See update near end of thread.
This is a little idea I got a couple of days ago…
I’m considering it finished but I’m still up to tweaking it some more.
If you want to see wires/node setup/anything I can post if for you. Enjoy!
See update near end of thread.
This is a little idea I got a couple of days ago…
I’m considering it finished but I’m still up to tweaking it some more.
If you want to see wires/node setup/anything I can post if for you. Enjoy!
Not bad, not bad at all, the sky’s at a wierd perspective though, it looks curved upwards at the closest parts.
I think the smoke could look a little better and the same with the background.
Though this is a major reason why I don’t use backgrounds, you have to match the lighting to the background. Now I just use a bunch of planes to get a volumetric cloud layer.
Not 5 star good but one you could say is ‘typical good’ in this forum
TheANIMAL: It shouldn’t be… maybe I’ll redo it though.
Cyborg Dragon: I think I’ll use that technique to do them procedurally… or a combination of image/procedural.
Don’t forget to set them to Orco coordinates too when you do that, otherwise if they’re far away they’ll look like white dots.
Not bad…Not nearly as good as your other images, but nice. The Main Things That bother me:
1 The Tree’s texture
2 There is too much space between bricks on the tower.
but keep it up.
I like the tree texture, looks like it’s been painted on, but I just noticed the mortor looks blue, if you set too much blue tint in the lighting then that would cause it.
I like the texture , specifically, its too harsh, looks almost like dark stone.
Cyborg Dragon: Is it necessary to set it to orco?
free_ality:
“Not bad…Not nearly as good as your other images, but nice.”
I’ll take that as a… uh… complement/non-complement;)
The tree texture itself is ok, I think. I think it’s the amount of bump mapping/lighting that makes it look that way.
Too much space? If I make them bigger, they penetrate each other… forgive me if I’m missing something.
Cyborg Dragon: No, the mortar is actually a bit blue.
I tried to make some changes, but IMO this render isn’t necessarily any better:(. I just got another idea this morning, so I think I’ll move on. This project was a good experience though. I don’t know about doing the clouds procedurally…
Well if you want the clouds to go well into the distance and have it a reasonable height then yes it is neccesary, global will just make it look like small little dots unless you set the texture scaling extremely low.
Also, for partly cloudy skies you should set it so that the brightness is almost all the way down and the contrast is way up. And use the same, but a copy of the clouds texture for the color, use the first as an alpha map.
Thanks! This is useful info for the future, but at the moment I’m starting something else… I’ll be sure to put this to good use though:yes:
Nice work, good details. I really like it!
Thanks! I wanted to focus on modeling in this:yes: