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Old 05-23-2006, 12:10 PM   #31
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Tommy Helgevold
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Modeling: Details galore



More detailing, more nature, mountains, Airship and a heap of corrections.

Wonder if I'm going to make it to deadline? It ain't half finished yet.
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Old 05-24-2006, 09:24 AM   #32
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I hope you do make the finish because I think this is a wonderful image. All that curly nature detail is delightful. Good luck
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Old 05-24-2006, 09:29 AM   #33
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Tommy Helgevold
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Shading (Textured and lit): Texture planning



This image is just a quick dab-around before attacking textures, it has the latest model render + some post pro test-texturing to see what texturing would fit the scene best.
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Old 05-24-2006, 10:12 AM   #34
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Looking good! Keep up the pace! Do to time and your style I would keep the textures simple. You might not need particle hair grass. Stylized poly grass patches should work.
 
Old 05-24-2006, 12:14 PM   #35
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Looking good so far. Go go go!
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Old 05-24-2006, 04:40 PM   #36
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@Mdavid - thanks for the kind words, I'm working on it ...

@Womball - thanks. I think I'll do a lot in the "post-processing" steps

@Martin - thanks. I'm pacing forward like mad.
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Old 05-26-2006, 05:31 PM   #37
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Shading (Textured and lit): Going all grassy



And the texturing has begun.

There's also additional grass added on top of the grass textures.
Since time's scarce ..I'll probably render this one huge and buzz over to the post-processing stage now.
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Old 05-27-2006, 12:11 PM   #38
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It's probably too late now, but I don't think the additional grass looks that good. Either you should make it much more dense or add some flowers instead. The grass on the roof looks great

Go hamster...
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Old 05-27-2006, 01:24 PM   #39
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Hi Martin,

You're right, I've maxed the grass strands out to 100.000 strands
Blender won't go past that limit, but it is possible to do two things:

1) Duplicate the ground and make it invisible and add another set of grass

2) Go into blenders source-code and remove the limitation (which is put
in purposely to avoid a gazillion fake-bugs (my computer froze complaints)
I was told the secret how to remove it (simple really)...but I've forgotten
where in the code it is ...oh well.

Magic stuff will happen in postpro (as the image now has been rendered to
a whopping 3600 something...

*Edit*
I've re-made the grass (duplicated the ground 3 times + new guides + new shading formula)
so we've got to see if the computer (currently burning) can make it in time...
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Last edited by SketchPad : 05-27-2006 at 01:57 PM.
 
Old 05-27-2006, 04:33 PM   #40
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Post Effects and Compositing: Postprosessing



After a long rendering an extra layer of grass + tons of dabbing around, it's quickly nearing finish (quickly - ha!)

Yet more postprocessing to do...
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Old 05-27-2006, 05:14 PM   #41
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Much better now Maybe the shadows could use some blur, especially on the ground. But you can easily do that in post.
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Old 05-27-2006, 06:50 PM   #42
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Final Image: The Journey Final



Yahi is setting out on her biggest adventure yet, her father has been gone for a while and only left a mysterious map. Too long - Yahi was told to stay at home, but she wants to try out her new airship that she built herself. She's a tough little girl and are usually quite good natured and happy. Going on a trip with this airship will be a lot of fun - but what will her father think...
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Old 05-27-2006, 07:00 PM   #43
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Fun image TOmmy! And equally fun story. Now the big question is if she find her father? Can this be animated, or are the render times too long?
 
Old 05-27-2006, 07:10 PM   #44
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Thanks Nathan!

Your image is really fun too, I like the way you have made it so "clay"-like and it's like a
world of its own.

yeah it can be animated. The character is fully rigged - and everything is basically
set to go if the wish and "feel" should arise...

Man...that was close... 4 hours before deadline, pheeew...
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Old 05-27-2006, 07:34 PM   #45
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Nice result, consider the time you used.
It would have been nice to see, if you had entered in the 2d contest, and have used a bit more time ofcause, with the same picture.

Anyways... nice (and fast) work.
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