View Full Version : LandScape WIP
DougG 12-23-2002, 04:23 PM I started workin on this landscape yesterday, its going to be for an animation. In the animation a character will walk up over to the ledge and look out into the distance (something like that). I wanted to make the enviornment dark and moody.
I wanna make this look as good as possible and comments would be appreciated :wavey:
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A MacVey
12-23-2002, 04:42 PM
i think it looks pretty darn good! one thing is the sky it looks like you just mapped the texture onto a flat plane where you should have mapped it to a sphere.
O and where did you get that texture? I need one just like that :p
diazgl
12-23-2002, 04:46 PM
could you post a higher quality image? From what I can see right now, your scene needs a little better lighting, and maybe try to use *some* neutrally coloured fog, to display the depth of your image. Also try to move the ledge higher, so that you will set it apart from the rest of the scene, giving it a more panoramic feel. The scene also needs more contrast in colouring between the foreground and the background.
Other than these, the scene looks nice, but again, please post a higher quality image.
DougG
12-23-2002, 04:56 PM
Ill work on posting a higher quality image, but its hard keeping a pic that size under 40 kb.
I guess Ill make the pic smaller :p
Thx for the input, I'll work on this
Dave Black
12-23-2002, 05:04 PM
First off:
Looks really nice. Cool mood.
What software are you using?
If it's max, a distance type falloff material works amazingly well for these types of enviroments. The texture changes as is goes away from the camera. It really allows for some nice effects, and gets rid of that tiled look.
The scene seems to be bending at the horizon, which seems odd. I think it's the scale. For the horizon to be curved, the scene space would have to be huge. There is a depth that I feel is lacking for that to be the case. Perhaps it's the fog.
Try making some particle clouds. I dig the lighting, if a bit dark.
A bit more variation in the terrain would probably give the eye some more visual appeal.
All in all, though, it's a great start!
-3DZ
:D
DougG
12-23-2002, 05:15 PM
I changed the sky and lighting a bit
And yea I am using max, I will hafta give that distance falloff a try :)
Dave Black
12-23-2002, 05:46 PM
I like this one better compositionally. Also like the rocks in the forground.
You lighting needs some work. It's rather flat...almost like it's the default lighting. Just a few things to think about:
The earth is lit by the Sun, the stars, and the moon(by way of the sun). The ground we see is lit by the clouds(light refracted through, and bounce back from the sun), the sun(A big kicker light). On an overcast day, like you have there, try this:
Simulate the lighting from a real world perspective. Lots of instanced omni lights with a low intensity and a slight blue/grey color for the light from the sky(clouds). A broad kicker light for the sun(even though it's obsured). Probably also a cooler light color because of the overcast sky. Oh yeah, and don't for get that overcast days produce soft shadows. And that the ground should be emiting light as it's bounced back to the sky.
I'd also highly recommend not using that map for the sky. If you are hell bent on using a photo for the sky, try to mix it with some procedurals, and for god sake, find a different map! :D
The rockface on the left in the forground is black. It should have some illumination from light bouncing off the stones near it. Even if it's in perfect shadow, light waves are attacking it from the sides.
man, that was alot...hope it helps a bit
-3DZ
:D
Dave Black
12-23-2002, 05:51 PM
One other thing. Try using a gradient for the enviroment background. If you look at the sky, you wil see that it gradieates from light(horizon) to dark(sky). You can always place a bitmap in this highest color. It really adds depth, and realism. Try it!
-3DZ
DougG
12-23-2002, 06:06 PM
This helps alot thanks so much :applause:
Alot of the things here are placeholder mainly the sky but everything you have said makes perfect sense. Off to work :)
Expect some updates later
DougG
12-23-2002, 07:42 PM
Took your advice, but there is still more to go :)
Thx so much again you rock :beer:
diazgl
12-23-2002, 08:01 PM
I like the new image, the clouds are interesting, but again the lighting is flat, try adding soft variations caused by the clouds, and make the background more interesting. I think a cross mix between the two last pictures you posted would give some nice results. The greenery looks too muddy, like there's nothing particular there, whereas you should decide what covers the ground, a forest, a valley...?
