[WIP] Standing Out
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- Enlightenment
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[WIP] Standing Out
Planning this as a christmas gift for some of my family and associates.
The building/spear thing on the right isn't finalized yet nor is the ground texture. Any comments or suggestions?
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nice
the first thing i thought was cold windy day at the ocean. for the ground maybe a rough sand beach texture (same color and shade) which let´s you figure that there´s water further back.
the object: the shape is cool. i´d keep it. the surfact should be "bumpy" on the dark side as well.
the legs of the object should weld better with the ground. little sand hills around them or something like that.
and it would be cool if the persons hair would be "flying ind the wind.
the first thing i thought was cold windy day at the ocean. for the ground maybe a rough sand beach texture (same color and shade) which let´s you figure that there´s water further back.
the object: the shape is cool. i´d keep it. the surfact should be "bumpy" on the dark side as well.
the legs of the object should weld better with the ground. little sand hills around them or something like that.
and it would be cool if the persons hair would be "flying ind the wind.
i just reread my post from yesterday and changed my mind. the sand beach texture wouldnt fit in because it wouldnt be abstract enough.salm wrote:nice
the first thing i thought was cold windy day at the ocean. for the ground maybe a rough sand beach texture (same color and shade) which let´s you figure that there´s water further back.
the object: the shape is cool. i´d keep it. the surfact should be "bumpy" on the dark side as well.
the legs of the object should weld better with the ground. little sand hills around them or something like that.
and it would be cool if the persons hair would be "flying ind the wind.
btw, may i ask how you made the sky?
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I like it, it has got that 'old film' quality to it. Very nice.
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Next update:
Textured the spiky thing, added some ground fog, made some adjustments to the ground texture to make it more like bare bedrock.
Salm: the sky is done with Lightwave's Skytracer (for the clouds and basic color, a volumetric spotlight (for the diagonal streaks), and a ground fog effect (to brighten the horizon). If you have Lightwave I can give you more details but otherwise the exact methods won't be of much use.
Will post another update either tomorrow or friday. I still need to work on the ground texture, the model's pose, and her textures.
Textured the spiky thing, added some ground fog, made some adjustments to the ground texture to make it more like bare bedrock.
Salm: the sky is done with Lightwave's Skytracer (for the clouds and basic color, a volumetric spotlight (for the diagonal streaks), and a ground fog effect (to brighten the horizon). If you have Lightwave I can give you more details but otherwise the exact methods won't be of much use.
Will post another update either tomorrow or friday. I still need to work on the ground texture, the model's pose, and her textures.
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I like the silver tower better, just personal opinion.
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A minor update
Mostly trying to get a decent distance fog effect. Also brightened up the ground and did some texture tweaks.
The spiky thing is really an unfinished spacecraft hull mesh that I decided to borrow as an obelisk. The full ship is completely symetric; what's sticking out of the ground here is just about half of it.
It's not supposed to be leaning. If it looks that way then I've created an unintentional optical illusion because the mesh is pointing directly skywards.
Mostly trying to get a decent distance fog effect. Also brightened up the ground and did some texture tweaks.
The spiky thing is really an unfinished spacecraft hull mesh that I decided to borrow as an obelisk. The full ship is completely symetric; what's sticking out of the ground here is just about half of it.
It's not supposed to be leaning. If it looks that way then I've created an unintentional optical illusion because the mesh is pointing directly skywards.
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Thanks.Spanky The Dolphin wrote:Looks good.
(checks credits on the image) Uhh, yeah.Your name is Coridon?
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Looks like it's leaning to me. The chick also looks like she's leaning. Perhaps there's some sort of slight fisheye lens effect unintentionally put in there.Enlightenment wrote:It's not supposed to be leaning. If it looks that way then I've created an unintentional optical illusion because the mesh is pointing directly skywards.
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hmm... no i dont have lightwave. i work with max.
actuall i liked the first texture of the obelisk better.
are you sure that the obelisk isnt leaning? if you look at the second picture, the one in which the edges are more pixelated (anti aliasing turned off?) you can see that the pixels on both sides of the obelist create different "stairs" if the were in the same angle compared to the bottom end of the picture they´d create the same "stairs"
how do you call these stairs?
you also might want to add some shadows to get rid of the impression of the hovering figure.
actuall i liked the first texture of the obelisk better.
are you sure that the obelisk isnt leaning? if you look at the second picture, the one in which the edges are more pixelated (anti aliasing turned off?) you can see that the pixels on both sides of the obelist create different "stairs" if the were in the same angle compared to the bottom end of the picture they´d create the same "stairs"
how do you call these stairs?
you also might want to add some shadows to get rid of the impression of the hovering figure.
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By popular demand the obelisk in again white.
This'll probably be a short-lived update. In terms of artistic quality it's regressed in places, particularly the sky and ground texture. I intend to fix both of these problems for update #5.
I had to rework the entire scene for the objects' shadows to be visible. In the earlier versions both the character and the obelisk were on reverse slopes away from the camera and as such their shadows were obscured by bumps in the landscape.
I think I've finally got a decent fog setup here; now I just have to fix everything else that got broken in the process of getting the fog and shadows right.
The obelisk is absolutely vertical as far as the geometry is concerned. If it looks leaning then it's an artifact of the LW camera model that I can't fix.
Spanky: she's on the ground but because of the reverse slope thing there was no shadow to make that clear. This version is better (there is a shadow; it's small, but it's there) but still not quite perfect.
Salm: 'stairs' = 'aliasing.' AA has been turned on in all these renders although I have used lower AA settings (faster rendering) in some of the shots.
Thanks for the comments everyone.
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what´s the problem? cant you rotate the obelisk or the camera a couple of degrees? as you can see in the image below, it does appear to be leaning in the image.Enlightenment wrote:
By popular demand the obelisk in again white.
The obelisk is absolutely vertical as far as the geometry is concerned. If it looks leaning then it's an artifact of the LW camera model that I can't fix.