yeah real nice ! Just gotta get the water to line up with the banks. Love the clouds btw. But even the grassy plains look pretty cool too.
yeah real nice ! Just gotta get the water to line up with the banks. Love the clouds btw. But even the grassy plains look pretty cool too.
Holy frejoles! Wish I could learn to wrap my brain around that nodule method TG2 uses. Very nice.
If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
-J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)
My Maps ~ My Brushes ~ My Tutorials ~ My Challenge Maps
Hey Ascension- I learned via World Machine. I took to that quite well...TG is a bit different again but I'm getting there.
What do you think of the river valley texturing on the opposite bank?- do you think it looks realistic? This is another surface layer mixed via the fractal breakup. I'm goin to double the number of texture layers but I want to improve it, not just add more.
The water has better reflectivity I think. The water level is too low though- if I raise it, it will look better, and it will also obviate the need for the mud flats...so Robes you can shuffle back in lol
I've still got a nice river mask in hand as well- should be able to improve those river valleys...and of course there's the plant populations //drool
http://www.skindustry.net/medem/file...2/render09.png
ok, the river banks east and west are not at the same heights. In order for the river to be perfect I'd have to go back and alter the western bank- get rid of those cliffs. That's not difficult at all but it is worth it for the purpose of these renders..?
So onto the surfacing...
monks
improved half of the surfaces here-
http://www.skindustry.net/medem/file...2/render11.bmp
now onto the mountain.
I'd like to throw in some displacements as well to the terrain.
running off a render now of Mindol....
monks
hmm, still needs a lot of work. Promising tho...
http://www.skindustry.net/medem/file...2/render13.png
I think displacements will help as well as tree cover in the foreground running up the lower slopes.
First tho, getting more variation into the surfaces on the mt.
monks
here's one at slightly higher detail settings:
I think the base of the mountain needs a lot of work
http://www.skindustry.net/medem/file...2/render14.png
monks