Also, be careful with your rock texture conforming to the 3D model, cos it causes the texture to bend and stretch at some places, these are some common mistakes in game enviroments.
Dave Black
12-23-2002, 08:02 PM
Hey, that's looking really nice...But I miss the rocks in the second image...Sniff..sniff. Those to pillar stones on the right and left really made it pop.
You know, there is a freeware plugin map called electric. It's really nice for bump mapping rocks as it flows in channels instead of max's blotchy uniform noises...Hmmm...something to consider. I know you're using bitmaps, but a good mix of procedurals and bitmaps works great of this sort of scene.
Also, top/bottom materials rock you butt for landscape work. Don't know if you've discovered them yet, but you can mix two material together with the geometry's slope angles as a mask...Great for snowy scenes. Good for doing grassy areas with cliffs, too. I have some demo images of the tecnique if you are interested.
I know it's a wip, but I gotta say, some grass and small pebbles would add alot.
You lighting is definately getting there.
Love the updates...keep at it!
-3DZ
:D
DougG
12-23-2002, 08:08 PM
Thx for all the helpful comments, I'm going to fix the lighting and the texture on the ground. Also I will add some little pebles and grass etc (I just havent got around to that yet)
3DZealot : I actualy didnt know about the top/bottom material and I definetly hafta check it out. I am intrested in what you've done with that technique
Thx for all the quick replies :thumbsup:
P.S.- How can I go about using that top/bottom material?
Dave Black
12-23-2002, 08:31 PM
This is by far not the best example, but I found it floating around on my HD...At least shows what it does. I can send you a file with a basic setup if you want. Sorry it's so small, but I did'nt want to post a big pic inside YOUR thread. :D
DougG
12-23-2002, 09:13 PM
Ahh I get what your sayin, how would I go about adding the top/bottom material?
err nm I got it, updates soon:bounce:
DougG
12-24-2002, 02:23 AM
Just to see how it might eventually look I stuck my character in.
:thumbsup: or :thumbsdow
Dave Black
12-24-2002, 02:29 AM
:thumbsup:
Sweet. Looks like a cool scene.
*eh hem*
*cough*...falloff map by distance!..*cough*.
-3DZ
:D
Dave Black
12-24-2002, 02:31 AM
Oh yeah, and you should try out this script...It's called Emesh...It erodes your terrain geometry...very nice...
www.scriptspot.com
Look it up.
Mmmmm good.
:thumbsup:
DougG
12-24-2002, 02:36 AM
lol i tried the falloff map by distance but it doesnt seem to wanna produce any changes...
still gotta mess with that hehe
Dave Black
12-24-2002, 05:03 AM
yeah, that map's a bit shy...
Try using a red and green selfilluminated material...It's easier to see the diffs. Also, sometimes the near and far(or whatever it's called)settings need to be very extreme.
DougG
12-29-2002, 09:23 AM
BEen really busy lately, but I got to work on it the past few days after the holidays :wavey:
anyways heres the update :cool:
DougG
12-29-2002, 09:24 AM
2
diazgl
12-29-2002, 02:39 PM
wait, you got me confused, what were you trying to do, realistic or artistic?
DougG
12-29-2002, 04:43 PM
well I was just learning some new techniques, and the landscape started looking more realistic. While I liked the way it looked I wanted something more dramatic and more exciting to look at. I'm really happy with its current look though, I just hafta add small details in now.
This whole project has been a real learning experience for me. Thats why the look of this thing has changed so much
Garrison
12-30-2002, 09:01 PM
Originally posted by 3DZealot
This is by far not the best example, but I found it floating around on my HD...At least shows what it does. I can send you a file with a basic setup if you want. Sorry it's so small, but I did'nt want to post a big pic inside YOUR thread. :D
Sorry to barge in on the thread, but is there any chance i could take a look at the file you are on about, as landscaping is something i want to move on to next, my email is: makememadman@hotmail.com it would be much appreciated :thumbsup:
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