Me too! Tutorial please! I'd really like to get a better grasp of the early part of the process.
Lovely work, Su Liam!!
Me too! Tutorial please! I'd really like to get a better grasp of the early part of the process.
Lovely work, Su Liam!!
Very nice! I really like this coastline, and it's so rare to see good bathymetry like that. I think I'll be coming back to this post later to see if I can duplicate what you've done. And I'll echo the others: more details!
It's really been a delight reading your posts. A lot of the technical discussion goes over my head, but I learn just a little bit each time I read it. So many thanks to you, Redrobes, Monks, Waldronate, and anyone else who's been involved in those tech talks.
Bryan Ray, visual effects artist
http://www.bryanray.name
Agreed, that's very pretty - especially the mountains. The sharp shadows make them look very authentic.
Just one thing that doesn't quite sit right - the shading along the coast line looks like a drop shadow from the sea on to the land. Now I've seen it I can't help but see the sea as above the land - which feels very strange.
Have some rep for an excellent walkthrough - though of course that shouldn't stop you from going into more detail in the tutorials thread.
* Not quite ready for a tutorial yet. Stealing time as it is.
* I'm not quite sure what Hinaloth is saying about a line on the ground, though I'm curious.
* I'm really, really honored to be referred to in the same place as Redrobes, Monks and Waldronate. Thank you so much.
* The problem, Torstan, is that I have some subtle shading embedded in my colormap itself. Building a bumpmap for Bryce can get complicated and I was tired. It would have worked better if my Lighting Effects weren't lit from exactly the opposite direction as my Bryce render. In PS I used NW illumination, in Bryce I used SE illumination. Me ineptum. I rattled off a quick rerender with more appropriate illumination below. Thanks for the rep.
In the near future, I'll start this process over from scratch, both to see if I can replicate my results and to create a tutorial. Till then, here's ammunition, a little water, I have some chips if you need 'em. Hold out as long as you can my friends...!
p.s. I think I found the line Hinaloth is referring to. Apparently I didn't make my rock texture quite as tileable as I thought. Annoying...
Last edited by su_liam; 05-01-2008 at 04:23 PM.
Astrographer - My blog.
Klarr
-How to Fit a Map to a Globe
-Regina, Jewel of the Spinward Main(uvmapping to apply icosahedral projection worldmaps to 3d globes)
-Building a Ridge Heightmap in PS
-Faking Morphological Dilate and Contract with PS
-Editing Noise Into Terrain the Burpwallow Way
-Wilbur is Waldronate's. I'm just a fan.
That's done the trick. Looks great.
Great looking coastline su_liam! Very authentic and totally cool. I preferred the de-aturated look of the first map though, but I suppose thats just personal.
Torq
The internet! It\'ll never catch on.
Software Used: Terranoise, Wilbur, Terragen, The Gimp, Inkscape, Mojoworld
Apropos of nothing much, here's a LunarCell-like planet I made with planetGenesis and Bryce. Everything was built from planetGenesis noise and rendered in Bryce except the background which was Glitterato and the cloud maps which were generated in LunarCell.
This is just wasting some limited free time I could be using for my CWBP project, but it were fun.
It took about two days...
Astrographer - My blog.
Klarr
-How to Fit a Map to a Globe
-Regina, Jewel of the Spinward Main(uvmapping to apply icosahedral projection worldmaps to 3d globes)
-Building a Ridge Heightmap in PS
-Faking Morphological Dilate and Contract with PS
-Editing Noise Into Terrain the Burpwallow Way
-Wilbur is Waldronate's. I'm just a fan.