View Full Version : WIP Planetary Texturing

03-06-2002, 07:22 AM
Ok, I am doing this animation which has one of my characters land on a planet to do some things. The planet is a rocky, sandy, dusty type planet, kinda like mars, I might actually make it mars. The whole inviroment is done in max using a displacement map, and is 400000 generic units, so its pretty big and thats one of my problems with texturing it. I desided to go for procedural(dont know spelling) textures only. Thats when I ran into problems. Any pros here to give some tips, advice on texturing this?

03-06-2002, 08:34 AM

03-06-2002, 08:40 AM
maybe add some rocks and heat wave effects to the background

03-06-2002, 09:52 AM
Yeh i guess my first image was too far to coment without writing a tutorial :) . Here is an update:

03-06-2002, 10:02 AM
if i were you , i would add a fog , haze or heatwave effect to the background for depth of field , and add lots of random rocks (detailed) to the foreground unless you want the viewer to look at the horizon.


03-06-2002, 10:09 AM
Thanx, I am on it after I finish watching a rerun of Seinfeld :) Gotta love that show!

03-06-2002, 02:07 PM
This some rocks i added, but keep in mind that this is not a still but for an animation so too much detail is not needed. By the way Ill add some more big rocks to the landscape further from the camera.

03-06-2002, 03:10 PM
why do the rocks have square shadows?

03-06-2002, 03:44 PM
hi nice job.
the stones look like they're sepperate from the ground. maybe you could add some sort of a atmosphere or starsky?

gr. dwiemer

Dr BeN
03-06-2002, 04:27 PM
aha so your using max ... haha ! ;) no just kidding like your renderers .

well a little tip with the rocks ... the look like well clipping errors ... if i would model this in maya i'd place them with dynamics .... what means make them rigid bodys and let them fall on the ground so you get them right in the surface and physicaly correct!

don't know how far dyn go in max but i think you got reactor , right =? shozuld be pissoble with that one

looks interesting so far

how did you manage the texturing ? found a tut ? if so would be nice if you post it

03-07-2002, 04:59 AM
Well, first off: The reason the rocks have square shadows is cause they use shadow maps, and they used to be boxes. Its easily fixable with reaytraced shadows but the rendering time increases dramaticly so i left them like that.
Droping them like in maya wouldnt work very well cause most of the rocks are buried at least half way under the sand. So anything floating above ground ill fix manualy and some of them look like that for now cause of square shadow maps :)
The texture for rocks was made by playing with prosedural textures in max, mostly noise, for diplacement and bump, also some dent for the bumpmaps, and I came up with this. All the textures I came up with miself after pocking around in mateditor:)

03-07-2002, 05:54 AM
A bit better veiw:

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