[CG] Sea-based Building
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- Jedi Knight
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[CG] Sea-based Building
Now to build a fleet...
- Sea Skimmer
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Re: [CG] Sea-based Building
Sea based building? As in a barge or as in sits on the sea floor?
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— Field Marshal William Slim 1956
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- Jedi Knight
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Re: [CG] Sea-based Building
Sea floor, I guess, so that I can make some organic-shape subs...
- Sea Skimmer
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Re: [CG] Sea-based Building
Okay, I was wondering because if it was meant to float life was not going to go well for it, while on the sea floor or awash the outrigger design actually works well for stability. Looks interesting.
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
— Field Marshal William Slim 1956
- Flagg
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Re: [CG] Sea-based Building
Excellent modeling skills. Just please don't do giant glass domes!
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Re: [CG] Sea-based Building
Why not?Flagg wrote:Excellent modeling skills. Just please don't do giant glass domes!
- FaxModem1
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Re: [CG] Sea-based Building
It reminds me of Atlantis from the The Spy Who Loved Me.
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- Jedi Knight
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Re: [CG] Sea-based Building
Some simple subs....
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- Jedi Knight
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Re: [CG] Sea-based Building
Tell us the location of the rebel clamstation or your friends will die!
Re: [CG] Sea-based Building
lovely.
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Re: [CG] Sea-based Building
Does the sand texture look okay?
Re: [CG] Sea-based Building
light bends differnetly under water. this is a bit moon-like.
"Aid, trade, green technology and peace." - Hans Rosling.
"Welcome to SDN, where we can't see the forest because walking into trees repeatedly feels good, bro." - Mr Coffee
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- Jedi Knight
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Re: [CG] Sea-based Building
I know... I intend to add lighting effects in Photoshop once done with the texturing.madd0ct0r wrote:light bends differnetly under water. this is a bit moon-like.
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Re: [CG] Sea-based Building
Eh, really didn't turn out the way I wanted... If anyone has any suggestions about making it look more like it's underwater, suggest away.
Maybe this one?
Last edited by Cosmic Average on 2013-03-09 07:51pm, edited 2 times in total.
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- Jedi Knight
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Re: [CG] Sea-based Building
And now as a painting.
- Lord Revan
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Re: [CG] Sea-based Building
I think the lightsafts (is that the proper term for those) are a bit too strong in the first 2 pics.
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Oh wait, that's marijuana..."Einhander Sn0m4n
Re: [CG] Sea-based Building
third actually looks more realistic to my eyes.
"Aid, trade, green technology and peace." - Hans Rosling.
"Welcome to SDN, where we can't see the forest because walking into trees repeatedly feels good, bro." - Mr Coffee
"Welcome to SDN, where we can't see the forest because walking into trees repeatedly feels good, bro." - Mr Coffee
Re: [CG] Sea-based Building
It's just as much about color as bending light. The color effect's you got with the painting filter are about right, but then you could resharpen. I think there's too much light, though.
Maybe go with the light levels from the original "sand textures" picture, and start dropping colors http://oceanexplorer.noaa.gov/explorati ... gram3.html is a good diagram.
If you've ever seen The Abyss, that's the look you're looking for.
Maybe go with the light levels from the original "sand textures" picture, and start dropping colors http://oceanexplorer.noaa.gov/explorati ... gram3.html is a good diagram.
If you've ever seen The Abyss, that's the look you're looking for.
Re: [CG] Sea-based Building
Why is the light coming from inside the ocean from the side?
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Re: [CG] Sea-based Building
I thought that the first time I looked at it as well but then I noticed that the station ist not very deep and that the light does come from the surface. It´s not very clear though, and perhaps a different viewing angle would be better.
Otherwise I´d get a higher resolution texture for the sand or do just do it procedurally and add a caustics pass to the rendering. For the caustics just look up one of the gazillion under water scenes tutorials out there.
Otherwise I´d get a higher resolution texture for the sand or do just do it procedurally and add a caustics pass to the rendering. For the caustics just look up one of the gazillion under water scenes tutorials out there.
Re: [CG] Sea-based Building
Nope, the only way that light source works is if the sea lab is on a downward slope.
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- Lord Revan
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Re: [CG] Sea-based Building
just a (stupid) question but just how big is this thing suppose to be? After all the bigger the structure the more it should show in the lighting of the scene, including things like self-illumination.
atm it looks wierd cause the look of the structure and subs suggest a rather large scale but the lighting suggest a really tiny scale.
atm it looks wierd cause the look of the structure and subs suggest a rather large scale but the lighting suggest a really tiny scale.
Last edited by Lord Revan on 2013-03-12 07:53am, edited 1 time in total.
I may be an idiot, but I'm a tolerated idiot
"I think you completely missed the point of sigs. They're supposed to be completely homegrown in the fertile hydroponics lab of your mind, dried in your closet, rolled, and smoked...
Oh wait, that's marijuana..."Einhander Sn0m4n
"I think you completely missed the point of sigs. They're supposed to be completely homegrown in the fertile hydroponics lab of your mind, dried in your closet, rolled, and smoked...
Oh wait, that's marijuana..."Einhander Sn0m4n
Re: [CG] Sea-based Building
Yeah usually you would want to go smaller or thinner with the light effects coming through the water as something gets bigger.
It looks like a little model in a fish pond or a toy in one of those little plastic pools.
It looks like a little model in a fish pond or a toy in one of those little plastic pools.
It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark... and we're wearing sunglasses.
Hit it.
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