View Full Version : dry and cracked earth
skippa 03-15-2006, 09:00 AM hey everybody,
i'm new to cgsociety.org. so this is my introduction thread as well. :)
Ok, so here's my problem:
I want to model a very large landscape especially a dry and cracked earth desert. i have added a sample picture, so you can better understand what i mean.
http://www.un.org/av/photo/subjects/images/187253.jpg
my question now is, what is the best way to get these nice earth cracks without modeling each by hand ? is there a way at all ?
lowbrow
| |
skippa
03-16-2006, 11:43 AM
looks like i have to pull me out of this by myself. but that's fine - i can do this.
anyway, i have tried several things and i think i finally found what i need. the first approach was a displacement map with a picture of a desert in top view as reference. at the first glance it looked quite nice and i just thought i got it, but my second glance wasn't that satisfied. the cracks were too distorted to work with them. i need very clear defined cracks because there will be water running between them and so i decided to throw the whole "displacement map" concept away. i then came up with a complete different approach. it is little more time intensive but the final result looked much better and suited my requirements most. so here's what i've done: i modeled only a little plane with just a few cracks on it (about 8 to 10) and made each border of my 4 sided plane so that it can be tiled together with it's opposite neighbour - just like a tile map. the result is a desert which can be infinitely enlarged :buttrock:
maybe someone has a better procedure, if so, please just let me know.
lowbrow
Ian Jones
03-16-2006, 03:04 PM
sounds like a good strategy to me. Displacement wouldnt be a good option in the case of water running between the cracks due to the fact that its a render time process and you'd lack the geometry for water animation.
I'd suggest casting a modifier of some sort like 'random noise' type of mesh distortion to break up some of the regularity of the tiling on the overall merged mesh.
skippa
03-16-2006, 03:28 PM
hm, i'll give it a try. adding some ditches and hills has also made a good job. if i have a useable result i'll post a test-rendering.
RagingBull
03-16-2006, 10:15 PM
I would like to see a couple of WIP pic's if you have the time to upload some ?
lostboy
03-17-2006, 03:51 AM
I never tried this, but could it be possible, if you were modeling it, make a large plane of polys, shaping the polys to your liking, then just bevel everything up with one swift move??
lostboy
03-17-2006, 04:22 AM
this took me about 5 minutes, probably could take you less. Since I try to work in quads(don;t know if it is necessary for something like this) I basically made four side polygons by using the knife tool and cutting into a flat box(you could basically divide the box with whatever method you prefer). Then I just arranged points to mimic nature, then select all polys and bevel. I also had to use the move tool to move up the beveled polys to the desired height.
On the right side of the picture, I used the knife tool again to make multi-sided pieces of earth, incase four sides are too little.
in any case, I hope you get the results you want.
gxsaurav
03-17-2006, 05:21 AM
using paint deformation tool in 3d max can do the job? with low brush size
RagingBull
03-17-2006, 04:09 PM
Tad:
Did you read what he said he was going to be doing with it ???
I think he's chosen the best way to do it anyway, so I'd like to see what his final render looks like.
CGTalk Moderation
03-17-2006, 04:09 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.