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tomdeco
08-15-2006, 10:29 PM
I'm looking to build Machu Picchu in C4D for an HD show and am researching the best way to got about it, but under a tight budget and timeline. (about a 2 week turnaround)

My current plan is to build the mountain itself as a displacement map, taking advantage of its n-gons, based on grayscale topo information. I’ll texture it with bump maps and layer shaders, since it will never be seen closer than this shot:

http://www.students.itu.edu.tr/~ersoyse//The%20Lost%20City%20of%20the%20Incas,%20Machu%20Picchu,%20Peru.gif

This shot is also the angle I’ll use.

The buildings I will create from simple nurb extrudes of splines I’ll trace from an archeological map of the place.



My questions:

Is there a better, more efficient way to build the mountain?

Can anyone suggest other texturing methods that might be better timewise, both in construction and rendering?



Thanks for any and all help.

moka.studio
08-16-2006, 06:40 AM
You may want to have a look at DPIT
(www.dpit2.de)

which has a procedural environment for generating landscapes.

moka.studio
08-16-2006, 06:40 AM
double post

basilisk
08-16-2006, 07:11 AM
You should at least consider camera mapping if you can get a decent high res picture (plenty on flickr.com). You won't be able to do a big camera move, but it would be much more realistic and quick to render than a detailed model. The basics are explained here:

http://www.3dfluff.com/cameramapping/cameramappingtut.htm

Ernest Burden
08-16-2006, 11:40 AM
Unless you use something to bake the displacement then you won't be able to see your model without rendering it. If you make a grayscale map then use the 'relief' object and then convert it to polys. You will need to poly-reduce the results, but it will work. If you base all your maps on a 'plan' (top, overhead) projection then they will all work nicely together within a single material. But any really steep slope will have pixel stretching. Avoid that with UV or camera mapping, but it is very hard to align properly.

If you can find a DEM file of the area you can have C4D build the 3D mesh accurately from that. I use DEMs for the United States, so I don't know if there is coverage for that site. Look for that first as it means you would have an instant model, even if its only a 30 meter version (verses a 10 meter resolution DEM).

Good luck!


this looks like fun:
http://www.peru-machu-picchu.com/

nanopill
08-16-2006, 12:01 PM
Hi,

IŽve found two methods to do a polymountain, but youŽll need a plugin:

1. Create a terrain within terragen or terrabrush or something like that and try to find the terra4D plugin. Than you can import .ter-files to Cinema4D as polys (resolution depends on the resolution of the .ter-files, the higher, the more detail).

2. Play around with displacement maps (even with Subpolydisplacement) and displace a plane. Than you have to have the Jenna 2.25 plugin and you have to use the "Displacement"-view on the plane. You than can convert the plane to an object (the resolution of the poly has to be high, to get the Subpolydisplacement).

Both methods work (but you have high polycounts for detailed landscapes) but the most photoreal approach is the one with the cameramapping. ;o)

Good luck,

nanopill

JoelOtron
08-16-2006, 01:21 PM
I posted this over at postforum--but thought I'd double post here since maybe some others here might find the reference useful--especially the high res QTVR

-------------

I might build the mountain via hypernurbs and use sub poly displacement, Nickl, or the mograph noise deformer for the surface details. If there is a DEM topo file available, then that might work--but expect it to be very poly heavy to get sufficient detail. The immediate set of mountain peaks overlooking the city look pretty straightforward in form--just need extra jagged surfac detail to make rougher and more mountain like.

I came across these pages--may be of use.



http://www.cast.uark.edu/invirmet/projects/machuPicchu_tiwanaku/project_details.htm



http://www.panoramas.dk/fullscreen6/f2-machu-picchu.html



http://www.spaceimaging.com/gallery/ancientobservatories/

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