Today I was laying the tiles at Moget’s house.
It will be a longer process because of the shape of the roof, I have to fix one by one as I have not found another easier and more effective way to do it.
Noam Town is supposed to be a new town, ranging from a 3 to 6 years old town.
Moget town is the one supposed to look much older (30 to 50 years old). I’m adding Ivy on many houses, because this plant grows very fast in a moist zone, like this. The same goes for the moss in the roofs. Wood however takes more time to get more stains
I started making the entire wood walkway to make it easier to put the houses in the right place.
For now, I just started putting the boards and later I will put all the support.
Awesome work @Rute_Perdiz!
… And on my end I’ve finished placing the Ivy and also adjusted the Ivy material to fuse the best possible with the roofs moss:
There are just 5 Ivy objects in scene (wall, wall corner, roof, roof corner and roof ridge) all the other 95 Ivy objects are instances.
I’ve just learned that the Ivy in the Fall has a fruit… I may add that up also… later …no promises do
One trick that I use often on my paintings is color splatter to give some random variation.
Therefore, I’ve been making tests in adding it to the far far away terrain and also for the Mushroom island terrain:
The color splatter is a bitmap texture that tiles in a very noticeable way, so I’ve mixed it with a procedural texture to make it more light in some places than others and thus breaking the tiling …or just messing it all up Hoo well…
@Rute_Perdiz is still working on the catwalks / walkways for the Moget town and although they are progressing nicelly, on a screenshot the difference ain’t much noticeable. Tomorrow there should be some visual progress
Today I bring you one more evolution on the wooden walkway of Moget’s city.
I already put all the boards in and now I started to make the access stairs.
Once I finish them, I will do all the support.
Today I finished all the access stairs and the railing of the village’s wooden walkway.
Tomorrow I will start the support and then start in the houses.
Hello friends!
This week I’ve been working on nothing that can be seen I’ve mostly have been dueling with the low light condition shots, trying to simulate many lamps… without using any
At this moment this is just emission glass on the lamps, but still without any light baking GI. I’ve attempted to use just a few lamps to light the scene, which did work to a point, but as soon I activated all objects the memory must have rise to the PC limits and all I get was crashes. Hopefully the Baked GI will bring this up to the desire look. But even so some emission textures seem to not light up something needs fixing…
On the other things I’ve been making a spot were Shar will seat:
The rock is actually from Textures(dot)com, instanced many times in diferent scales and rotations and the mushrooms were made by my self back in 2009.
I’ve also improved the cliff texture a bit:
Hey opusgeo!
Thanks, by commenting alone you are already being part of it
I had seen your work featured here on Blender artists previously, and just now I’ve checked some of the others that I hadn’t seen. I’ve loved your work! Awesome style!
For Resilience Satelle there are many things were low poly characters would be awesome to have:
boat drivers
fisherman
people to fill in both towns
balloon passengers
Unfortunately, at this moment, we don’t have any budget for freelancing work, but, if we eventually find some, I’ll find you to ask if you still have interest… although I’m only good at working, I am not good at finding budgets, so…
Hey you. Thank you for your kind words. I am trying I admire what you do. My wife is really into 3D. I hope I can find time and chance to do what your doing with my wife. We also have cool ideas keep it going man!
Does anyone know a way, old or new, in any software to add light to a scene without lamps or emission shaders? … I just seem to need some king of spherical object with a shader that makes the textures it touches bright up… is that even possible!?
image based lighting. thats one of the big things with eevee.
an hdri is used to generate main scene lighting, and various probes are used to create area approximated reflections and light bounces to simulate a raytraced global illumination. (also known as PBR)
Hey Daedalus_MDW,
Thanks for your help! Yup, that is what I’m doing now (except I’m using Real-Sky instead of a HDRi but works the same), but baking of the light has to be done in the end of everything is made, you can’t change the lights and the resulting file, once saved with the baked light, has more than 1Gb.
But it’s undeniable that kind of improves the default bloom appearance
I’ve attempted to bake the lighting, but it makes the file open using 31 Gb of Ram… I only have 32 lol
…anyway… if they improved the Sonic in the Hollywood movie I’m sure I can solve this too
Ok… once you start thinking more like an Hollywood technician and less like a civil engineer you actually start getting reasonable results and only with 20 lamps + fake halos + Eevee Bloom:
The stars now twinkle, are in high defenition, there is a moon (it’s a real moon, a sphere, for fine tuning of it position), that somehow it actually reflects on the water and with an halo and everything (now that I’ve discovered the halos I want to put them in every object )