on.

Suspension bridge spanning the Golden Gate, San Francisco. From its completion in 1937 until the completion of New York’s Verrazano-Narrows Bridge in 1964, it had the longest main span in the world, 4,200 ft (1,280 m). It remains incomparable in its magnificence. Its construction, supervised by Joseph B. Strauss (1870 – 1938), involved many difficulties: rapidly running tides, frequent storms and fogs, and the problem of blasting rock under deep water to plant earthquake-resistant foundations.

Another update after a long hiatus ;), switching over to Blender Internal for rendering, it feels like I’m doing a lot of backtracking with materials and textures but I guess it’s required, the lighting takes a lot more adjusting but I’m liking the results so far…

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Progress is always good, I recently followed the particle instance painting video tutorial, and I like the results so far (the trees also hide the repetitive texture pattern ;))… I think the white dots in the trees are from not selecting premul for alpha. Need to work on getting the scene to feel large because as of now it feels more like a picture of a model. Once again I’m pretty happy with the results of blender internal, it just needs some more tweaking.
http://img43.imageshack.us/img43/1123/test2n.jpg

i think i know a few things that are in need of improvement
first is lighting, because if that’s off, textures won’t look right
http://www.visitingdc.com/images/golden-gate-bridge-picture.jpg
as you can see, shadows are a significant feature, especially on the towers
the reason the night renders don’t look right is because your missing the biggest light source–car headlights!
http://www.visitingdc.com/images/golden-gate-bridge-picture-2.jpg
not sure how to do that, though

also your water looks a little flat right now, and the transition to foamy waves is a bit sharp
this will be killer when your done, though

really impressive! congrats

Spacetug: Your right, I’m still working on the lighting, especially since I’m not used to BI, however one thing I noticed is that the way the ggb appears from photo to photo can vary greatly. The night scene will probably be easier in blender because I had problems tweaking the light emitters in Indigo, as far as the car light streaks, it can probably be done with long tubes with emit, with lights dupliverted to it or something + nodes.

Small lighting update, added a bolt and grunge bump map to the towers, textures and such are not final (esp. the water) and the building’s bricks got messed up for some reason, need to fix it.

http://img18.imageshack.us/img18/9159/ggblighttest4.jpg

whoa. O.o