Hey Bjarga! Thanks! The target is that concept indeed
The waterfall is a sculpted object that uses a displace modifier, influenced by an animated procedural cloud texture to give it the movement.
After that I’ve reused the water material from the lagoon, but this time it gets an animated material on top for the foam, which Albedo, Specular, Roughness and Normal textures were painted in Gimp (it’s just white and black dots actually). Now that the principled shader has a transparency node I’ve just plugged to it a white to black transparency map that fades at the bottom.
Today I started to texturize the balloon boat, but as there are so many different objects I am not finished yet.
There are materials we are still experimenting with to see which one will look better.
I hope tomorrow is completely over.
Ok! Here goes the promised video. It’s only relative to the modeling and texturing of the waterfalls, still missing are the special effects for the foam and clouds, there ain’t any color correction too, it’s straight from the viewport:
Still with a lot of transparency z buffering issues (I’m using alpha blend, but need to test alpha Hashed, but if the camera doesn’t move they aren’t noticeable… if I shoot everything in tripods it won’t ever be a problem …Not my style
When the waterfalls were solid they didn’t look to jump so high from the lake. It’s because we are actually seeing trough the waterfalls in a zone that should be solid.
Shadows are also leaking here and there, but I’ve read that 2.81 will have these improved so they shouldn’t be a problem.
Until tomorrow!
Edit:
Ho! By the way, all water is in, all lakes, rivers and waterfalls are placed:
Finally I bring you the finished balloon boat.
We were experimenting with a few different textures so we could come up with the best fit.
I leave some pictures of the details.
Feel free to comment!
The towns now will need each to have a completely individual painting, with much more resolution for the shots seen from the ground/homes.
I’ve rendered an image in 4K for testing the paint quality, in the very highest resolution possible, and it looks like this:
Note:
I’ve updated to blender 2.81 alpha and that completely broke the water, so you see it now flat and over mirrored It seems that the Bump maps were refactored and they now don’t do a thing it’s something to look for later.
Thank you, for taking the time for such detailed explanation. The animation looks great! Really coming together nicely. baloon pic number 3 is my favourite by the way
Today I bring you the boat that will be for Noam.
The concept was designed by Rogério Perdiz, and the initial modeling was done by Rui Teixeira and I just redid it based on his model.
I will add some objects to compose it.
At the moment I am adapting the original idea to my idea.
Regarding the water problem it wasn’t related with the Bump vector at all.
The Mapping node now is different and the water uses 2 of them. When using one it works but if I try to use 2 it doesn’t… anyway it seems to be just a bug, continuing happily!
@Rute_Perdiz has completed the texturing for the Noam boat.
I’ve recorded a video to show the animation of the pedals, gears and chains. Some gears are a bit off timing now, but worry not, they are adjustable, so now it’s jut a matter of fine tuning it
The rig was entirely made by me, back in 2009, and surprisingly (apart the minor timing issue) it still works just fine
I’ve seen a tutorial (that I can’t seem to find anymore) that had some trees looking similar to these, so I decided to make some for RS They look a bit weird shaped but that is because they were animated when I took the screen it’s like the wind.
In location they look like this:
just a little thing bugging me about boat paddle mechanics. the gear ratios look backward. wouldnt you want power over speed (small gear drives big gear)?
Hehe Thanks Daedalus_MDW!
We’re glad your enjoying the ride!
About the gear ratios I did was an active Mountain bike person for more than 5 years (which gave me no engineering knowledge about gears ratios except by the perspective of the end user lol)… if this would actually work!? I don’t know
The idea was making a combination of both.
Easy/light for Noam to pedal but big speed on the rear wheel.
I also didn’t want that Noam had to pedal too fast, I was looking for a relaxed pace, that still gave good speed to the rear wheel and that it does…
If Noam has to be strong as Arnold Schwarzenegger to move those pedals!? Probably… but we’ll never know hehe…
And… two things returned today
Water noise is back, it was a bug with the UV mapping nodes on the new 2.81 alpha. I’ve used the UV option from the texture input node and all worked again just fine:
Today I bring you the kites placed on Tower Mountain.
I decided to put the Mushroom as a logo because the name of the island is “Mushroom Island”. I thought it would fit well.
The characters alone run from 20 to 28 fps, so I can only have very, very simple geometry as guide. The Proxies will also help to place fine detail things like fences and other things without the need of dealing with heavy stuff.
At this point is becoming clear that the Interactive zones will need to be made like Resident Evil, with fixed cameras and pre-rendered backgrounds (animated and static). I had some great ideas but none of them seems feasible for now… so it’s better stick with what it’s proven to work but I’ll still attempt to make it feel fresh.
I’ve also kept improving and making tests on the overhaul ambient:
I’m using clouds from @PixelshatterProcedural Cloudscape Generation in Cycles (now Eevee!) ,mixed with the ones I had made previously and I’ve also tried a tip from Simone Milano that kindly shared it on the facebook page “blender eevee realtime render engine” on a reply to a Noam town screenshot.
So clouds are… It’s not that they look bad They just feel that could look better …and a good indicator of that is Cycles Render that does make them look better lol.
Anyway, later I’ll give it another run.
Today I bring you the location sign that gives us information about the population of the west side of the island.
I made it in a more rustic style to match the village.
Tomorrow will be over already.